Name ID | Skill | | Size Mat. | | 2H 1H | | Stone Train | Civs | Attacks | axe ITEM_WEAPON_AXE_PONY | AXE | | 400 2 | | 42500 47500 | | Yes -- | BUFFALO GRIFFON PONY ZEBRA | hack: edge C:2 P:100 V:1.25 flat slap: blunt C:100 P:1000 V:1.25 | battle axe ITEM_WEAPON_AXE_BATTLE | AXE | | 800 4 | | 42500 47500 | | -- -- | -- | hack: edge C:40000 P:6000 V:1.25 flat slap: blunt C:40000 P:6000 V:1.25 pommel strike: blunt C:100 P:1000 V:1 | great axe ITEM_WEAPON_AXE_GREAT | AXE | | 1300 5 | | 62500 77500 | | -- -- | -- | hack: edge C:60000 P:8000 V:1.25 flat slap: blunt C:60000 P:8000 V:1.25 pommel strike: blunt C:100 P:1000 V:1 | halberd ITEM_WEAPON_HALBERD | AXE | | 1200 5 | | 62500 77500 | | -- -- | -- | slash: edge C:20000 P:8000 V:1.25 stab: edge C:50 P:2000 V:1 shaft bash: blunt C:20000 P:6000 V:1.25 | training axe ITEM_WEAPON_AXE_TRAINING | AXE | | 800 4 | | 42500 47500 | | -- Yes | -- | hack: blunt C:30000 P:6000 V:1.25 flat slap: blunt C:30000 P:6000 V:1.25 pommel strike: blunt C:100 P:1000 V:1 | large dagger ITEM_WEAPON_DAGGER_LARGE | DAGGER | | 200 1 | | 5000 27500 | | -- -- | DIAMOND_DOGS | slash: edge C:1000 P:800 V:1.25 stab: edge C:5 P:1000 V:1 pommel strike: blunt C:20 P:600 V:1 | maul ITEM_WEAPON_MAUL | HAMMER | | 1300 5 | | 62500 77500 | | -- -- | -- | bash: blunt C:100 P:6000 V:2 | war hammer ITEM_WEAPON_HAMMER_WAR | HAMMER | | 400 3 | | 32500 37500 | | -- -- | -- | bash: blunt C:10 P:200 V:2 | flail ITEM_WEAPON_FLAIL | MACE | | 500 4 | | 42500 47500 | | -- -- | -- | bash: blunt C:200 P:4000 V:2.5 | mace ITEM_WEAPON_MACE | MACE | | 800 3 | | 32500 37500 | | -- -- | R: PONY | bash: blunt C:20 P:200 V:2 | morningstar ITEM_WEAPON_MORNINGSTAR | MACE | | 500 3 | | 32500 37500 | | -- -- | -- | bash: edge C:10 P:500 V:2 pommel strike: blunt C:50 P:1000 V:1 | pick ITEM_WEAPON_PICK | MINING | | 500 4 | | 42500 47500 | | -- -- | -- | strike: edge C:100 P:4000 V:2 | shovel ITEM_WEAPON_PICK_PONY | MINING | | 250 2 | | 42500 47500 | | -- -- | BUFFALO GRIFFON PONY ZEBRA | strike: edge C:50 P:1000 V:2 | pike ITEM_WEAPON_PIKE | PIKE | | 800 4 | | 62500 77500 | | -- -- | -- | stab: edge C:20 P:12000 V:1 shaft bash: blunt C:10000 P:6000 V:1.25 | spear ITEM_WEAPON_SPEAR | SPEAR | | 400 3 | | 5000 47500 | | -- -- | DIAMOND_DOGS SUBTERRANEAN_DIAMOND_DOGS GRIFFON PONY ZEBRA | stab: edge C:20 P:10000 V:1 shaft bash: blunt C:10000 P:6000 V:1.25 | training spear ITEM_WEAPON_SPEAR_TRAINING | SPEAR | | 400 3 | | 42500 47500 | | -- Yes | -- | stab: blunt C:200 P:10000 V:1 shaft bash: blunt C:10000 P:6000 V:1.25 | long sword ITEM_WEAPON_SWORD_LONG | SWORD | | 700 4 | | 52500 57500 | | -- -- | -- | slash: edge C:60000 P:6000 V:1.25 stab: edge C:50 P:3000 V:1 flat slap: blunt C:60000 P:6000 V:1.25 pommel strike: blunt C:100 P:1000 V:1 | scimitar ITEM_WEAPON_SCIMITAR | SWORD | | 300 3 | | 32500 37500 | | -- -- | -- | slash: edge C:20000 P:4000 V:1.25 stab: edge C:50 P:2000 V:1 flat slap: blunt C:20000 P:4000 V:1.25 pommel strike: blunt C:50 P:1000 V:1 | short sword ITEM_WEAPON_SWORD_SHORT | SWORD | | 300 3 | | 32500 37500 | | Yes -- | DIAMOND_DOGS GRIFFON PONY | slash: edge C:20000 P:4000 V:1.25 stab: edge C:50 P:2000 V:1 flat slap: blunt C:20000 P:4000 V:1.25 pommel strike: blunt C:100 P:1000 V:1 | training sword ITEM_WEAPON_SWORD_SHORT_TRAINING | SWORD | | 300 3 | | 32500 37500 | | -- Yes | -- | slash: blunt C:20000 P:4000 V:1.25 stab: blunt C:50 P:2000 V:1 flat slap: blunt C:20000 P:4000 V:1.25 pommel strike: blunt C:100 P:1000 V:1 | two-handed sword ITEM_WEAPON_SWORD_2H | SWORD | | 900 5 | | 62500 77500 | | -- -- | -- | slash: edge C:100000 P:8000 V:1.25 stab: edge C:50 P:4000 V:1 flat slap: blunt C:100000 P:8000 V:1.25 pommel strike: blunt C:100 P:1000 V:1 | scourge ITEM_WEAPON_SCOURGE | WHIP | | 300 2 | | 22500 27500 | | -- -- | -- | lash: edge C:10 P:50 V:2 | whip ITEM_WEAPON_WHIP | WHIP | | 100 1 | | 22500 27500 | | -- -- | -- | lash: blunt C:1 P:10 V:5 |
