http://dwarffortresswiki.org/api.php?action=feedcontributions&user=Putnam3145&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T07:55:38ZUser contributionsMediaWiki 1.35.11http://dwarffortresswiki.org/index.php?title=Iron_man&diff=298834Iron man2024-03-26T00:14:42Z<p>Putnam3145: </p>
<hr />
<div>{{Quality|fine}}<br />
{{Creaturelookup/0<br />
|image=iron_man_sprite.png<br />
|vary=no<br />
|contrib=no<br />
|death=item<br />
|item=☼[[iron]] [[statue]]☼ (worth 3000☼)<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Iron men''' are dangerous and exceptionally rare inorganic [[construct creature]]s made out of [[iron]], who inhabit the third layer of the [[caverns]]. Like other inorganic construct creatures, they are non-sentient, [[No Pain|feel no pain]], fear or [[No Exert|exertion]], [[No Stun|cannot be stunned]] and don't need to breathe. They are as large as [[human]]s and are level 2 [[building destroyer]]s. Iron men are immortal and only die to violence.<br />
<br />
Iron men are not as tough as you'd expect, the reason being the fact they are actually hollow: they have an iron exterior layer and an interior gas layer, making them far more fragile than a fully metallic creature such as the [[bronze colossus]], and even [[dwarf]] nails can damage the iron. Iron men are unharmed by [[fire]] and [[magma]], but can be damaged by [[dragonfire]] just like regular iron items. Additionally, iron men will, when damaged, leak a poisonous gas which causes a [[syndrome]] called "iron man cough", consisting of coughing up [[blood]]. Dwarves with standard disease resistance will experience a peak in coughing shortly (100 [[time|time units]]) after infection, and will recover in less than a game day (1000 time units out of a full day's 1200 time units). These periods will vary according to the disease resistance of the infected dwarf, but the disease is not life-threatening. (Unless, of course, [[thought|being sick]] is the straw that breaks the camel's back of your dwarf's [[insanity|sanity]].)<br />
<br />
Upon death, iron men become a random masterwork iron [[statue]]. Parts like thumbs and noses removed from the creature during combat may be [[melt item|melted]] at a [[smelter]] in order to produce a small amount of iron.<br />
<br />
Some dwarves [[Preferences|like]] iron men for their ''stern appearance''.<br />
<br />
<br />
[[File:Iron_golem.png|thumb|center|300px|Admired for its ''stern appearance''.]]<br />
<br />
===Creature behavior and origin===<br />
{{D for Dwarf}}<br />
Surprisingly, the Iron Man does not deplete your fortress' [[alcohol|booze]] supplies, nor does it woo nearly all of your female dwarves or hold a grudge against your [[Hammerer]]. On rare occasions humans who exhibit strange moods may sometimes turn into one of these. However, dwarves have been unable to duplicate this process, even given the finest workshops and crafting materials, leading most dwarven scholars to declare it impossible for a human to do so in a cave, with a box of scraps. !!EDIT!! The scholars are now running around naked, on account of losing a bet.<br />
<br />
It's unknown if the creature's metallic nature is a result of travelling through a magnetic field, or if it is capable of time travel. However, it's certain that it's made completely of iron, with no components of other metals or alloys like lead or steel. It will, however, still seek to fill your dwarves full of dread.<br />
<br />
Another amazing capability of the iron man is that just like the [[bronze colossus]], the iron man will nearly always polymorph into the form of another standard, non-randomly generated creature upon death, the post-death statue is almost never a statue of a man. Maybe the energy released upon death somehow shapes the iron into another creature's shape. An alternative theory postulates that upon the metal tissue becoming nonliving, it transforms in such a way that it begins to chemically react with the gas inside the iron man, posthumously mutating the iron cells into a different creature.<br />
<br />
{{Translation| dwarven = datan udos | elvish = icori onino | goblin = dusna ngorûg | human = uzin abo}}<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Humanoids}}</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Manager&diff=298784Manager2024-03-21T20:26:20Z<p>Putnam3145: actually i might've just missed something</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
{{Noble<br />
|noble=Manager<br />
|office=Meager Office<br />
|function = *Allows large production orders.<br />
|arrival= *Appointed on the [[nobles screen]].<br />
}}<br />
<br />
The '''manager''' is a useful [[noble]] that allows players to create multiple [[Work orders]], and also lets them set up profiles for workshops. This means that players can rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual [[workshop]]s. <br />
<br />
==Relevant Skills==<br />
A certain set of skills are relevant for any manager. Furthermore, certain [[personality trait]]s influence whether any experience is gained in the skill. There are [[Attribute#Soul_Attributes|soul attributes]] that affect the skills, and other skills that affect the same attributes' cross-training. The ones relevant for a manager are as follows:<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! rowspan="2" colspan="2" | Skill (relevant for manager)<br />
! rowspan="2" colspan="2" | Personality Trait (needed to gain social skill)<br />
! colspan="2" | Attribute (affected by social skill)<br />
|-<br />
! style="width:1em" | Body<br />
! style="width:1em" | Soul<br />
|-<br />
| rowspan="3" style="width:5em" | Organizer<br />
| rowspan="3" style="width:5em" | <br />
| rowspan="3" colspan="2" | <br />
| rowspan="3" style="width:1em" | <br />
| Analytical ability<br />
|-<br />
| Creativity<br />
|-<br />
| Social awareness<br />
|}<br />
The better match with the skills, traits and attributes in the table above, the better of a manager a dwarf will be. Try to avoid traits that halt experience gain for a relevant skill, otherwise time will be lost training a dwarf who will never get better at that skill.<br />
<br />
==Office==<br />
A manager only performs their duties in their office, so it's absolutely necessary to assign them one, though they only require a meager office.<br />
<br />
To set up a dwarf to be the manager and give them an office:<br />
<br />
#Open the Nobles screen by pressing {{K|n}} or the crown button on the bottom left toolbar.<br />
#Select the {{K|+}} button next to Manager which will bring up a list of valid candidates in your fort; those with applicable skills will be at the top of the list. Click on the candidate of your choosing; if nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice. You will see that the Study icon (the chair symbol) for the Manager position is red, meaning their requirement for an office is not met. Exit the Nobles screen.<br />
