Material definition token

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Нижеследующие токены можно использовать при назначениях материала (либо для неорганических веществ, либо для тех, что внутри растений и существ), а также в шаблонах материалов.

Свойства материалов

Токен Аргументы Описание
PREFIX:string
  • добавляемый суффикс или ничего
Добавляет префикс ко всем предметам, сделанным из этого материала. Для материалов PLANT и CREATURE устанавливает название растения/существа по-умолчанию. Не используется в шаблонах материалов.
STONE_NAME:string
  • добавляемое название
Перезаписывает названия добытых камней (используется для написания слова "nuggets" для native copper, native silver, native gold и native platinum).
IS_GEM:string:string:string
  • название в единственном числе
  • навание во множественном числе
  • состояние / state
Указывает, что материал является драгоценным камнем - при его добыче выпадает необработанный самоцвет, а не сам камень. Множественное число может использоваться с токеном STP для автоматической дописки буквы "s" к названию в единственном числе, а токен OVERWRITE_SOLID перезапишет значения STATE_NAME и STATE_ADJ.
TEMP_DIET_INFO:lookup
  • тип загрязнения из списка
Указывает тип загрязнения питьевой воды, от питья которой возникает несчастливая мысль. Может принимать значения: BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME и FILTH.
POWDER_DYE:colorNumber Делает материал красителем и назначает цвет красителя.
TILE:charCode Определяет тайл, который будет использоваться для представления не добываемых тайлов из этого материала. Обычно используется для камней. По-умолчанию - 219 (символ '█').
ITEM_SYMBOL:charCode Определяет тайл, который будет использован для представления объекта BOULDER из этого материала. Обычно используется только для камней. По-умолчанию - 7 (символ '•').
DISPLAY_COLOR:colorNumber:colorNumber:bit
  • цвет шрифта (0-15)
  • цвет фона (0-15)
  • яркость шрифта (0 или 1)
Отображаемый на экране цвет материала. Используется стандартный трехзначный токен цвета. Эквивалентен [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (если 'a' = 'b', то X = 1, иначе X = 0) и [BASIC_COLOR:a:c].
BUILD_COLOR:colorNumber:colorNumber:bit
  • цвет шрифта (0-15)
  • цвет фона (0-15)
  • яркость шрифта (0 или 1)
Цвет объекта, созданного из этого материала, который использует как цвет шрифта, так и цвет фона: двери, шлюзы, люки, корзины, бочки и клетки. По-умолчанию - 7:7:1 (белый цвет).
TILE_COLOR:colorNumber:colorNumber:bit
  • цвет шрифта (0-15)
  • цвет фона (0-15)
  • яркость шрифта (0 или 1)
Цвет не добытого тайла, состоящего из этого материала (для камней и почвы) и для гравировки этого материала. По-умолчанию - 7:7:1 (белый цвет).
BASIC_COLOR:colorNumber:bit
  • цвет шрифта (0-15)
  • яркость шрифта (0 или 1)
Цвет шрифта объектов, сделанных из этого материала, используется для мастерскихworkshops, полов, камней и отшлифованных стен. По-умолчанию - 7:1 (белый цвет).
STATE_COLOR:list:lookup
  • состояние материала из списка
  • цвет материала
Устанавливает цвет материала для выбранного состояния. Состояние может принимать значения: SOLID, LIQUID, GAS, POWDER, SOLID_POWDER, PASTE, SOLID_PASTE, PRESSED, SOLID_PRESSED, ALL_SOLID или ALL.

Цвет берется из файла "descriptor_color_standard.txt". Ближайшее значение цвета используется для отображения загрязнений и частей тел, сделанных из этого материала.

