Armor token: различия между версиями

Материал из Dwarf Fortress Wiki
Перейти к навигацииПерейти к поиску
Нет описания правки
Нет описания правки
Строка 1: Строка 1:
Токены для всех типов [[armor|брони]] определены для всех слотов, включая слот [[shield|щита]]. Колонка "Использование" описывает тип брони, к которому токен может быть применён.


Эти токены применяются только к {{tt|ITEM_ARMOR|Броне}}, {{tt|ITEM_GLOVES|Перчаткам}}, {{tt|ITEM_SHOES|Обуви}}, {{tt|ITEM_SHIELD|Щитам}}, {{tt|ITEM_HELM|Шлемам}} или {{tt|ITEM_PANTS|Штанам}}, и не работают для оружия.


 
==Токены==
The tokens for all types of [[armor]] on all slots, including [[shield]]s. Usage column gives information on what types of '''armor''' the token might be restricted to.
 
These tokens can only be placed within an ITEM_ARMOR, ITEM_GLOVES, ITEM_SHOES, ITEM_SHIELD, ITEM_HELM, or ITEM_PANTS object definition, most do not function in weapon objects.
 
==Tokens==
{| {{prettytable}}
{| {{prettytable}}
|- bgcolor="#999999"
|- bgcolor="#999999"
! Token
! Токен
! Arguments
! Значение
! Usage
! Использование
! Description
! Описание


|-
|-
| {{text anchor|NAME}}
| {{text anchor|NAME}}
| singular:plural
| единственное:множественное
| {{tc|red|Required}}
| {{tc|red|Необходимый}}
| What this item will be called ingame.
| Внутриигровое название. Двоеточие разделяют название предмета в единственном числе и предметов во множественном.


|-
|-
| {{text anchor|MATERIAL_SIZE}}
| {{text anchor|MATERIAL_SIZE}}
| число
| число
| {{tc|red|Required}}
| {{tc|red|Необходимый}}
| Количество материала которое требуется для создания. Most important with bars. The number of bars required to make the item is the value divided by three.
| Количество материала которое требуется для создания. На изготовление требуется <число> [[Adamantine|адамантиновых]] пластин или <число> делённое на три [[Bar|слитков]].
 
|-
|-
| {{text anchor|ARMORLEVEL}}
| {{text anchor|ARMORLEVEL}}
Строка 32: Строка 28:
1 - Кожа<br>
1 - Кожа<br>
2 - Кольчуга<br>
2 - Кольчуга<br>
3 - Пластины-жёсткие элементы брони.
3 - Пластины-жёсткие элементы брони
| All garments and shields
| Вся одежда и щиты
| The garment's general purpose. Изначально 1 для щитов, 0 for everything else. Class 0 items are claimed and used by civilians as ordinary clothing and are subject to [[wear]].
| Основное назначение одежды. По умолчанию 1 для щитов, 0 для всего остального. Вещи класса 0 могут свободно использоваться гражданскими дварфами и будут [[wear|изнашиваться]].
 
|-
|-
| {{text anchor|METAL_ARMOR_LEVELS}}
| {{text anchor|METAL_ARMOR_LEVELS}}
|  
|  
| All garments
| Вся одежда
| Metal versions of this item count as one ARMORLEVEL higher and thus won't be worn by random peasants.
| [[Metal|Металлическая]] версия предмета на один уровень ARMORLEVEL выше и не может использоваться случайными жителями.


|-
|-
| {{text anchor|CHAIN_METAL_TEXT}}
| {{text anchor|CHAIN_METAL_TEXT}}
|  
|  
| All garments
| Вся одежда
| Metal versions of this item will have "chain" added between the material and item name.
| Металлическая версия этого предмета будет скреплён кольчужными кольцами и ''Chain'' в названии.


|-
|-
Строка 95: Строка 90:
| {{text anchor|SOFT}}
| {{text anchor|SOFT}}
|  
|  
| All garments
| Вся одежда
| Clothiers can make this item from all kinds of cloth. If paired with [LEATHER], the item has an equal chance of being either in randomly generated outfits. Further uses of this tag are unknown.
| Clothiers can make this item from all kinds of cloth. If paired with [LEATHER], the item has an equal chance of being either in randomly generated outfits. Further uses of this tag are unknown.