#Use the Zones tool {{K|z}} to paint an Office zone in a location and of a size you desire. Once the zone is placed, and while it is still selected, press the Assign dwarf button and choose the dwarf you've assigned to the Manager position to make this their office.<br />
#Build a [[chair]] inside the Office zone you've placed. Other furniture can also be included if you wish to increase the room value, but it must at least have a chair.<br />
#Once this is done, if you return to the Nobles screen you will see that the Study icon for the Manager position is now green, their need for an office met. You should now be able to queue up work orders.<br />
<br />
It is trivially easy for a manager to get experience in the [[organizer]] skill. Just queue a lot of jobs to produce 30 of something, such as [[loom|Collect Webs]], which appears first on the list. The manager will gain experience when validating the order, not when the order is finished. You can cancel the order after it's validated, if you wish.<br />
<br />
{{a|The manager screen}}<br />
<br />
== Work orders ==<br />
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a manager. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The manager screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the {{K|o}}rders menu, or the the clipboard icon in the bottom left of the screen.<br />
For detailed usage, see: [[Work orders]]<br />
<br />
Work orders can also be created that apply only to specific workshops. This is done using the clipboard button on the Work orders tab of the individual workshop's interface. See [[Workshop]] for more information.<br />
<br />
==Disadvantages==<br />
One disadvantage of the work order system is that once your fortress reaches 20 citizens, work orders will not be performed until they are validated by the manager. Work order validation appears to be fairly high priority, but it's best to ensure your manager has ample free time and isn't typically called far from the office for timely order validation.<br />
<br />
A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (such as several ordinary [[glass furnace]]s dedicated to [[sand]] collection, plus several [[magma glass furnace]]s for actual glass production) then the manager will distribute the jobs amongst all those workshops. While this can be an advantage (for example, if you want to speed up the work orders by having multiple workshops), this will make it difficult to dedicate different workshops to different tasks. This can be prevented by entering the interface of specific workshops and moving to the Work orders menu; setting "General work orders allowed" to 0 will prevent the manager from assigning tasks.<br />
<br />
==Note==<br />
In older versions of df, options could be set to restrict the allowed tasks at any workshop using Workshop Profiles. This feature needed the manager but has been removed.<br />
<br />
==See also==<br />
* [[Work Orders]]<br />
* [[Workshop]]<br />
<br />
{{gamedata| [POSITION:MANAGER]<br />
[NAME:manager:managers]<br />
[SITE]<br />
[REQUIRES_MARKET]<br />
[NUMBER:1]<br />
[RESPONSIBILITY:MANAGE_PRODUCTION]<br />
[APPOINTED_BY:EXPEDITION_LEADER]<br />
[APPOINTED_BY:MAYOR]<br />
[PRECEDENCE:160]<br />
[DO_NOT_CULL]<br />
[COLOR:5:0:0]<br />
[DUTY_BOUND]<br />
[REQUIRED_OFFICE:1]}}<br />
{{Nobles}}<br />
{{Category|Appointed Nobles}}<br />
{{Category|Interface}}</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Manager&diff=298783Manager2024-03-21T20:25:53Z<p>Putnam3145: /* Relevant Skills */ Managers use no social skills in the course of their work.</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
{{Noble<br />
|noble=Manager<br />
|office=Meager Office<br />
|function = *Allows large production orders.<br />
|arrival= *Appointed on the [[nobles screen]].<br />
}}<br />
<br />
The '''manager''' is a useful [[noble]] that allows players to create multiple [[Work orders]], and also lets them set up profiles for workshops. This means that players can rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual [[workshop]]s. <br />
<br />
==Relevant Skills==<br />
A certain set of skills are relevant for any manager. Furthermore, certain [[personality trait]]s influence whether any experience is gained in the skill. There are [[Attribute#Soul_Attributes|soul attributes]] that affect the skills, and other skills that affect the same attributes' cross-training. The ones relevant for a manager are as follows:<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! rowspan="2" colspan="2" | Skill (relevant for manager)<br />
! rowspan="2" colspan="2" | Personality Trait (needed to gain social skill)<br />
! colspan="2" | Attribute (affected by social skill)<br />
|-<br />
! style="width:1em" | Body<br />
! style="width:1em" | Soul<br />
|-<br />
| rowspan="3" style="width:5em" | Organizer<br />
| rowspan="3" style="width:5em" | <br />
| rowspan="3" colspan="2" | <br />
| rowspan="3" style="width:1em" | <br />
| Analytical ability<br />
|-<br />
| Creativity<br />
|-<br />
| Social awareness<br />
|}<br />
The better match with the skills, traits and attributes in the table above, the better of a manager a dwarf will be. Try to avoid traits that halt experience gain for a relevant skill, otherwise time will be lost training a dwarf who will never get better at that skill. As of right now, organizer skills don't improve management work.<br />
<br />
==Office==<br />
A manager only performs their duties in their office, so it's absolutely necessary to assign them one, though they only require a meager office.<br />
<br />
To set up a dwarf to be the manager and give them an office:<br />
<br />
#Open the Nobles screen by pressing {{K|n}} or the crown button on the bottom left toolbar.<br />
#Select the {{K|+}} button next to Manager which will bring up a list of valid candidates in your fort; those with applicable skills will be at the top of the list. Click on the candidate of your choosing; if nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice. You will see that the Study icon (the chair symbol) for the Manager position is red, meaning their requirement for an office is not met. Exit the Nobles screen.<br />
#Use the Zones tool {{K|z}} to paint an Office zone in a location and of a size you desire. Once the zone is placed, and while it is still selected, press the Assign dwarf button and choose the dwarf you've assigned to the Manager position to make this their office.<br />
#Build a [[chair]] inside the Office zone you've placed. Other furniture can also be included if you wish to increase the room value, but it must at least have a chair.<br />
#Once this is done, if you return to the Nobles screen you will see that the Study icon for the Manager position is now green, their need for an office met. You should now be able to queue up work orders.<br />
<br />