[STATE_COLOR:ALL_SOLID:GREY]
STATE_NAME:list:string
  • состояние материала из списка
  • существительное название материала
Изменяет название материала на указанное, когда материал находится в выбранном состоянии. Состояние может принимать значения: SOLID, LIQUID, GAS, POWDER, SOLID_POWDER, PASTE, SOLID_PASTE, PRESSED, SOLID_PRESSED, ALL_SOLID или ALL.
[STATE_NAME:ALL_SOLID:stone]
STATE_NAME_ADJ:list:string
  • состояние материала из списка
  • название материала
Устанавливает оба токена STATE_NAME и STATE_ADJ одновременно в одно и то же значение для выбранного состояния материала. Состояние может принимать значения: SOLID, LIQUID, GAS, POWDER, SOLID_POWDER, PASTE, SOLID_PASTE, PRESSED, SOLID_PRESSED, ALL_SOLID или ALL.
STATE_ADJ:list:string
  • состояние материала из списка
  • прилагательное название материала
Подобен STATE_NAME, но используется для описания прилагательного значения. Состояние может принимать значения: SOLID, LIQUID, GAS, POWDER, SOLID_POWDER, PASTE, SOLID_PASTE, PRESSED, SOLID_PRESSED, ALL_SOLID или ALL. Например, предмет wooden sword сделан из материала с такими свойствами:
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wooden]
ABSORPTION:integer
  • значение
Степень поглощения жидкостей этим материалом. Контейнеры, сделанные из этого материала (с не нулевой абсорбцией), не могут содержать в себе жидкости до тех пор, пока поверхность не будет глазурирована. По-умолчанию - 0.
IMPACT_YIELD:integer
  • значение
Определяет величину воздействия (в кило-паскалях, кПа) на материал до того момента, как он начнет деформироваться. Используется при ударных воздействиях. По-умолчанию - 10000 кПа.
IMPACT_FRACTURE:integer
  • значение
Определяет величину воздействия (в кило-паскалях, кПа) на материал до того момента, как он сломается. Используется при ударных воздействиях. По-умолчанию - 10000 кПа.
IMPACT_STRAIN_AT_YIELD:integer ИЛИ
IMPACT_ELASTICITY:integer
  • значение
Определяет, как сильно будет деформироваться материал (в частях-на-100000) когда будет достигнута точка деформации материала.Используется при ударных воздействиях. По-умолчанию - 0. Вероятно, влияет на степень повреждения ткани в бою: ушиблена (значение >= 50000), порвана (значение между 25000 и 49999) или сломана (значение <= 24999).
COMPRESSIVE_YIELD
  • value
Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.
COMPRESSIVE_FRACTURE
  • value
Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.
COMPRESSIVE_STRAIN_AT_YIELD or COMPRESSIVE_ELASTICITY
  • value
Specifies how much the material will have given when it has been compressed to its yield point. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.
TENSILE_YIELD
  • value
Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.
TENSILE_FRACTURE
  • value
Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.
TENSILE_STRAIN_AT_YIELD or TENSILE_ELASTICITY
  • value
Specifies how much the material will have given when it is stretched to its yield point. Determines a tissue's resistance to a latching and tearing bite. Defaults to 0.
TORSION_YIELD
  • value
Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 10000.
TORSION_FRACTURE
  • value
Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 10000.
TORSION_STRAIN_AT_YIELD or TORSION_ELASTICITY
  • value
Specifies how much the material will have given when it is twisted to its yield point. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 0.
SHEAR_YIELD
  • value
Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000.
SHEAR_FRACTURE
  • value
Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000.
SHEAR_STRAIN_AT_YIELD or SHEAR_ELASTICITY
  • value
Specifies how much the material will have given when sheared to its yield point. Used for cutting calculations. Defaults to 0.
BENDING_YIELD
  • value
Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.
BENDING_FRACTURE
  • value
Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.
BENDING_STRAIN_AT_YIELD or BENDING_ELASTICITY
  • value
Specifies how much the material will have given when bent to its yield point. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.
MAX_EDGE
  • value
How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.
MATERIAL_VALUE
  • value
Value modifier for the material. Defaults to 1. This number can be made negative by placing a "-" in front, resulting in things that you are paid to buy and must pay to sell.
MULTIPLY_VALUE
  • value
Multiplies the value of the material. Not permitted in material template definitions.
SPEC_HEAT
  • specific heat capacity
Rate at which the material heats up or cools down (in joules/kilokelvin). See SPEC HEAT for more information. Defaults to NONE.
HEATDAM_POINT
  • temperature
Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE.
COLDDAM_POINT
  • temperature
Temperature below which the material takes damage from cold. Defaults to NONE.
IGNITE_POINT
  • temperature
Temperature at which the material will catch fire. Defaults to NONE.
MELTING_POINT
  • temperature
Temperature at which the material melts. Defaults to NONE.
BOILING_POINT
  • temperature
Temperature at which the material boils. Defaults to NONE.
MAT_FIXED_TEMP
  • temperature
Constant temperature emitted by the material. Defaults to NONE.
IF_EXISTS_SET_HEATDAM_POINT
  • temperature
Changes a material's HEATDAM_POINT, but only if it was not set to NONE. Not permitted in material template definitions.
IF_EXISTS_SET_COLDDAM_POINT
  • temperature
Changes a material's COLDDAM_POINT, but only if it was not set to NONE. Not permitted in material template definitions.
IF_EXISTS_SET_IGNITE_POINT
  • temperature
Changes a material's IGNITE_POINT, but only if it was not set to NONE. Not permitted in material template definitions.
IF_EXISTS_SET_MELTING_POINT
  • temperature
Changes a material's MELTING_POINT, but only if it was not set to NONE. Not permitted in material template definitions.
IF_EXISTS_SET_BOILING_POINT
  • temperature
Changes a material's BOILING_POINT, but only if it was not set to NONE. Not permitted in material template definitions.
IF_EXISTS_SET_MAT_FIXED_TEMP
  • temperature
Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. Not permitted in material template definitions.
SOLID_DENSITY
  • density
Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layersТребует проверки. Defaults to NONE.
LIQUID_DENSITY
  • density
Specifies the density of the material when in liquid form. Defaults to NONE.
MOLAR_MASS
  • value
Supposedly not usedТребует проверки. Theoretically, should determine density (at given pressure) in gas state, on which in turn would depend (together with weight of vaporized material) on the volume covered by spreading vapors. Defaults to NONE.
EXTRACT_STORAGE BARREL or FLASK Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] plant tokens. Defaults to BARREL.
BUTCHER_SPECIAL Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.
MEAT_NAME
  • prefix
  • name
  • adjective
When a creature is butchered, meat yielded from organs made from this material will be named via this token.
BLOCK_NAME
  • singular
  • plural
Specifies the name of blocks made from this material.
WAFERS The material forms "wafers" instead of "bars".
MATERIAL_REACTION_PRODUCT Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.