Строка 101: Строка 96:
| {{text anchor|HARD}}
| {{text anchor|HARD}}
|  
|  
| All garments
| Вся одежда
| Default state in the absence of a [SOFT] token. Actual effects unknown.
| Default state in the absence of a [SOFT] token. Actual effects unknown.


Строка 107: Строка 102:
| {{text anchor|METAL}}
| {{text anchor|METAL}}
|  
|  
| All garments
| Вся одежда
| Item can be made from metal. Overrides [SOFT] and [LEATHER] in randomly generated outfits, if the ARMORLEVEL permits. Civilizations with [[Entity_token#WOOD_ARMOR|[WOOD_ARMOR]]] will make this item out of wood instead.
| Item can be made from metal. Overrides [SOFT] and [LEATHER] in randomly generated outfits, if the ARMORLEVEL permits. Civilizations with [[Entity_token#WOOD_ARMOR|[WOOD_ARMOR]]] will make this item out of wood instead.


Строка 113: Строка 108:
| {{text anchor|BARRED}}
| {{text anchor|BARRED}}
|  
|  
| All garments
| Вся одежда
| Craftsmen can make this item from bones. Randomly generated outfits don't include bone armor.
| Craftsmen can make this item from bones. Randomly generated outfits don't include bone armor.


Строка 119: Строка 114:
| {{text anchor|SCALED}}
| {{text anchor|SCALED}}
|  
|  
| All garments
| Вся одежда
| Craftsmen can make this item from shells. Randomly generated outfits don't include shell armor.
| Craftsmen can make this item from shells. Randomly generated outfits don't include shell armor.


Строка 125: Строка 120:
| {{text anchor|LEATHER}}
| {{text anchor|LEATHER}}
|  
|  
| All garments
| Вся одежда
| Leatherworkers can make this item from leather. If paired with [SOFT], this item has an equal chance of being either in randomly generated outfits.
| Leatherworkers can make this item from leather. If paired with [SOFT], this item has an equal chance of being either in randomly generated outfits.


Строка 131: Строка 126:
| {{text anchor|SHAPED}}
| {{text anchor|SHAPED}}
|  
|  
| All garments
| Вся одежда
| Only one shaped piece of clothing can be worn on a single body slot at a time.
| Only one shaped piece of clothing can be worn on a single body slot at a time.


Строка 137: Строка 132:
| {{text anchor|STRUCTURAL_ELASTICITY_CHAIN_ALL}}
| {{text anchor|STRUCTURAL_ELASTICITY_CHAIN_ALL}}
|  
|  
| All garments
| Вся одежда
| Increases the *_STRAIN_AT_YIELD properties of the armor's material to 50000, if lower. This makes the garment flex and give way instead of shattering under force. Strong materials that resist cutting will blunt edged attacks into bone-crushing hits instead.
| Increases the *_STRAIN_AT_YIELD properties of the armor's material to 50000, if lower. This makes the garment flex and give way instead of shattering under force. Strong materials that resist cutting will blunt edged attacks into bone-crushing hits instead.


Строка 143: Строка 138:
| {{text anchor|STRUCTURAL_ELASTICITY_CHAIN_METAL}}
| {{text anchor|STRUCTURAL_ELASTICITY_CHAIN_METAL}}
|  
|  
| All garments
| Вся одежда
| Increases the *_STRAIN_AT_YIELD properties of the armor's material to 50000, but only if the garment is made from metal.
| Increases the *_STRAIN_AT_YIELD properties of the armor's material to 50000, but only if the garment is made from metal.


Строка 149: Строка 144:
| {{text anchor|STRUCTURAL_ELASTICITY_WOVEN_THREAD}}
| {{text anchor|STRUCTURAL_ELASTICITY_WOVEN_THREAD}}
|
|
| All garments
| Вся одежда
| Reduces the armor material's SHEAR_YIELD to 20000, SHEAR_FRACTURE to 30000 and increases the *_STRAIN_AT_YIELD properties to 50000, but only if the garment is made from cloth. This makes the item very weak against edged attacks, even if the thread material is normally very strong.
| Reduces the armor material's SHEAR_YIELD to 20000, SHEAR_FRACTURE to 30000 and increases the *_STRAIN_AT_YIELD properties to 50000, but only if the garment is made from cloth. This makes the item very weak against edged attacks, even if the thread material is normally very strong.