It is trivially easy for a manager to get experience in the [[organizer]] skill. Just queue a lot of jobs to produce 30 of something, such as [[loom|Collect Webs]], which appears first on the list. The manager will gain experience when validating the order, not when the order is finished. You can cancel the order after it's validated, if you wish.<br />
<br />
{{a|The manager screen}}<br />
<br />
== Work orders ==<br />
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a manager. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The manager screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the {{K|o}}rders menu, or the the clipboard icon in the bottom left of the screen.<br />
For detailed usage, see: [[Work orders]]<br />
<br />
Work orders can also be created that apply only to specific workshops. This is done using the clipboard button on the Work orders tab of the individual workshop's interface. See [[Workshop]] for more information.<br />
<br />
==Disadvantages==<br />
One disadvantage of the work order system is that once your fortress reaches 20 citizens, work orders will not be performed until they are validated by the manager. Work order validation appears to be fairly high priority, but it's best to ensure your manager has ample free time and isn't typically called far from the office for timely order validation.<br />
<br />
A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (such as several ordinary [[glass furnace]]s dedicated to [[sand]] collection, plus several [[magma glass furnace]]s for actual glass production) then the manager will distribute the jobs amongst all those workshops. While this can be an advantage (for example, if you want to speed up the work orders by having multiple workshops), this will make it difficult to dedicate different workshops to different tasks. This can be prevented by entering the interface of specific workshops and moving to the Work orders menu; setting "General work orders allowed" to 0 will prevent the manager from assigning tasks.<br />
<br />
==Note==<br />
In older versions of df, options could be set to restrict the allowed tasks at any workshop using Workshop Profiles. This feature needed the manager but has been removed.<br />
<br />
==See also==<br />
* [[Work Orders]]<br />
* [[Workshop]]<br />
<br />
{{gamedata| [POSITION:MANAGER]<br />
[NAME:manager:managers]<br />
[SITE]<br />
[REQUIRES_MARKET]<br />
[NUMBER:1]<br />
[RESPONSIBILITY:MANAGE_PRODUCTION]<br />
[APPOINTED_BY:EXPEDITION_LEADER]<br />
[APPOINTED_BY:MAYOR]<br />
[PRECEDENCE:160]<br />
[DO_NOT_CULL]<br />
[COLOR:5:0:0]<br />
[DUTY_BOUND]<br />
[REQUIRED_OFFICE:1]}}<br />
{{Nobles}}<br />
{{Category|Appointed Nobles}}<br />
{{Category|Interface}}</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Template:V50_modding&diff=298400Template:V50 modding2024-03-08T23:54:34Z<p>Putnam3145: </p>
<hr />
<div><span style="margin-top:5px"><br />
{{Sidebar<br />
| name = Template:v50 modding<br />
| title = [[Modding]]<hr><br />
| contentstyle = font-size: 12px; padding-left: 5px; text-align: center;<br />
<br />
| heading1 = <big>[[Token]]s</big><br />
| content1 = [[Audio]]{{*}} [[Biome token|Biome]]{{*}} [[Graphics token|Graphics]]{{*}} [[Interaction token|Interaction]]{{*}} [[Mod info token|Mod info]]{{*}} [[Plant token|Plant]]{{*}} [[Speech file|Speech]]{{*}} [[Sphere#Sphere tokens|Sphere]]{{*}} [[Syndrome#The_anatomy_of_a_syndrome|Syndrome]]{{*}} [[World token|World]]<br />
<br />
| heading2 = Body tokens<br />
| content2 = [[Body token|Body]]{{*}} [[Body detail plan token|Body detail plan]]{{*}} [[Bodygloss]]{{*}} [[Tissue definition token|Tissue]]<br />
<br />
| heading3 = Creature tokens<br />
| content3 = [[Creature token|Creature]]{{*}} [[Creature mannerism token|Creature mannerism]]{{*}} [[Personality trait|Personality]]{{*}} [[Creature variation token|Creature variation]]{{*}} [[Procedural graphics layer]]<br />
<br />
| heading4 = Descriptor tokens<br />
| content4 = [[Descriptor color token|Descriptor color]]{{*}} [[Color]]{{*}} [[Descriptor pattern token|Descriptor pattern]]{{*}} [[Descriptor shape token|Descriptor shape]]<br />
<br />
| heading5 = Entity tokens<br />
| content5 = [[Entity token|Entity]]{{*}} [[Ethic]]{{*}} [[Language token|Language]]{{*}} [[Position token|Position]]<br />
<br />
| heading6 = Job tokens<br />
| content6 = [[Building token|Building]]{{*}} [[Labor token|Labor]]{{*}} [[Reaction]]{{*}} [[Skill token|Skill]]{{*}} [[Unit type token|Unit type]]<br />
<br />
| heading7 = Item tokens<br />
| content7 = [[Item token|Item type]]{{*}} [[Item definition token|Item definition]]{{*}} [[Ammo token|Ammo]]{{*}} [[Armor token|Armor]]{{*}} [[Instrument token|Instrument]]{{*}} [[Tool token|Tool]]{{*}} [[Trap component token|Trap component]]{{*}} [[Weapon token|Weapon]]<br />
<br />
| heading8 = Material tokens<br />
| content8 = [[Material token|Material type]]{{*}} [[Material definition token|Material definition]]{{*}} [[Inorganic material definition token|Inorganic material definition]]<br />
}}<br />
<br />
<br />
</span><includeonly>[[ru:{{PAGENAME}}]]</includeonly><noinclude>[[Category:Sidebars]][[Category:Navigation templates]]</noinclude></div>Putnam3145http://dwarffortresswiki.org/index.php?title=Procedural_graphics_layer&diff=298399Procedural graphics layer2024-03-08T23:53:31Z<p>Putnam3145: Created page with "{{Quality|Unrated}} {{av}} {{Modding}} A list of all '''procedural graphics layer tokens''', used for PCG_LAYERING tokens. {| {{prettytable}}..."</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
<br />
A list of all '''procedural graphics layer tokens''', used for [[Creature token#PCG_LAYERING|PCG_LAYERING]] tokens.<br />
<br />
{| {{prettytable}} class="sortable"<br />
|- style='background-color:#ddd'<br />
! Token<br />
|-<br />
| {{text_anchor|BEAST_AMORPHOUS}}<br />
|-<br />
| {{text_anchor|BEAST_AMORPHOUS_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_PROBOSCIS}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_SHELL_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_SHELL_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_HEX}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_OCT}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_HEX}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_OCT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_SHELL_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_HEX}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_OCT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_SHELL_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_AMORPHOUS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_AMORPHOUS_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_PROBOSCIS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_SHELL_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_SHELL_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_HEX}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_OCT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_HEX}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_OCT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_SHELL_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_HEX}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_OCT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_SHELL_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_ANTENNAE}}<br />
