pub struct ShoesToken {Show 22 fields
pub reference: Option<ReferenceTo<Self>>,
pub upstep: Option<Choose<u8, MaxEnum>>,
pub name: Option<(String, String)>,
pub material_size: Option<u32>,
pub adjective: Option<String>,
pub metal_armor_levels: Option<()>,
pub chain_metal_text: Option<()>,
pub soft: Option<()>,
pub hard: Option<()>,
pub metal: Option<()>,
pub barred: Option<()>,
pub scaled: Option<()>,
pub leather: Option<()>,
pub shaped: Option<()>,
pub structural_elasticity_chain_all: Option<()>,
pub structural_elasticity_chain_metal: Option<()>,
pub structural_elasticity_woven_thread: Option<()>,
pub layer_size: Option<u32>,
pub layer_permit: Option<u32>,
pub layer: Option<LayerEnum>,
pub coverage: Option<u8>,
pub armorlevel: Option<u8>,
}Fields§
§reference: Option<ReferenceTo<Self>>Argument 1 of [ITEM_SHOES:...]
upstep: Option<Choose<u8, MaxEnum>>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.
name: Option<(String, String)>What this item will be called in-game.
material_size: Option<u32>How much material is needed to make the item. Most important with bars. The number of bars required to make the item is the value divided by three.
adjective: Option<String>Adjective preceding the material name (e.g. “large copper dagger”).
metal_armor_levels: Option<()>Metal versions of this item count as one ARMORLEVEL higher and thus won’t be worn by
random peasants. This tag will not work unless ARMORLEVEL is explicitly declared: if you
leave out ARMORLEVEL, even metal armor will default to level 0.
chain_metal_text: Option<()>Metal versions of this item will have “chain” added between the material and item name.
soft: Option<()>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: Option<()>Default state in the absence of a [SOFT] token. Actual effects unknown.
metal: Option<()>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: Option<()>Craftsmen can make this item from bones. Randomly generated outfits don’t include bone armor.
scaled: Option<()>Craftsmen can make this item from shells. Randomly generated outfits don’t include shell armor.
leather: Option<()>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: Option<()>Only one shaped piece of clothing can be worn on a single body slot at a time.
structural_elasticity_chain_all: Option<()>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: Option<()>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: Option<()>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: Option<u32>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: Option<u32>The maximum amount of garments that can fit underneath this garment. See Armor for more on item sizes and layering. Defaults to 10.
layer: Option<LayerEnum>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: Option<u8>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.
armorlevel: Option<u8>The garment’s general purpose. Defaults to 1 for shields, 0 for everything else. Class 0 items are claimed and used by civilians as ordinary clothing and are subject to wear.
Trait Implementations§
Source§impl Clone for ShoesToken
impl Clone for ShoesToken
Source§fn clone(&self) -> ShoesToken
fn clone(&self) -> ShoesToken
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for ShoesToken
impl Debug for ShoesToken
Source§impl Default for ShoesToken
impl Default for ShoesToken
Source§fn default() -> ShoesToken
fn default() -> ShoesToken
Source§impl<'de> Deserialize<'de> for ShoesToken
impl<'de> Deserialize<'de> for ShoesToken
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Source§impl PartialEq for ShoesToken
impl PartialEq for ShoesToken
Source§impl Referenceable for ShoesToken
impl Referenceable for ShoesToken
fn get_reference(&self) -> Option<ReferenceTo<Self>>
fn get_ref_type() -> &'static str
Source§impl Serialize for ShoesToken
impl Serialize for ShoesToken
Source§impl TokenDeserialize for ShoesToken
impl TokenDeserialize for ShoesToken
fn deserialize_general_token( cursor: &mut TreeCursor, source: &str, diagnostics: &mut DiagnosticsInfo, new_self: Box<Self>, ) -> (LoopControl, Box<Self>)
fn get_allowed_tokens() -> Option<Vec<String>>
fn deserialize_tokens( cursor: &mut TreeCursor, source: &str, diagnostics: &mut DiagnosticsInfo, ) -> Result<Box<Self>, ()>
Source§fn get_vec_loopcontrol() -> LoopControl
fn get_vec_loopcontrol() -> LoopControl
Continue in most cases,
DoNothing in case of String, i32, Tuples and type likes thatimpl Eq for ShoesToken
impl StructuralPartialEq for ShoesToken
Auto Trait Implementations§
impl Freeze for ShoesToken
impl RefUnwindSafe for ShoesToken
impl Send for ShoesToken
impl Sync for ShoesToken
impl Unpin for ShoesToken
impl UnwindSafe for ShoesToken
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