|作成時のversion|0.31.25|
|最終更新version|0.31.25|

http://df.magmawiki.com/index.php/DF2010:Armor の翻訳 

*DF2010:Armor [#i6669cb4]

Armorは戦闘のダメージを削減したり逸らすために使用される保護装備です。~
それはいくつかの部分に別れて特定の領域を保護します。~
それぞれの部分の目的はほとんど一目瞭然です。~
breastplatesはupper/lower bodyを保護し、mail shirtsはupper armを保護することに注意してください。~
full armorでも耳、鼻、唇、歯は晒されているが、喉はrobesとcapesで保護される傾向にある。~

鎧の部分の実際の効果は、それに対して使用されている武器に依存します。~

あなたが合う可能性のある装甲化された敵には、あなたのMilitary dwarvesに最低でもiron armorを装備させることを推奨します。~
アリーナのテストでは鎧を着たドワーフは、短い仕事の間で通常死傷者を出さずに、着ていないそれらに対して大きな利点を持っていることが示されています。~
(But you shouldn't need this wiki to figure that out.)

**Armor Skill [#hca053ce]

Armor user Skillが戦闘にどのような影響を及ぼすかは不明で、~
移動速度と装甲の貫通はlegendary armor usersと訓練されていないusersで同じに見え、~
arena testingのときにもnovice armor userがgrand master armor userに比べ頻繁に怪我をすることもありません。~

**品質 [#mbc8cc1f]
Armorは品質によってそらしボーナスを取得します。~
しかしMastercraft以下はボーナスを取得しません。~

|アイテム名|品質|価値倍率|武器/防御倍率|
| Item Name||1x|1x|
|-Item Name-|Well-crafted|2x|unknown|
|+Item Name+|Finely-crafted|3x|unknown|
|*Item Name*|Superior quality|4x|unknown|
|≡Item Name≡|Exceptional|5x|unknown|
|☼Item Name☼|Masterful|12x|2x|
|Unique name|Artifact|120x|3x|

**素材 [#k005a4aa]

Armor素材の有効性は最近変更されました。~
http://www.bay12forums.com/smf/index.php?topic=53571.0
シミュレーションテストはまだ進行中であるので、これらは単にMasterworkでない通常の品質なのを考慮する必要があります。~

Armorの材料は現在非常に重要であることに留意すべきである。~
例えば全身Iron製の鎧を着こみiron short swordsを装備したドワーフは、Steel製のそれを装備したドワーフに対して勝ち目がない。~
武器は同じ素材の鎧だと貫通が難しくなります。(例 steel short swords vs steel armor) ~
しかし、鈍器 (maceやwar hammer) はarmorを介して個人に非常に簡単にダメージを与える機会がある。~
テストではcopper maceはsteel chain shirtのドワーフにとって脅威であることが示されている。~
Breastplates とgreavesは硬質保護され、鈍器から保護するために必要とされる。

|Game version|Best|Excellent|Good|Fair|Poor|
| <= 0.31.11 |Adamantine|Steel|Bronze|Iron|Copper|
| >= 0.31.12 |~|~|Iron|Bronze|~|

**保護の種類 [#o67ef447]

衣服は、該当する項目に応じてさまざまな体の部分に収まる、そして時に素材に基づいて別の命令を必要とする。~

彼らはさらに、衣服に応じて、上下の腕や足を保護することができる。~
ドワーフが着用する衣服を選択する際に性別を区別することはないようですので、ドレスで走り回る男性を見ても驚くことはありません。

素材とarmor user skillを上昇させること以外、鎧と服の間に実質的な違いはありません。

利用可能な衣類は文明ごとに異なることに注意してください。~
ある文明がvestを作ることができないかもしれない、別の文明はtogaを作ることができないかもしれないし、また別の文明はドレスとマントを作ることができない場合があります。~
(訳注:dwarf,elf,human,goblinたちの違いと思われる)~

ところで、cloakは戦闘ログによれば、多少目を保護する。dressやrobeは、同様に優れた保護を提供することがあります。~

Note that Dwarves can potentially manufacture items listed in their raws in the file \raw\objects\entity_default.txt, while other items exist which can never be made by un-modded dwarves, such as a head scarf or face veil. As well, some clothing articles may not be crafted in fortresses of a given civilization - only those items marked as 'common' for that civilization may be crafted. 
(moodによってfileに書かれていない他の文明のアイテムも作りえる?)