|-<br />
| {{text_anchor|WEREBEAST_ANTEATER}}<br />
|-<br />
| {{text_anchor|WEREBEAST_ANTELOPE}}<br />
|-<br />
| {{text_anchor|WEREBEAST_APE}}<br />
|-<br />
| {{text_anchor|WEREBEAST_ARMADILLO}}<br />
|-<br />
| {{text_anchor|WEREBEAST_BADGER}}<br />
|-<br />
| {{text_anchor|WEREBEAST_BEAR}}<br />
|-<br />
| {{text_anchor|WEREBEAST_BEAVER}}<br />
|-<br />
| {{text_anchor|WEREBEAST_BISON}}<br />
|-<br />
| {{text_anchor|WEREBEAST_BUFFALO}}<br />
|-<br />
| {{text_anchor|WEREBEAST_BULL}}<br />
|-<br />
| {{text_anchor|WEREBEAST_CAPYBARA}}<br />
|-<br />
| {{text_anchor|WEREBEAST_CAMEL}}<br />
|-<br />
| {{text_anchor|WEREBEAST_CAT}}<br />
|-<br />
| {{text_anchor|WEREBEAST_CAVY}}<br />
|-<br />
| {{text_anchor|WEREBEAST_CHAMELEON}}<br />
|-<br />
| {{text_anchor|WEREBEAST_CHINCHILLA}}<br />
|-<br />
| {{text_anchor|WEREBEAST_CIVET}}<br />
|-<br />
| {{text_anchor|WEREBEAST_COATI}}<br />
|-<br />
| {{text_anchor|WEREBEAST_COYOTE}}<br />
|-<br />
| {{text_anchor|WEREBEAST_DEER}}<br />
|-<br />
| {{text_anchor|WEREBEAST_DONKEY}}<br />
|-<br />
| {{text_anchor|WEREBEAST_ELEPHANT}}<br />
|-<br />
| {{text_anchor|WEREBEAST_ELK}}<br />
|-<br />
| {{text_anchor|WEREBEAST_FOX}}<br />
|-<br />
| {{text_anchor|WEREBEAST_GECKO}}<br />
|-<br />
| {{text_anchor|WEREBEAST_GILA_MONSTER}}<br />
|-<br />
| {{text_anchor|WEREBEAST_GIRAFFE}}<br />
|-<br />
| {{text_anchor|WEREBEAST_GOAT}}<br />
|-<br />
| {{text_anchor|WEREBEAST_GOPHER}}<br />
|-<br />
| {{text_anchor|WEREBEAST_HARE}}<br />
|-<br />
| {{text_anchor|WEREBEAST_HEDGEHOG}}<br />
|-<br />
| {{text_anchor|WEREBEAST_HORSE}}<br />
|-<br />
| {{text_anchor|WEREBEAST_HYENA}}<br />
|-<br />
| {{text_anchor|WEREBEAST_IGUANA}}<br />
|-<br />
| {{text_anchor|WEREBEAST_JACKAL}}<br />
|-<br />
| {{text_anchor|WEREBEAST_KANGAROO}}<br />
|-<br />
| {{text_anchor|WEREBEAST_KOALA}}<br />
|-<br />
| {{text_anchor|WEREBEAST_LEMUR}}<br />
|-<br />
| {{text_anchor|WEREBEAST_LIZARD}}<br />
|-<br />
| {{text_anchor|WEREBEAST_LLAMA}}<br />
|-<br />
| {{text_anchor|WEREBEAST_LORIS}}<br />
|-<br />
| {{text_anchor|WEREBEAST_MAMMOTH}}<br />
|-<br />
| {{text_anchor|WEREBEAST_MARMOT}}<br />
|-<br />
| {{text_anchor|WEREBEAST_MOLE}}<br />
|-<br />
| {{text_anchor|WEREBEAST_MONGOOSE}}<br />
|-<br />
| {{text_anchor|WEREBEAST_MONITOR_LIZARD}}<br />
|-<br />
| {{text_anchor|WEREBEAST_MOOSE}}<br />
|-<br />
| {{text_anchor|WEREBEAST_MONKEY}}<br />
|-<br />
| {{text_anchor|WEREBEAST_MOUSE}}<br />
|-<br />
| {{text_anchor|WEREBEAST_OPOSSUM}}<br />
|-<br />
| {{text_anchor|WEREBEAST_PANDA}}<br />
|-<br />
| {{text_anchor|WEREBEAST_PANGOLIN}}<br />
|-<br />
| {{text_anchor|WEREBEAST_PANTHER}}<br />
|-<br />
| {{text_anchor|WEREBEAST_PIG}}<br />
|-<br />
| {{text_anchor|WEREBEAST_PORCUPINE}}<br />
|-<br />
| {{text_anchor|WEREBEAST_RABBIT}}<br />
|-<br />
| {{text_anchor|WEREBEAST_RACCOON}}<br />
|-<br />
| {{text_anchor|WEREBEAST_RAT}}<br />
|-<br />
| {{text_anchor|WEREBEAST_RHINOCEROS}}<br />
|-<br />
| {{text_anchor|WEREBEAST_SHEEP}}<br />
|-<br />
| {{text_anchor|WEREBEAST_SHREW}}<br />
|-<br />
| {{text_anchor|WEREBEAST_SKINK}}<br />
|-<br />
| {{text_anchor|WEREBEAST_SKUNK}}<br />
|-<br />
| {{text_anchor|WEREBEAST_SLOTH}}<br />
|-<br />
| {{text_anchor|WEREBEAST_SQUIRREL}}<br />
|-<br />
| {{text_anchor|WEREBEAST_TAPIR}}<br />
|-<br />
| {{text_anchor|WEREBEAST_TORTOISE}}<br />
|-<br />
| {{text_anchor|WEREBEAST_WARTHOG}}<br />
|-<br />
| {{text_anchor|WEREBEAST_WEASEL}}<br />
|-<br />
| {{text_anchor|WEREBEAST_WOLF}}<br />
|-<br />
| {{text_anchor|WEREBEAST_WOMBAT}}<br />
|-<br />
| {{text_anchor|WEREBEAST_ZEBRA}}<br />
|}<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Creature_token&diff=298398Creature token2024-03-08T23:48:05Z<p>Putnam3145: </p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{av}}<br />
{{Modding}}<br />
<br />
The <code>[OBJECT:CREATURE]</code> [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens. All known creature tokens are listed below. <br />
<br />
Vanilla creature definitions can be found in <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\vanilla_creatures\</code>. <br />
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.<br />
<br />
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)<br />
<br />
__NOTOC__ <br />
{{clear}}<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead of "This [adorable] animal can't work" or "This animal is waiting to be trained".<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Appearance Modifier<br />
|<br />
*Range (6 values, low to high)<br />
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.<br />
<br />
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Appearance Modifier<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Appearance Modifier<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Appearance Modifier<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Appearance Modifier<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*creature variation ID<br />
*(optional) any amount of arbitrary arguments<br />
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*selection criteria (it's complicated)<br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a "Body Token Recognized But Could Not Connect: HEART" error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.<br />
<br />
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><br />
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.<br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as "nothing".<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Special<br />
| <br />
*creature ID<br />
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.<br />
<br />
|-<br />
| {{text anchor|CREATURE}}<br />
| Creature<br />
|<br />
*creature ID<br />
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.<br />
<br />
The full list of tokens that use creature classes is: <br />
<br />
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}<br />
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}<br />
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}<br />
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}<br />
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a "vanish" power.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.<br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.<br />
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.<br />
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are:<br />
*COLLECT_TROPHIES<br />
*COOK_PEOPLE<br />
*COOK_VERMIN<br />