Строка 155: Строка 150:
| {{text anchor|LAYER_SIZE}}
| {{text anchor|LAYER_SIZE}}
| value
| value
| All garments
| Вся одежда
| The item's bulkiness when worn. Aside from the layer limitations, it's a big contributor to the thickness and weight (and therefore price) of the garment. See [[Armor]] for more on item sizes and layering. Defaults to 10.  
| The item's bulkiness when worn. Aside from the layer limitations, it's a big contributor to the thickness and weight (and therefore price) of the garment. See [[Armor]] for more on item sizes and layering. Defaults to 10.  


Строка 161: Строка 156:
| {{text anchor|LAYER_PERMIT}}
| {{text anchor|LAYER_PERMIT}}
| value
| value
| All garments
| Вся одежда
| The maximum amount of crap that can fit underneath the garment. See [[Armor]] for more on item sizes and layering. Defaults to 10.
| The maximum amount of crap that can fit underneath the garment. See [[Armor]] for more on item sizes and layering. Defaults to 10.


Строка 167: Строка 162:
| {{text anchor|LAYER}}
| {{text anchor|LAYER}}
| UNDER<br />OVER<br />ARMOR<br />COVER
| UNDER<br />OVER<br />ARMOR<br />COVER
| All garments
| Вся одежда
| Where the item goes in relation to other clothes. Socks cannot be worn on top of boots!  
| Where the item goes in relation to other clothes. Socks cannot be worn on top of boots!  
The LAYER_PERMIT of the highest layer is used on a given section of the body - you can fit a lot of shirts and other undergarments underneath a robe, but not if you wear a leather jerkin on top of it, and you can still wear a cloak over the whole ensemble. Defaults to UNDER.
The LAYER_PERMIT of the highest layer is used on a given section of the body - you can fit a lot of shirts and other undergarments underneath a robe, but not if you wear a leather jerkin on top of it, and you can still wear a cloak over the whole ensemble. Defaults to UNDER.
Строка 174: Строка 169:
| {{text anchor|COVERAGE}}
| {{text anchor|COVERAGE}}
| % value
| % value
| All garments
| Вся одежда
| How often the garment gets in the way of a contaminant or an attack. Armor with a 5% coverage value, for example, will be near useless because 95% of attacks will bypass it completely. Temperature effects and armor thickness are also influenced. Defaults to 100.
| How often the garment gets in the way of a contaminant or an attack. Armor with a 5% coverage value, for example, will be near useless because 95% of attacks will bypass it completely. Temperature effects and armor thickness are also influenced. Defaults to 100.


|}
[[Категория:Признаки]]
[[en:Armor_token]]
[[en:Armor_token]]

Версия от 20:31, 26 декабря 2018

Токены для всех типов брони определены для всех слотов, включая слот щита. Колонка "Использование" описывает тип брони, к которому токен может быть применён.

Эти токены применяются только к ITEM_ARMOR, ITEM_GLOVES, ITEM_SHOES, ITEM_SHIELD, ITEM_HELM или ITEM_PANTS, и не работают для оружия.

Токены

Токен Значение Использование Описание
NAME единственное:множественное Необходимый Внутриигровое название. Двоеточие разделяют название предмета в единственном числе и предметов во множественном.
MATERIAL_SIZE число Необходимый Количество материала которое требуется для создания. На изготовление требуется <число> адамантиновых пластин или <число> делённое на три слитков.
ARMORLEVEL