[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]

ITEM_REACTION_PRODUCT Used with reaction raws to associate a reagent material with a complete item. The first argument is used by HAS_ITEM_REACTION_PRODUCT and GET_ITEM_DATA_FROM_REAGENT in reaction raws. The rest refers to the type of item, then its material.

[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]

REACTION_CLASS
  • reaction reference
Used to classify all items made of the material so that reactions can use them as generic reagents.
METAL_ORE
  • MATERIAL_NAME
  • value
Makes BOULDER acceptable as a reagent in reactions that require "METAL_ORE:MATERIAL_NAME", as well as smelting directly into metal bars.
Places the material under "Metal Ores" in Stone stockpiles.
Value determines the probability for this product (see Tetrahedrite or Galena for details).
THREAD_METAL
  • MATERIAL_NAME
  • value
Makes BOULDER acceptable for strand extraction into threads; see also STOCKPILE_THREAD_METAL. Value presumably determines the probability of this product extracted.Требует проверки
HARDENS_WITH_WATER Allows the material to be used to make casts.
SOAP_LEVEL
  • value
Unknown. Defaults to 0.
SYNDROME Begins defining a syndrome applied by the material. Multiple syndromes can be specified. See Syndrome token.

Material Usage Tokens

Token Arguments Description
IMPLIES_ANIMAL_KILL Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals (which currently does not include Elves) will refuse to accept these items in trade.
ALCOHOL_PLANT Classifies the material as plant-based alcohol, allowing its storage in food stockpiles under "Drink (Plant)".
ALCOHOL_CREATURE Classifies the material as animal-based alcohol, allowing its storage in food stockpiles under "Drink (Animal)".
ALCOHOL Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown, possibly vestigial.
CHEESE_PLANT Classifies the material as plant-based cheese, allowing its storage in food stockpiles under "Cheese (Plant)".
CHEESE_CREATURE Classifies the material as animal-based cheese, allowing its storage in food stockpiles under "Cheese (Animal)".
CHEESE Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown, possibly vestigial.
POWDER_MISC_PLANT Classifies the material as plant powder, allowing its storage in in food stockpiles under "Milled Plant".
POWDER_MISC_CREATURE Classifies the material as creature powder, allowing its storage in food stockpiles under "Bone Meal".
POWDER_MISC Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown, possibly vestigial.
STOCKPILE_GLOB or STOCKPILE_GLOB_SOLID Permits globs of the material in solid form to be stored in food stockpiles under "Fat" - without it, dwarves will come by and "clean" the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included).
STOCKPILE_GLOB_PASTE Classifies the material as milled paste, allowing its storage in food stockpiles under "Paste".
STOCKPILE_GLOB_PRESSED Classifies the material as pressed goods, allowing its storage in food stockpiles under "Pressed Material".
STOCKPILE_PLANT_GROWTH Classifies the material as a plant growth (e.g. fruits, leaves), allowing its storage in food stockpiles under Plant Growth/Fruit.
LIQUID_MISC_PLANT Classifies the material as a plant extract, allowing its storage in food stockpiles under "Extract (Plant)".
LIQUID_MISC_CREATURE Classifies the material as a creature extract, allowing its storage in food stockpiles under "Extract (Animal)".
LIQUID_MISC_OTHER Classifies the material as a miscellaneous liquid, allowing its storage in food stockpiles under "Misc. Liquid" along with lye.
LIQUID_MISC Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown. Possibly vestigial.
STRUCTURAL_PLANT_MAT Classifies the material as plant, allowing its storage in food stockpiles under "Plants".
SEED_MAT Classifies the material as plant seed, allowing its storage in food stockpiles under "Seeds".
BONE Classifies the material as bone, allowing its use for bone carvers and restriction from stockpiles by material.
WOOD Classifies the material as wood, allowing its use for carpenters and storage in wood stockpiles. Entities opposed to killing plants (i.e. Elves) will refuse to accept these items in trade.
THREAD_PLANT Classifies the material as plant fiber, allowing its use for clothiers and storage in cloth stockpiles under "Thread (Plant)" and "Cloth (Plant)".