*GRIND_VERMIN<br />
*COOK_BLOOD<br />
*GRIND_BONE_MEAL<br />
*EAT_BONE_PORRIDGE<br />
*USE_ANY_MELEE_WEAPON<br />
*GIANT_NEST<br />
*COLLECT_WEALTH.<br />
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:<br />
*SIMPLE_BURROW<br />
*SIMPLE_MOUND<br />
*WILDERNESS_LOCATION<br />
*SHRINE<br />
*LABYRINTH<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."<br />
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.<br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.<br />
<br />
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays [[egg]]s instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays the specified item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
Some examples of adjective use:<br />
* "super''dwarven'' strength"<br />
* "the ''dwarven'' hillocks of X"<br />
* Deity species as in "''feline'' deity"<br />
* Megabeast attacks in worldgen. One with multiple dragons being a "''draconic'' rampage"<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag may periodically "perform horrible experiments" offscreen, during which they can use creature-targeting interactions with an <code>[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]</code> tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}<br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not be hunted or fed to wild beasts.<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*casual chance<br />
*strong chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}<br />
| Caste<br />
|<br />
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PCG_LAYERING}}<br />
| Creature<br />
|<br />
*[[Procedural graphics layer|Layering type]]<br />
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. <br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.<br />
<br />
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number (max 100000)<br />
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}<br />
| Creature<br />
| <br />
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type<br />
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What the creature's [[remains]] are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's [[remains]] are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from the creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from the creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.<br />
<br />
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLAIN_CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*text set<br />
| Caste-specific {{token|SLAIN_SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|SLAIN_SPEECH}}<br />
| Creature<br />
| <br />
*text set<br />
| Boasting speeches relating to killing this creature. Examples include text_dwarf.txt and text_elf.txt in data\vanilla\vanilla_creatures\objects.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SOURCE_HFID}}<br />
| Creature<br />
| <br />
*Integer<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's [[web]]s can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Alias for TISSUE_LAYER<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. 1000 by default. If a civilization uses a custom pack animal via ALWAYS_PACK, you must manually add a capacity to the raws of that creature itself. Capacity defaults to null leading to empty caravans.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."<br />
Roostre: "When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod." This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. <br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Creature<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
<br />
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Part type token<br />
! width="30%" | Arguments<br />
! width="60%" | Description<br />
<br />
|-<br />
| {{text anchor|BODYPART}}<br />
| <br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
|<br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
* tissue layer<br />
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.<br />
<br />
|-<br />
| {{text anchor|CHILD_BODYPART_GROUP}}<br />
|<br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).<br />
<br />
|-<br />
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}<br />
| <br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
* tissue layer<br />
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.<br />
<br />
|}<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Tissue Layer Tokens==<br />
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].<br />
<br />
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the "actual" skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.<br />
<br />
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Begins a selection of tissue layers. <br />
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds tissue layers to those selected.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. <br />
<br />
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as "functional" tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
*[[Creature examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Creature&diff=298017Creature2024-02-28T06:55:20Z<p>Putnam3145: /* Agitation */</p>
<hr />
<div>{{Quality|Masterwork|14:19, 12 February 2023 (UTC)}}<br />
{{av}}{{Category|Creatures}}<br />
[[File:creatures_preview2.png|right]]In ''Dwarf Fortress'', a '''creature''' is defined as any animate, normally-mobile (and for the sake of this article, non-[[vermin]]) being that can interact with the world and any element inside it. The creatures in the game range from being entirely realistic to completely mythical. Although most creatures are animals, [[dwarf|dwarves]], [[giant cave spider]]s, and even [[megabeast]]s are all also considered creatures. Various creatures can and will interact with a fortress or adventurer in many different ways.<br />
<br />
Some creatures have [[skill]]s that match what type of creature they are (e.g. [[monkey]]s having legendary climbing skill). Though most creatures can be found in any mode, some are exclusive to [[adventure mode]] or [[fortress mode]]. Some creatures are randomly and procedurally generated, meaning they could have many different sprites in-game. Creatures of that type may have just one to a few sprites showcased out of many in the list below. A question mark placeholder may also be shown instead.<br />
<br />
Also note that creatures with the {{token|ARENA_RESTRICTED}} or {{token|DOES_NOT_EXIST}} tokens cannot be spawned in the [[object testing arena]], similarly to [[vermin]] (e.g. [[fly|flies]], [[worm]]s).<br />
<br />
Many standard-sized creatures in the game take the space of a single tile, while many giant versions of creatures, including many types of beasts, may take up the space of more than one tile. There are roughly 680 creatures in the game.<br />
<br />
==Spawning==<br />
