Armor token
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 | Обязательный | Внутриигровое название. Двоеточие разделяют название предмета в единственном числе и предметов во множественном. |
MATERIAL_SIZE | число | Обязательный | Количество материала которое требуется для создания. На изготовление требуется <число> адамантиновых пластин или <число> делённое на три слитков. |
ARMORLEVEL |
0 - Ткань |
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 | прилагательное | 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 | Не используется. По умолчанию -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 | число | 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 | число | 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 | число | 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 | значение от 0 до 100 | 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. |