0 - Ткань
1 - Кожа
2 - Кольчуга
3 - Пластины-жёсткие элементы брони

Вся одежда и щиты Основное назначение одежды. По умолчанию 1 для щитов, 0 для всего остального. Вещи класса 0 могут свободно использоваться гражданскими дварфами и будут изнашиваться.
METAL_ARMOR_LEVELS Вся одежда Металлическая версия предмета на один уровень ARMORLEVEL выше и не может использоваться случайными жителями.
CHAIN_METAL_TEXT Вся одежда Металлическая версия этого предмета будет скреплён кольчужными кольцами и Chain в названии.
PREPLURAL <phrase> of ITEM_ARMOR
ITEM_PANTS
Changes the plural form of this item to "<phrase of> item". Primarily pertains to the stock screens. Example, "suits of" platemail, "pairs of" trousers, etc.
MATERIAL_PLACEHOLDER adjective ITEM_ARMOR
ITEM_PANTS
If the item has no material associated with it (e.g. stockpile menus and trade negotiations), this will be displayed in its place. Used for leather armor.
VALUE Unused. Defaults to -1.
UPSTEP value, MAX ITEM_GLOVES
ITEM_SHOES
ITEM_SHIELD
Length of gloves or footwear, counted in [LIMB] body parts towards the torso. A value of 1 lets gloves cover the lower arms, a value of 2 stretches a boot all the way over the upper leg and so on. Regardless of the value, none of these items can ever extend to cover the upper or lower body. Shields also have this token, but it only seems to affect weight.
UBSTEP value, MAX ITEM_ARMOR Length of the sleeves, counted in [LIMB] body parts towards the hands. A value of 0 only protects both halves of the torso, 1 extends over the upper arms and so on. Regardless of the value, body armor can never extend to cover the hands or head.

Currently buggedBug:1821, high values of UBSTEP will result in the item protecting facial features, fingers, and toes, while leaving those parts that it can not protect unprotected (but still counting them as steps).

LBSTEP value or MAX ITEM_ARMOR
ITEM_PANTS
Length of the legs/hem, counted in [LIMB] body parts towards the feet. A value of 0 only covers the lower body, 1 extends over the upper legs and so on. Regardless of the value, body armor or pants can never extend to cover the feet.
BLOCKCHANCE value ITEM_SHIELD Affects the block chance of the shield. Defaults to 10.
SOFT Вся одежда Clothiers can make this item from all kinds of cloth. If paired with [LEATHER], the item has an equal chance of being either in randomly generated outfits. Further uses of this tag are unknown.
HARD Вся одежда Default state in the absence of a [SOFT] token. Actual effects unknown.
METAL Вся одежда Item can be made from metal. Overrides [SOFT] and [LEATHER] in randomly generated outfits, if the ARMORLEVEL permits. Civilizations with [WOOD_ARMOR] will make this item out of wood instead.
BARRED Вся одежда Craftsmen can make this item from bones. Randomly generated outfits don't include bone armor.
SCALED Вся одежда Craftsmen can make this item from shells. Randomly generated outfits don't include shell armor.
LEATHER Вся одежда Leatherworkers can make this item from leather. If paired with [SOFT], this item has an equal chance of being either in randomly generated outfits.
SHAPED Вся одежда Only one shaped piece of clothing can be worn on a single body slot at a time.
STRUCTURAL_ELASTICITY_CHAIN_ALL Вся одежда Increases the *_STRAIN_AT_YIELD properties of the armor's material to 50000, if lower. This makes the garment flex and give way instead of shattering under force. Strong materials that resist cutting will blunt edged attacks into bone-crushing hits instead.
STRUCTURAL_ELASTICITY_CHAIN_METAL Вся одежда Increases the *_STRAIN_AT_YIELD properties of the armor's material to 50000, but only if the garment is made from metal.
STRUCTURAL_ELASTICITY_WOVEN_THREAD Вся одежда Reduces the armor material's SHEAR_YIELD to 20000, SHEAR_FRACTURE to 30000 and increases the *_STRAIN_AT_YIELD properties to 50000, but only if the garment is made from cloth. This makes the item very weak against edged attacks, even if the thread material is normally very strong.
LAYER_SIZE value Вся одежда The item's bulkiness when worn. Aside from the layer limitations, it's a big contributor to the thickness and weight (and therefore price) of the garment. See Armor for more on item sizes and layering. Defaults to 10.
LAYER_PERMIT value Вся одежда The maximum amount of crap that can fit underneath the garment. See Armor for more on item sizes and layering. Defaults to 10.
LAYER UNDER
OVER
ARMOR
COVER
Вся одежда Where the item goes in relation to other clothes. Socks cannot be worn on top of boots!

The LAYER_PERMIT of the highest layer is used on a given section of the body - you can fit a lot of shirts and other undergarments underneath a robe, but not if you wear a leather jerkin on top of it, and you can still wear a cloak over the whole ensemble. Defaults to UNDER.

COVERAGE % value Вся одежда How often the garment gets in the way of a contaminant or an attack. Armor with a 5% coverage value, for example, will be near useless because 95% of attacks will bypass it completely. Temperature effects and armor thickness are also influenced. Defaults to 100.