[[File:creatures_many.png|thumb|right|124px|Same concept, but in ASCII mode.]]The creatures that will spawn on any given fortress map depend on the biome(s) that the fortress is in. Additionally, there are several [[creature token|creature token]]s in the [[raws]] that deal with creature spawning:<br />
*<tt>[FREQUENCY:X]</tt>: This tag dictates ''how often'' a creature will spawn. It ranges from 0-100, and is a comparative number, where the higher this number is, the more likely the creature is to spawn. <br />
*<tt>[CLUSTER_NUMBER:X]</tt>: This determines ''how many'' creatures will appear at one time on a map.<br />
*<tt>[POPULATION_NUMBER:X]</tt>: This determines the ''total number'' of this type of creature that can ever visit your fortress. The exact number varies, depending on the map.<br />
<br />
For example, [[deer]] have a <tt>[POPULATION_NUMBER:15:30]</tt>, meaning that if you kill between 15-30 deer, no more deer will ever visit your fortress.<br />
<br />
==Reading the Table==<br />
{{v50_creaturecurrent table head}}<br />
|}<br />
The above columns indicate, in order:<br />
* '''Graphic:''' The sprite assigned to the creature. Seen only in the [[Premium version|Steam version]].<br />
* '''Tile:''' The tile assigned to the creature, how you will see it without a graphic set.<br />
* '''Name:''' The name of the creature as it displays in-game.<br />
* '''Playable:''' If "No", the creature is not playable in any modes. "Fort" indicates that the creature is playable in fortress mode ({{token|SITE_CONTROLLABLE|e}}). "Adv" indicates that the creature is playable in adventure mode. All creatures except humans must have a population in an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization in order to be playable in adventure mode; goblins (and other creatures) cannot be played from a goblin civ. Humans can be played whether or not a population exists due to {{token|OUTSIDER_CONTROLLABLE|c}}, but an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civ still needs to have existed at some point. Creatures with {{token|LOCAL_POPS_CONTROLLABLE|c}} are also playable in adventure mode.<br />
* '''Hostile:''' If "Yes", then the creature will attack on sight, if "No" then the creature is either neutral, or friendly. [[Undead]] creatures are always hostile to living things.<br />
* '''Food Source:''' If "Yes", then the creature can be butchered into an [[meat|edible substance]] that your dwarves will feed on.<br />
* '''Adult Body Size:''' The average [[size]] of the creature when an adult. This can be anywhere from 500 for a [[rabbit]] to 25,000,000 for a [[dragon]]. This value represents the creature's volume in cm<sup>3</sup>, which, for creatures made of flesh, more-or-less equals the creature's weight in grams.[http://www.bay12forums.com/smf/index.php?topic=30026.msg831163#msg831163] These sizes do not correspond to the sizes which trigger [[pressure plate]]s. Size is modified with height and broadness (i.e. incredibly skinny and short is below the average weight, while a fat and tall one is above it).<br />
* '''Pet Value:''' This is the value the creature can be bought and sold for as a [[pet]] during [[trading]].<br />
* '''Biome:''' Where the creature can be found.<br />
* '''Features:''' Any special features the creature possesses, including things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].<br />
<br />
Note: If you wish to view alternate ways of sorting creatures, such as sorting by biomes and location, or sorting domestic creatures by features, there is a new page found here: [[Alternate creature sorting]]<br />
<br />
==Creatures==<br />
===Civilized===<br />
====Main races====<br />
These are intelligent creatures that form the dominant [[civilisation|civilized]] races of the world. While most are part of society, many have turned to [[Bandits|Banditry]].<br />
<br />
{{v50_creaturecurrent_table_head}}<br />
{{v50_creaturecurrent_table_row|name=Dwarf|symbol=☺|color=3:0:0|playable=Fort, Adv|hostile=No|food=No|size=60,000|value=Not tameable|biome=[[Mountain halls]], [[Fortress|dwarf fortress]]es, [[hillock]]s|note=Trading race}}<br />
{{v50_creaturecurrent table row|name=Elf|symbol=e|color=3:0:0|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=60,000|value=Not tameable|biome=[[Forest retreat]]s|note=Trading race}}<br />
{{v50_creaturecurrent table row|name=Human|symbol=U|color=3:0:0|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=70,000|value=Not tameable|biome=[[Town]]s and [[hamlet]]s|note=Trading race}}<br />
{{v50_creaturecurrent table row|name=Goblin|symbol=g|color=7:0:0|playable=Adv|hostile=Usually<sup>1</sup>|food=No|size=60,000|value=Not tameable|biome=[[Dark fortress]]es and [[dark pit]]s|note=Snatchers<sup>2</sup>}}<br />
{{v50_creaturecurrent table row|name=Kobold|symbol=k|color=6:0:0|playable=Adv|hostile=Usually<sup>1</sup>|food=No|size=20,000|value=Not tameable|biome=[[Cave]]s|note=Skulking race}}<br />
|}<br />
:<small>1. Whether or not you are hostile with select civilized races depends on the history of your game world, and its length. Shorter histories mean less ongoing wars and less general hostility, good for a newer player to learn the basics.</small><br />
:<small>2. Snatchers try to snatch children of other civilizations. Snatched individuals become part of the Snatcher's civilization.</small><br />
<br />
==== Underground Tribes ====<br />
Intelligent [[animal people]] that form crude civilizations underground, but will not trade with you. They wield some weapons and can join adventurers.<br />
<br />
{{v50_creaturecurrent_table_head}}<br />
{{v50_creaturecurrent_table_row|name=Amphibian man|symbol=a|color=6:0:0|playable=No|hostile=Variable<sup>1</sup>|food=No|size=20,000|value=Not tameable|biome=Underground|note=Amphibious}}<br />
{{v50_creaturecurrent_table_row|name=Antman|symbol=a|color=0:0:1|playable=No|hostile=Variable<sup>1</sup>|food=No|size=Variable<sup>2</sup>|value=Not tameable|biome=Underground|note=Four castes}}<br />
{{v50_creaturecurrent_table_row|name=Bat man|symbol=b|color=0:0:1|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}<br />
{{v50_creaturecurrent_table_row|name=Cave fish man|symbol=f|color=7:0:1|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=35,500|value=Not tameable|biome=Underground|note=Amphibious}}<br />
{{v50_creaturecurrent_table_row|name=Cave swallow man|symbol=s|color=0:0:1|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}<br />
{{v50_creaturecurrent_table_row|name=Olm man|symbol=o|color=7:0:1|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=35,100|value=Not tameable|biome=Underground|note=Amphibious}}<br />
{{v50_creaturecurrent_table_row|name=Reptile man|symbol=r|color=2:0:0|playable=No|hostile=Variable<sup>1</sup>|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious}}<br />
{{v50_creaturecurrent_table_row|name=Rodent man|symbol=r|color=0:0:1|playable=No|hostile=Variable<sup>1</sup>|food=No|size=40,000|value=Not tameable|biome=Underground|note=}}<br />
