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Difference between revisions of "40d:Weapon token"

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m (fix some 'gremlin's grammar' as it were)
 
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=Tokens=
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{{quality|Exceptional|21:20, 30 March 2011 (UTC)}}{{av}}
{| border="1" cellpadding="2"
 
! width="35%" | Token
 
! width="24%" | Arguments
 
! width="41%" | Description
 
  
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For use on standard weapons.
 +
 +
{| {{prettytable}}
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|- bgcolor="#ddd"
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! Token
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! Arguments
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! Description
 +
 +
|-
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| {{text anchor|ADJECTIVE}}
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| adjective
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| Appears before the name of the weapon's material. E.g. "large Obsidian dagger"
 +
 +
|-
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| {{text anchor|CAN_STONE}}
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|
 +
| Can be made out of {{token|SHARP|st}} stone.
  
 
|-
 
|-
| CRIT_BOOST:
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| {{text anchor|CRIT_BOOST}}
 
| value
 
| value
 
| Increases the chance of a weapon piercing internal organs.
 
| Increases the chance of a weapon piercing internal organs.
  
 
|-
 
|-
| [DAMAGE:''<damage amount>'':''<damage type>'']
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| {{text anchor|DAMAGE}}
| dmg amount - value
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|
dmg type - (slash, burn, etc.)
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* amount
 +
* type (slash, burn, etc.)
 
| Sets the amount and the type of [[Damage]]
 
| Sets the amount and the type of [[Damage]]
  
 
|-
 
|-
| MINIMUM_SIZE:
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| {{text anchor|MINIMUM_SIZE}}
 
| value
 
| value
 
| The size a creature must be in order to use this weapon.
 
| The size a creature must be in order to use this weapon.
  
 
|-
 
|-
| MATERIAL_SIZE:
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| {{text anchor|MATERIAL_SIZE}}
 
| value
 
| value
| How much material is needed to make the item. Is most important with bars. The number of bars needed is the value divided by three.
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| How much material is needed to make the item. When using normal metal bars, the amount needed is the value/3, rounded down; when using [[adamantine]], the number of wafers needed is equal to the value.
  
 
|-
 
|-
| NAME
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| {{text anchor|NAME}}
 
| singular:plural
 
| singular:plural
 
| What this item will be called ingame.
 
| What this item will be called ingame.
  
 
|-
 
|-
| RANGED:''<skill type>'':''<ammo type>''
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| {{text anchor|RANGED}}
| skill type - weapon skill type
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|
ammo type - anything
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* skill
| This sets what weapon skill will be gained when this weapon is fired and what type of ammo can be fired by this weapon.
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* ammo class
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| This sets what weapon skill will be gained when this weapon is fired and the {{token|CLASS|am}} of ammo that can be fired by it. Also allows this weapon to be constructed at a bowyer's workshop. For a list of skill tokens see [[Skill token]]s.
  
 
|-
 
|-
| SKILL
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| {{text anchor|SKILL}}
 
| weapon skill type (axe, sword, etc.)
 
| weapon skill type (axe, sword, etc.)
| The type of weapon skill that experience is gained in when this weapon is wielded in melee fighting.
+
| The type of weapon skill that experience is gained in when this weapon is wielded in melee fighting. For a list of skill tokens see [[Skill token]]s.
  
 
|-
 
|-
| STICK_CHANCE
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| {{text anchor|STICK_CHANCE}}
 
| value
 
| value
 
| The chance of a weapon sticking in a target.
 
| The chance of a weapon sticking in a target.
  
 
|-
 
|-
| WEIGHT
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| {{text anchor|TWO_HANDED}}
 +
| value
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| Creatures wielding this weapon that are above the minimum size but have a size below the defined number must wield this weapon with two hands. (''Currently only affects fortress mode as an adventurer can wield anything in one hand.'')
 +
 
 +
|-
 +
| {{text anchor|WEIGHT}}
 
| value
 
| value
 
| How much an item weighs.
 
| How much an item weighs.
 +
 
|}
 
|}
  
 
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{{Category|Modding}}
[[Category:Modding]]
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{{Category|Tokens}}

Latest revision as of 00:19, 25 June 2025

This article is about an older version of DF.

For use on standard weapons.

Token Arguments Description
 ADJECTIVE adjective Appears before the name of the weapon's material. E.g. "large Obsidian dagger"
 CAN_STONE Can be made out of [SHARP] stone.
 CRIT_BOOST value Increases the chance of a weapon piercing internal organs.
 DAMAGE
  • amount
  • type (slash, burn, etc.)
Sets the amount and the type of Damage
 MINIMUM_SIZE value The size a creature must be in order to use this weapon.
 MATERIAL_SIZE value How much material is needed to make the item. When using normal metal bars, the amount needed is the value/3, rounded down; when using adamantine, the number of wafers needed is equal to the value.
 NAME singular:plural What this item will be called ingame.
 RANGED
  • skill
  • ammo class
This sets what weapon skill will be gained when this weapon is fired and the [CLASS] of ammo that can be fired by it. Also allows this weapon to be constructed at a bowyer's workshop. For a list of skill tokens see Skill tokens.
 SKILL weapon skill type (axe, sword, etc.) The type of weapon skill that experience is gained in when this weapon is wielded in melee fighting. For a list of skill tokens see Skill tokens.
 STICK_CHANCE value The chance of a weapon sticking in a target.
 TWO_HANDED value Creatures wielding this weapon that are above the minimum size but have a size below the defined number must wield this weapon with two hands. (Currently only affects fortress mode as an adventurer can wield anything in one hand.)
 WEIGHT value How much an item weighs.