***Headgear [#m7983460]
|Clothing Type|Armor Level|Material&br;Size|Fiber/Silk|Leather|Bone|Shell|Metal|Wood|Size|Permit|Layer|Coverage%|
|Cap|+|1|Clothes|Clothes|||Leather||10|15|Over|50%|
|Helm[S]|1+|2||Leather|Leather|Leather|Chain||30|20|Armor|100%|
|Hood||2|Clothes|Clothes|||||10|100|Cover|100%|
|Mask†||2|Clothes|Clothes|||||20|10|Under|50%|
|Turban†||2|Clothes|Clothes|||||20|100|Over|50%|
|Head Veil†||2|Clothes|Clothes|||||10|100|Over|50%|
|Face Veil†||2|Clothes|Clothes|||||10|100|Under|50%|
|Headscarf†||2|Clothes|Clothes|||||10|100|Over|50%|

***Upper Body [#h085f1b0]
|Clothing Type|Armor Level|Material&br;Size|Fiber/Silk|Leather|Bone|Shell|Metal|Wood|Size|Permit|Layer|Coverage%|UBSTEP|LBSTEP|
|Dress||5|Clothes|Clothes|||||10|50|Under|100%|MAX|MAX|
|Shirt||3|Clothes|Clothes|||||10|50|Under|100%|MAX|0|
|Tunic||3|Clothes|Clothes|||||10|50|Under|100%|0|1|
|Toga||5|Clothes|Clothes|||||30|100|Over|100%|1|1|
|Vest||2|Clothes|Clothes|||||10|50|Over|50%|0|0|
|Robe||6|Clothes|Clothes|||||20|100|Over|100%|MAX|MAX|
|Coat||5|Clothes|Clothes|||||20|50|Over|100%|MAX|1|
|Leather Armor[S]|1|6||Leather|||||20|50|Armor|100%|1|1|
|Mail Shirt|2|6|||||Chain||15|50|Armor|100%|1|1|
|Breastplate[S]|3|9|||||Plate||20|50|Armor|100%|0|0|
|Cloak||5|Clothes|Clothes|||||15|150|Cover|100%|MAX|1|
|Cape†||5|Clothes|Clothes|||||10|300|Cover|50%|0|0|

Quiver and Backpack are also worn on upper body, counting towards layer permit size. 

***Hands [#e5b2de2d]
|Clothing Type|Armor Level|Material&br;Size|Fiber/Silk|Leather|Bone|Shell|Metal|Wood|Size|Permit|Layer|Coverage%|UPSTEP|
|Gloves||1|Clothes|Clothes|||||10|10|Under|100%||
|Gauntlets[S]|2|2|||Chain|Chain|Chain||20|15|Armor|100%|1|
|Mittens||1|Clothes|Clothes|||||15|20|Cover|150%||

***Lower Body [#se50b7af]
|Clothing Type|Armor Level|Material&br;Size|Fiber/Silk|Leather|Bone|Shell|Metal|Wood|Size|Permit|Layer|Coverage%|LBSTEP|
|Trousers||4|Clothes|Clothes|||||15|30|Over|100%|MAX|
|Leggings[S]|1+|5||Leather|Leather|Leather|Chain||15|30|Armor|100%|MAX|
|Greaves[S]|3|6|||Plate||Plate||15|30|Armor|100%|MAX|
|Loincloths†||1|Clothes|Clothes|||||10|30|Under|50%|0|
|Thongs†||1|Clothes|Clothes|||||10|30|Under|25%|0|
|Skirts(Short)†||2|Clothes|Clothes|||||10|100|Over|100%|0|
|Skirts†||2|Clothes|Clothes|||||10|100|Over|100%|1|
|Skirts(Long)†||2|Clothes|Clothes|||||10|100|Over|100%|MAX|
|Braies||3|Clothes|Clothes|||||10|30|Under|100%|1|