{{v50_creaturecurrent_table_row|name=Serpent man|symbol=s|color=7:0:1|playable=No|hostile=Variable<sup>1</sup>|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious; Causes [[Syndrome]]}}<br />
|}<br />
:<small>1. Whether an animal person civilization treats you as hostile or not seems random. {{verify}}</small><br />
:<small>2. Ant-men body sizes depend on their caste.</small><br />
<br />
=== Livestock and Domestic Animals ===<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
<br />
Creatures that have long been [[Domestic animal|domesticated]], and either play a part in the [[meat industry]], or are simply [[pet]]s to keep dwarves company. Note: Except for [[wagon]]s, domestic animals can be bought at embark, or requested from dwarven caravans. Animals of these types below that are caught in the wild with [[cage trap]]s can be tamed after only one session with an [[animal trainer]].<br />
<br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|name=Alpaca|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=70,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}<br />
{{v50_creaturecurrent table row|graphic=[[File:peafowls_sprite_anim.gif]]|name=<br />
Blue peafowl|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Cat|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}<br />
{{v50_creaturecurrent table row|name=Cavy|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}<br />
{{v50_creaturecurrent table row|graphic=[[File:chickens_sprite_anim.gif]]|name=Chicken|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=N/A|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Cow|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}<br />
{{v50_creaturecurrent table row|graphic=[[File:dogs_sprite_anim.gif]]|name=Dog|symbol=d|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}<br />
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Donkey|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=200|biome=N/A|note=Domestic, milkable, pack animal}}<br />
{{v50_creaturecurrent table row|name=Goat|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=N/A|note=Domestic and milkable}}<br />
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Guineafowl|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=N/A|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Horse|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic, milkable, wagon puller, pack animal}}<br />
{{v50_creaturecurrent table row|name=Llama|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}<br />
{{v50_creaturecurrent table row|name=Mule|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic, pack animal}}<br />
{{v50_creaturecurrent table row|name=One-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}<br />
{{v50_creaturecurrent table row|name=Pig|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=N/A|note=Domestic and milkable}}<br />
{{v50_creaturecurrent table row|name=Rabbit|symbol=r|color=6:0:0|food=No|playable=No|hostile=No|size=500|value=3|biome=Temperate savanna, grassland, and shrubland|note=Domestic}}<br />
{{v50_creaturecurrent table row|name=Reindeer|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}<br />
{{v50_creaturecurrent table row|graphic=[[File:sheep_sprite_anim.gif]]|name=Sheep|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=N/A|note=Domestic, milkable and can be sheared}}<br />
{{v50_creaturecurrent table row|name=Turkey|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}<br />
{{v50_creaturecurrent table row|graphic=[[File:wagon_sprite.png|x40px]]|name=Wagon|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special "creature" - see [[wagon|article]]}}<br />
{{v50_creaturecurrent table row|name=Water buffalo|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}<br />
{{v50_creaturecurrent table row|name=Yak|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable, wagon puller, pack animal}}<br />
|}<br />
<br />
===Beasts and Monsters===<br />
All kind of monstrous creatures that roam the land and underground caverns, including: [[Semi-megabeast]]s, [[megabeast]]s, and randomly generated ones that can take any form. all very powerful and can easily be game-ending.<br />
<br />
====Semi-Megabeasts====<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
<br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|name=Cyclops|symbol=C|color=4:0:1|food=No|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}<br />
{{v50_creaturecurrent table row|name=Ettin|symbol=E|color=6:0:1|food=No|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}<br />
{{v50_creaturecurrent table row|name=Giant|symbol=G|color=3:0:0|food=No|playable=No|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}<br />
{{v50_creaturecurrent table row|name=Minotaur|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=Starts with combat skill}}<br />
|}<br />
<br />
====Megabeasts====<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
<br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|name=<br />
Bronze colossus|symbol=C|color=6:0:0|food=No|playable=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill, drops masterwork [[bronze]] [[statue]] on death}}<br />
{{v50_creaturecurrent table row|name=Dragon|symbol=D|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire, trainable}}<br />
{{v50_creaturecurrent table row|name=Hydra|symbol=H|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}<br />
{{v50_creaturecurrent table row|name=Roc|symbol=R|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=20,000,000|value=10000|biome=All land|note=Can fly, trainable}}<br />
|}<br />
<br />
====Procedurally generated====<br />
These creatures are procedurally generated, and different for every savefile. Their raws may be extracted from the world.dat file in uncompressed save folders.<br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Forgotten beast|symbol=<span style="font-size:90%;">Any</span>|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All underground|note=See article for more information}}<br />
{{v50_creaturecurrent table row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Titan|symbol=<span style="font-size:90%;">Any</span>|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All above-ground|note=See article for more information}}<br />
|}<br />
<br />
=== Wild Animals ===<br />
This section includes wild [[animals]] as well as their giant and humanoid counterparts. Wild animals are mostly found roaming the wilderness. Many of them are predators, while others are benign, and will not attack unless being attacked first. Some will be drawn to your stockpiles to [[steals drink|steal drink]], [[Steals food|food]] or [[Steals items|something shiny]]. Some can be easily overcome, and yet others can be significant threats, like the dreaded [[elephant]].<br />
<br />
====Above Ground====<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{v50_creaturecurrent table head|class="wikitable sortable"}}<br />
