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Difference between revisions of "40d:Weapon token"

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m (I'm pretty sure that's what those tags are for.)
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| HITS (trapcomp)
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| HITS
 
| value
 
| value
| Probably the number of times it hits
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| Number of times it hits. (Trap components only)
  
 
|-  
 
|-  
 
| IS_SCREW
 
| IS_SCREW
 
|
 
|
| Weapon may be installed in a screw pump.
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| Weapon may be installed in a screw pump. (Trap components only)
  
 
|-
 
|-
 
| IS_SPIKE
 
| IS_SPIKE
 
|
 
|
| Weapon may be installed in a spike trap.
+
| Weapon may be installed in a spike trap. (Trap components only)
  
 
|-
 
|-

Revision as of 20:10, 20 November 2008

Tokens

Token Arguments Description
CAN_STONE Can be made out of SHARP (unmodded: obsidian) stone.
CRIT_BOOST: value Increases the chance of a weapon piercing internal organs.
[DAMAGE:<damage amount>:<damage type>] dmg amount - value

dmg type - (slash, burn, etc.)

Sets the amount and the type of Damage
HITS value Number of times it hits. (Trap components only)
IS_SCREW Weapon may be installed in a screw pump. (Trap components only)
IS_SPIKE Weapon may be installed in a spike trap. (Trap components only)
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. Is most important with bars. The number of bars needed is the value divided by three.
NAME singular:plural What this item will be called ingame.
RANGED:<skill type>:<ammo type> skill type - weapon skill type

ammo type - anything

This sets what weapon skill will be gained when this weapon is fired and what type of ammo can be fired by this weapon. Ammunition definitions have DAMAGE and CLASS - CLASS determines what ammo type it matches.
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.
STICK_CHANCE value The chance of a weapon sticking in a target.
WEIGHT value How much an item weighs.