***Foot Protection [#j9244693]
|Clothing Type|Armor Level|Material&br;Size|Fiber/Silk|Leather|Bone|Shell|Metal|Wood|Size|Permit|Layer|Coverage%|UPSTEP|
|Socks||1|Clothes|Clothes|||||10|15|Under|100%||
|Sandal†||1|Clothes|Clothes|||||25|15|Over|100%||
|Shoes||1|Clothes|Clothes|||||20|15|Over|100%||
|Low Boots|1|1||Leather|||Chain||25|15|Armor|100%||
|High Boots|1+|1||Leather|||Chain||25|15|Armor|100%|1|
|Chausses(sockmail)†||3||Leather|||Chain||10|15|Under|100%|MAX|

***Shield [#dc3c0821]
|Clothing Type|Armor Level|Material&br;Size|Fiber/Silk|Leather|Bone|Shell|Metal|Wood|Size|Permit|Layer|Coverage%|UPSTEP|
|Buckler|1|2||Buckler|||Buckler|Buckler|NA|NA|NA||1|
|Shield|2|4||Shield|||Shield|Shield|NA|NA|NA||2|

"+"が書かれた装備が金属から作られた場合、鎧のレベルが1ずつ増加する。~
"†"このアイテムは、ドワーフ(アーティファクトを除く)が作ることはできませんが、貿易で購入することができます。~
[S] 形状装備で、体に1つのスロットしかありません。~
(例breastplateとleather armorは併用できませんが、mail shirtsは装備できます。また、greavsとlegginsは合わせて装備できません。)~
 
**Equipping Clothing [#gb20640e]

Dwarf Fortressではアイテムは特定の順序で装備されている必要があります。~
例えば、ドワーフはOverレイヤーの装備をする前に、Underレイヤーの装備をする必要があります。~完全な順序: Under, Armor, Over, Cover~
下着が利用可能な場合でも、下着を装備せずにpantsを装備するドワーフが一般的にみられるのはこの制限に起因します。~
しかし、これは通常、兵士の問題ではありません。~

同じタイプの複数のアイテムを身に着ける制限はありません。([S]の形状固定のアイテムを除く)~
例えば、cloakを3つペナルティ無しに装備することが出来ます。~

***新しい衣服を装備する過程 [#y7fe75b4]

次の変数は、以下のロジックで使用されます。~
    Current Itemは装備されている特定のアイテムを示します。 ~
    Total Sizeは、(別のレイヤー上のものも含めながら)それ自体のアイテムを除く、その身体の部分に装備したすべての項目のサイズを指します。~
    Permitは現在のアイテムのpermit(許可量)を示します。~


ドワーフが新しいアイテムを装備するために...~
・彼は(おそらく、身体の一部が欠落して/切断されている)そのアイテムを着用する資格があるかどうかを決定します。~
・最下層のレイヤーから始まり、そのレイヤーの他のアイテムを装備する必要がない場合に、次のレイヤーへ継続。~
・[S]の形状装備がその体の部分に装備されていない場合にのみアイテムが装備されます。~
・permitが低いものから装備される。もし2つのアイテムのpermitが同じ値の場合、sizeの大きなものが先に装備される。~
・total size(current itemを除き)がcurrent itemのpermitより小さいかチェックします。~
・上記のすべてのロジックがtrueの場合、ドワーフはアイテムを装備する。~