Table of ranged weapons: (count: 3)
Name ID | Ranged Skill | Force Max Vel. | Ammo | | Size Mat. | | 2H 1H | Civs | Attacks | bow ITEM_WEAPON_BOW | BOW SWORD | 20 250 | ARROW | | 300 3 | | 15000 0 | DIAMOND_DOGS PONY | bash: blunt C:10000 P:4000 V:1.25 | blowgun ITEM_WEAPON_BLOWGUN | BLOWGUN SWORD | 10 150 | BLOWDART | | 150 2 | | 5000 0 | SUBTERRANEAN_DIAMOND_DOGS | bash: blunt C:10000 P:4000 V:1.25 | crossbow ITEM_WEAPON_CROSSBOW | CROSSBOW HAMMER | 20 250 | BOLT | | 400 3 | | 15000 0 | PONY | bash: blunt C:10000 P:4000 V:1.25 | NOTES: Size is in cubic centimeters. At average body density this roughly translates to grams, so size 1000 would be around 1 kg. Items made out of metal will weight (about 8 times) more, of course. Larger size means more mass for blunt attacks.
2H / 1H values are responsible for who can use that weapon. 2H is MINIMUM_SIZE, the minimum creature size to wield that weapon at all. 1H is TWO_HANDED, the minimum creature size to use that weapon with one hand (or other grasper). It stands to reason that 1H >= 2H, so 1H is coloured red when that isn't the case. Creature size depends on species and has some variation. See http://dwarffortresswiki.org/index.php/DF2012:Weapon under "Size" for more details on this.
Mat. is MATERIAL_SIZE. It is responsible for how many bars get used to make that item and how many get produced when smelting it. An item will typically rexuire max{1, floor(MATERIAL_SIZE/3)} bars to make (so 1 for 1-5, 2 for 6-8, 3 for 9-11 and so on) and yield MATERIAL_SIZE*0.3 bars when melted. Note, however, that this is just the usual ammount, there ARE anomallies in Vanilla and mods can introduce custom reactions to make items that use different (amounts of) materials than what you might expect from this value.
Stone Allows the weapon to be made at a craftsdwarf's workshop from a sharp ([MAX_EDGE:10000] or higher) stone (e.g. obsidian) plus a wooden log.
Train menas this is a training weapon, can only be made of wood and therefore will be ineffective in combat.
Shoot force is the amount of force used when firing projectiles - actual velocity and kinetic energy are determined by the projectile's mass.
Max velocity is the cap on projectile velocity when fired from this weapon. For small or otherwise light projectiles, this is the value that matters. There are also some irregularities from rounding. See http://www.bay12forums.com/smf/index.php?topic=116151.msg3716892#msg3716892
Civs are the civilisations that have this item on embark and craftable, usually at the forge. Civilisations playable in Fortress Mode are highlighted green. Civilisations playable in adventure mode are in bold font. Everything listed after R is made in a custom reaction. This only takes into account the possibility, so if you have a reaction "open crate" that produces a no-quality revolver 4% of the time, it still counts as craftable. (A) means the item can be crafted in adventure mode. If this is empty, no one has access to this item. Unless I missed something, in which case let me know.