TOOTH Classifies the material as tooth, allowing its use for bone carvers and restriction from stockpiles by material.
HORN Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material.
PEARL Classifies the material as pearl, allowing its use for bone carvers and restriction from stockpiles by material.
SHELL Classifies the material as shell, allowing its use for bone carvers and restriction from stockpiles by material.
LEATHER Classifies the material as leather, allowing its use for leatherworkers and storage in leather stockpiles.
SILK Classifies the material as silk, allowing its use for clothiers and storage in cloth stockpiles under "Thread (Silk)" and "Cloth (Silk)".
SOAP Classifies the material as soap, allowing it to be used as a bath detergent and stored in bar/block stockpiles under "Bars: Other Materials".Требует проверки
GENERATES_MIASMA Material generates miasma when it rots
MEAT Classifies the material as edible meat.Требует проверки
ROTS Material will rot if not stockpiled appropriately
BLOOD_MAP_DESCRIPTOR Tells the game to classify contaminants of this material as being "blood" in Adventurer mode tile descriptions ("Here we have a Dwarf in a slurry of blood.").
ICHOR_MAP_DESCRIPTOR Tells the game to classify contaminants of this material as being "ichor".
GOO_MAP_DESCRIPTOR Tells the game to classify contaminants of this material as being "goo".
SLIME_MAP_DESCRIPTOR Tells the game to classify contaminants of this material as being "slime".
PUS_MAP_DESCRIPTOR Tells the game to classify contaminants of this material as being "pus".
SWEAT_MAP_DESCRIPTOR Tells the game to classify contaminants of this material as being "sweat".
TEARS_MAP_DESCRIPTOR Tells the game to classify contaminants of this material as being "tears".
SPIT_MAP_DESCRIPTOR Tells the game to classify contaminants of this material as being "spit".
EVAPORATES Tells the game that this material evaporates over time. Used internally by water.
ENTERS_BLOOD Used for materials which cause syndromes, causes it to enter the creature's blood instead of simply spattering on the surface.
EDIBLE_VERMIN Can be eaten by vermin.
EDIBLE_RAW Can be eaten raw.
EDIBLE_COOKED Can be cooked and then eaten.
DO_NOT_CLEAN_GLOB Prevents globs made of this material from being cleaned up and destroyed.
NO_STONE_STOCKPILE Prevents the material from showing up in Stone stockpile settings.
ITEMS_METAL Allows the creation of metal furniture at the metalsmith's forge.
ITEMS_BARRED Equivalent to ITEMS_HARD. Given to bone.
ITEMS_SCALED Equivalent to ITEMS_HARD. Given to shell.
ITEMS_LEATHER Equivalent to ITEMS_SOFT. Given to leather.
ITEMS_SOFT Random crafts made from this material can not be made into rings, crowns, scepters or figurines. Given to plant fiber, silk and wool.
ITEMS_HARD Random crafts made from this material include all seven items. Given to stone, wood, bone, shell, chitin, claws, teeth, horns, hooves and beeswax. Hair, pearls and eggshells also have the tag.
IS_STONE Used to define that said material is stone. Allows its storage in stone stockpiles, among other effects.
UNDIGGABLE Used for a stone that cannot be dug into.
DISPLAY_UNGLAZED Causes containers made of this material to be prefixed with "unglazed" if they have not yet been glazed.
YARN Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under "Thread (Yarn)" and "Cloth (Yarn)".
STOCKPILE_THREAD_METAL Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Metal)" and "Cloth (Metal)".
IS_METAL Defines the material as being metal, allowing it to be used at forges.
IS_GLASS Used internally by green glass, clear glass, and crystal glass.
CRYSTAL_GLASSABLE Can be used in the production of crystal glass.
ITEMS_WEAPON Melee weapons can be made out of this material.
ITEMS_WEAPON_RANGED Ranged weapons can be made out of this material.
ITEMS_ANVIL Anvils can be made out of this material.
ITEMS_AMMO Ammunition can be made out of this material.
ITEMS_DIGGER Picks can be made out of this material.
ITEMS_ARMOR Armor can be made out of this material.
ITEMS_DELICATE Used internally by amber and coral. Functionally equivalent to ITEMS_HARD.
ITEMS_SIEGE_ENGINE Siege engine parts can be made out of this material. Does not appear to work.
ITEMS_QUERN Querns and millstones can be made out of this material.Требует проверки