***装備過程の例 [#ue67ccbe]

各項目が装備されている順に記載され、この例の主な焦点は、total sizeは、等しいか、または装備されているアイテムのpermitサイズよりも小さくなければならないということです。~
上記と同様に、total sizeは装備されている自身サイズを除外~

|Item Type|Size|Permit|Total Size*|
|Breastplate [S]|20|50|0|
|Mail Shirt|15|50|20|
|Mail Shirt|15|50|35|
|Mail Shirt|15|50|50|
|&color(red){Mail Shirt}|&color(red){15};|&color(red){50};|&color(red){65};|
|Cloak|15|150|65|
|Cloak|15|150|80|
|Cloak|15|150|95|
|Cloak|15|150|110|
|Cloak|15|150|125|
|Cloak|15|150|140|
|&color(red){Cloak}|&color(red){15};|&color(red){150};|&color(red){155};|

・* = Total Sizeは、すべての装備アイテムのサイズが含まれていますが、装備されている項目が含まれていません。~
&color(red){赤字} = Total sizeが、アイテムのpermitサイズより大きいため、この項目は、装備することができません。~

**Size, Permit, and layering armor [#a157682c]

SizeとPermitの値は衣類や鎧を装備できるか管理します。~

Under the old system the lowest "permit" value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why the old {{L|dungeon master}}s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)

Unfortunately, [LAYER:COVER] items are the only items playing by the old rules.  This much is certain from testing in arena mode.

If the item to be add is a [LAYER:COVER] item, add the total item size on the body part, if this sum is less than or equal to the item's permit value then evaluate as true.
If a [LAYER:ARMOR] item is present or to be added and if the sum of the non [LAYER:COVER] items would be less than the sum of the [LAYER:ARMOR] size+permit values then evaluate as true.
If one or more items of the same non-[LAYER:COVER] layer as the one being added are present and if the sum of their size values is less than the smallest permit value then evaluate as true.
If the sum of the size values for all items on the body part are less than or equal to the permit value of the item about to be added then evaluate as true.

The item is allowed if all rules either evaluate to true or are not applicable.  This is in addition to the rule allowing only one shaped item on a given body part at a time. 

Example: A helm(30 size,20 permit) means you can put on a mask(20,10) or two caps(10,20), but only two head veils(10,100).  Any of these configurations can fit 6 additional hoods if desired. 

Example: Wearing a cap(10,15) allows only one face veil(10,100), because they are both [LAYER:UNDER], but an additional combined total of up to 9 head veils and hoods is possible.

Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under "armor" such as boots is recommended for an adventurer.


Adventurer mode follows the arena rules so it is possible to have three chain mail shirts(15,50), a breastplate(20,50), and 25 capes(10,300) on ones upper body plus two caps(or one mask), a helm, and six hoods on ones head.  Confirmation is needed to see if fortress mode follows the old rules or the new arena rules. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps all of the hoods both socks and his trousers, and each sucessive time he gets dressed he feels the need to do it differently.)

***Size, Permit, Layeringに関する対応策 [#a4858806]

・You can only have one shaped armor piece (marked with [S]) per body part.
・The total size of non-cover items must be lower than any armour piece's permit + size total.
・The total size of all items of any layer on any body part must be lower than the lowest permit value (excluding that item).
・The total size of all items on any body part must be lower than the size + permit value of any cover item.
・All items are put on in order of their layer.


As an example, lets say you want to kit out your soldiers upper body. Try walking through this in arena mode to get a feel for it.

You start off with a steel breastplate. This has a size of 20 and a permit of 50. It is also shaped, so you can't add any other shaped items; no more breastplates and no leather armor.

Now you want to add mail shirts. Each one has a permit of 50 and a size of 15. You can add three of these if you want. It checks the size against each of the armour pieces permit + size (or rather, the permit value ignoring that items size in the calculation), like so;
・Against each of the mail shirts, you have 2 x 15 = 30 total size in mail shirts, + 20 from the breastplate, matching the 50 permit.
・Against the breastplate you have 3 x 15 = 45 < 50, fine.
Now if you add a fourth mail shirt these test will fail. However, because of the layering order (mail shirts being armour layer 2, the breastplate armour layer 3) the breastplate is added after the shirts. This results in the breastplate being dropped.

Because this reaches the 50 permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size 20), for example, you need to remove two of the mail shirts to clear a total size of 30, which then lets you add an extra size 10 shirt, vest or whatever.