Attack lists all the attacks that can be made with this weapon. The attack is always chosen at random, with edged attacks being 100 times more likely. The format is name, type (edged or blunt), contact area, penetration, velocity multiplier. It can be shortened with --shortattack option. Blunt attacks are better at penetrating armour and breaking bones, while edged attacks can cause bleeding, pierce internal organs or even sever entire limbs. Edged attacks become piercing attacks when their contact area is less than 25% of the targeted body part or cutting attacks otherwise. So edged attacks with large contact area are primarily cutting, while those with 10 or 20 contact area are primarily piercing. Piercing attacks are better at penetrating armour and damaging internal organs (such as brain), but Cutting attacks can cut off entire limbs. The problem with cutting attacks is that there needs to be enough force behind them and enemy armour can convert them to blunt attacks, which tend to be much less effective. The higher the penetration is, the better, especially against bigger enemies. My best guess is that 10000 penetration is 1m. Velocity multipler greatly increases effectiveness of an attack, multiplying the force behind it. If an attack is listed as FIXME, it means it doesn't conform to standard attack RAWs and the modder should fix it. It may still work, though. Rating and comparing attacks isn't trivial to do and is on the "nice to have features" list.
Table of ammo: (count: 3)
Name ID | | Size | | Class | Civs | Attack | arrow ITEM_AMMO_ARROWS | | 150 | | ARROW | DIAMOND_DOGS PONY | stab: edge C:2 P:2000 V:1 | blowdart ITEM_AMMO_BLOWDARTS | | 20 | | BLOWDART | SUBTERRANEAN_DIAMOND_DOGS | stick: edge C:1 P:50 V:1 | bolt ITEM_AMMO_BOLTS | | 150 | | BOLT | PONY | stab: edge C:2 P:2000 V:1 | NOTES: Size is in cubic centimeters. Together with material density and weapon's shoot force this determines kinetic energy of the projectile, which is also capped by weapon's max velocity.
Class is the type of ammo listed in ranged weapons table.
Attack See notes under weapons. Of course when a projectile hits, an attack from the projectile and not the weapon is applied to the target. The weapon can influence it's power through shoot force and max velocity, though.
Table of trap components: (count: 5)
Name ID | Size Mat. | Screw Spike | Metal Wood | Hits | Civs | Attack | enormous corkscrew ITEM_TRAPCOMP_ENORMOUSCORKSCREW | 1600 5 | Yes -- | Metal Wood | 1 | PONY ZEBRA | drill: edge C:100 P:10000 V:1 | giant axe blade ITEM_TRAPCOMP_GIANTAXEBLADE | 1600 5 | -- -- | Metal -- | 1 | PONY ZEBRA | slash: edge C:100000 P:10000 V:1 | large, serrated disc ITEM_TRAPCOMP_LARGESERRATEDDISC | 1000 4 | -- -- | Metal -- | 3 | PONY ZEBRA | saw: edge C:100000 P:10000 V:1 | menacing spike ITEM_TRAPCOMP_MENACINGSPIKE | 1600 5 | -- Yes | Metal Wood | 1 | PONY ZEBRA | stab: edge C:10 P:6000 V:1 | spiked ball ITEM_TRAPCOMP_SPIKEDBALL | 1000 4 | -- -- | Metal Wood | 3 | PONY ZEBRA | strike: edge C:10 P:200 V:1 | NOTES: Normal weapons (such as those brought in by invaders) can also be used in weapon traps, but specialised components are generally more effective. Chance to hit by a weapon trap is affected by the quality of mechanism and possibly the quality of the weapon. In a retracting spike trap, probably just the weapon quality counts.
Size, Material size, Attack: see notes under weapons.
Screw means it may be installed in a screw pump.
Spike means it may be installed in a spike trap.
Metal, Wood mean that the trap component may be made out of metal or wood, respectively. If none of them apply, it is probably a product of some custom reaction.
Hits is the number of attacks by this weapon when a trap is triggered. There can be up to 10 weapons in a trap, so this can add up to quite a lot of overkill. Hits also multiply the value of the trap component, which is why serrated discs and spiked balls are so expensive.
NOTES: Printing tables of toys and tools was considered, but toys, instruments and so on, aren't that interesting. They have ID, name and value. Tools can have attacks and uses, but can't be equipped by soldiers. Listing the names of backpacks, mining carts, etc. is not that interesting. Known bugs: * Item craftability by civilisations does not take into account availiable materials or if the produced item gains quality. * Syndromes from weapon and ammo from special materials are out of scope for this script. * There is an unspoken assumption that entities, items and reactions are in separate files. If they aren't, some may be skipped by this script. * You can give feedback or request features here: http://www.bay12forums.com/smf/index.php?topic=126953.0
|
|
|
|