Weapon token

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[edit] Tokens

Token Arguments Description
ADJECTIVE adjective Appears before the name of the weapon's material. Eg. "large Obsidian dagger"


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)
METAL Weapon may be made out of metal. (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. 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 their size is below this 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.
WOOD Weapon may be made out of wood. (Trap components only)
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