However, you can add cover layer items. In this case, cloaks. Each cloak has a size of 15 and a permit of 150. Taking into account the 50 size already on the upper body, we can add 100 size worth of cloaks. This lets us add 6 (x 15 = 90) cloaks over the existing armour.

体の残りの部分(そのほとんどが単純な)についてはこのように通過し、最終的なセットアップを提供します。


Head~
2 x caps~
1 x helm~
6 x hood~


Upper Body~
1 x breastplate~
3 x mail shirts~
6 x cloaks~

Upper Body (cheap)~
6 x dress~
3 x robe~
3 x cloak~


Lower Body~
3 x long skirts~
1 x greaves~

Lower Body (no foreign items)~
2 x trousers~
1 x greaves~

Lower Body (cheap)~
2 x trousers~
1 x leggings~


Hands~
1 x pairs of gauntlets~
1 x pairs of mittens~

Hands (cheap)~
2 x pairs of gloves~
1 x pairs of mittens~


Feet~
1 x pairs of chausses~
1 x pairs of high boots~

Feet (no foreign items)~
1 x pairs of socks~
1 x pairs of high boots~

Feet (cheap)~
1 x pairs of socks~
1 x pairs of shoes~

もちろん、バグがまだ残っているかぎり、ドワーフがこれ以上を身に着けていたり、靴下の前にブーツを履いているのを見かける可能性があります。

注: 表中の"Cheap"は骨や布などの重複しない副素材から作ることができ、戦闘指向のセットは金属、革と布を使用する。経験則として、戦闘のセットは、よりよい保護を提供しますが、安価なセットは、軽量化と大量生産が容易です。

***範囲 [#beeb9b54]

範囲に関する3つのタグがあります

[UBSTEP]
This token, when applied to torso armor, controls how far 'up' the body an item of armor reaches. Basically you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head). It can cover the children of such body parts (such as parts of the face) if it extends beyond them. The upper body and lower body are counted as 0 steps away, and so both always covered.

Breastplates have a default of 0, meaning they only cover the torso.~
Mail shirts have [UBSTEP:1], so cover the upper arms and throat.

A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug, but unless you are making adamantine robes you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm, lower arm, skip the hand, then cover the fingers. The same goes for facial features (and, oddly, the throat) after skipping the head and the toes after skipping the entire legs and feet.~
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.

Testing in arena: in three 15x15 dwarves battles where both sides was equiped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a victorious (2-3 survivors).

[LBSTEP]
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (eg, foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.

Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.~
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armor also have this.~
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armor, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.~

[UPSTEP]
This token, when applied to gloves or shoes, determines how far up the limb the armor protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs.

Low boots literally only cover the foot.~
High boots have [UPSTEP:1], so cover the lower leg. If you consider the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armor on the legs from high boots and a mail shirt even before adding leg armor. This is why I go with greaves for a plate layer.~
Gauntlets have [UPSTEP:1], so cover the lower arms. Because there is no other protection for arms as there is for legs, you need gauntlets and mail shirts to protect your arms fully.~
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.~


The whole method is pretty nifty with just two problems.~
・Faces can't be covered by head armor.
・Throats cannot be protected by metal armor (except adamantine cloth).

In previous versions toes and fingers were not protected by armor. However as of 31.17 both are now protected by the relevant armor type, e.g gauntlets cover fingers and boots cover toes.

***他の制限事項 [#f6352551]

In fortress mode, "under" layers cannot be put on over "over" layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for "going commando" (trousers without loincloth).  Dwarves will only put on the specific armor they are told to put on -- unless they are not told what to wear.

Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items.

In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and "one only" (shaped) restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.

**バグ [#e4854e6a]
Metal armor currently only requires 1 bar of a metal to forge; however, when out of bars, the announcement indicates the expected number of bars required:
Urist McArmorsmith cancels forge <x-metal> breast plate: needs 3 <x-metal> bars.

In adventurer mode, putting a pair of socks (or any under-layer foot wear) on before putting on a pair of boots (or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug.

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