Syndrome tokens

For more details, see the Syndrome token page.

Token Arguments Description
SYN_NAME
  • text
Defines the name of the syndrome
SYN_INJECTED Syndrome can be contracted by injection (by a creature)
SYN_CONTACT Syndrome can be contracted on contact (e.g. poison dust or liquid)
SYN_INHALED Syndrome can be contracted by inhalation (e.g. poison vapor or gas)
SYN_INGESTED Syndrome can be contracted by ingestion (when the material is eaten in solid or liquid form)
SYN_AFFECTED_CLASS
  • creature class name
Adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON
SYN_IMMUNE_CLASS
  • creature class name
Makes the class of creatures immune to the syndrome
SYN_AFFECTED_CREATURE
  • creature name
  • caste name or ALL
Adds a specific creature to those affected.
SYN_IMMUNE_CREATURE
  • creature name
  • caste name or ALL
Makes the creature immune to the syndrome
CE_PAIN
CE_SWELLING
CE_OOZING
CE_BRUISING
CE_BLISTERS
CE_NUMBNESS
CE_PARALYSIS
CE_FEVER
CE_BLEEDING
CE_COUGH_BLOOD
CE_VOMIT_BLOOD
CE_NAUSEA
CE_UNCONSCIOUSNESS
CE_NECROSIS
CE_IMPAIR_FUNCTION
CE_DROWSINESS
CE_DIZZINESS
  • SEV:<value> (severity, higher is worse)
  • PROB:<value(1-100)> (probability)
  • RESISTABLE (optional) allows resistance
  • SIZE_DILUTES (optional) lessens effect based on size

Place affected:

  • LOCALIZED (optional)
  • VASCULAR_ONLY (optional)
  • MUSCULAR_ONLY (optional)
  • BP:BY_CATEGORY:category:tissue (optional)
  • BP:BY_TYPE:type:tissue (optional)
  • BP:BY_TOKEN:token:tissue (optional)

Timeline:

  • Start:effect start time
  • Peak:effect peak time
  • End:effect end time
Specifies the way that a syndrome affects a creature -- more detail can be found on the Syndromes page

See Also