{{v50_creaturecurrent table row|name=Aardvark|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Aardvark man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Adder|symbol=a|color=6:0:0|food=Yes|playable=No|hostile=No|size=150|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Adder man|symbol=a|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Alligator|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes, rivers|note=Amphibious}}<br />
{{v50_creaturecurrent table row|name=Anaconda|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=100,000|value=200|biome=Any tropical swamp|note=}}<br />
{{v50_creaturecurrent table row|name=Anaconda man|symbol=A|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=85,000|value=200|biome=Any tropical swamp|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Anole man|symbol=a|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,045|value=n/a|biome=Any tropical forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Armadillo|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,500|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Armadillo man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=38,750|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Aye-aye|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Aye-aye man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=36,250|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Badger|symbol=b|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=15,000|value=25|biome=Taiga, any temperate savanna, grassland, shrubland, forest|note=}}<br />
{{v50_creaturecurrent table row|name=Badger man|symbol=b|color=7:0:0|food=No|playable=Adv|hostile=No|size=42,500|value=25|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Bark scorpion man|symbol=s|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,001|value=Not tameable|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Barn owl|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Barn owl man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Beak dog|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}<br />
{{v50_creaturecurrent table row|name=Beetle man|symbol=b|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Bilou|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}<br />
{{v50_creaturecurrent_table_row|name=Black bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=300|biome=Taiga, temperate forest|note=Steals booze}}<br />
{{v50_creaturecurrent_table_row|name=Black bear man|symbol=B|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=95,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Black mamba|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}<br />
{{v50_creaturecurrent_table_row|name=Black mamba man|symbol=s|color=0:0:1|food=No|playable=Adv|hostile=No|size=37,500|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent_table_row|name=Black-crested gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent_table_row|name=Black-handed gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent_table_row|name=Blizzard man|symbol=M|color=3:0:1|food=No|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra, glacier|note=}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:peafowls_sprite_anim.gif]]|name=Blue peafowl|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent_table_row|name=Bluejay man|symbol=b|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome= Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Bobcat|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}<br />
{{v50_creaturecurrent_table_row|name=Bobcat man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Bonobo|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}<br />
{{v50_creaturecurrent_table_row|name=Brown recluse spider man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Temperate broadleaf forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Bushmaster|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}<br />
{{v50_creaturecurrent_table_row|name=Bushmaster man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent_table_row|name=Bushtit man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,002|value=30|biome=Any temperate forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Buzzard|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Any desert, temperate grassland, savanna, marsh|note=Steals food, lays eggs}}<br />
{{v50_creaturecurrent_table_row|name=Buzzard man|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=Animal person, lays eggs}} <br />
{{v50_creaturecurrent_table_row|name=Capuchin|symbol=c|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,500|value=50|biome=Any tropical forest, mangrove swamp|note=}}<br />
{{v50_creaturecurrent_table_row|name=Capuchin man|symbol=c|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,750|value=50|biome=Any tropical forest, mangrove swamp|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Capybara|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}<br />
{{v50_creaturecurrent_table_row|name=Capybara man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=57,499|value=100|biome=Any wetland|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Cardinal man|symbol=c|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome= temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Cassowary|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Cassowary man|symbol=c|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=60,000|value=100|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Cavy|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, shrubland|note=Domestic}}<br />
{{v50_creaturecurrent_table_row|name=Chameleon man|symbol=c|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,075|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Cheetah|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, shrubland|note=}}<br />
{{v50_creaturecurrent_table_row|name=Cheetah man|symbol=c|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Chimpanzee|symbol=c|color=0:0:1|playable=No|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}<br />
{{v50_creaturecurrent_table_row|name=Chinchilla|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Mountain|note=Benign}}<br />
{{v50_creaturecurrent_table_row|name=Chinchilla man|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=3|biome=Mountain|note=Animal person, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Chipmunk man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Coati|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any temperate forest, any tropical forest|note=}}<br />
{{v50_creaturecurrent_table_row|name=Coati man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any temperate forest, any tropical forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Cockatiel man|symbol=c|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any desert, temperate grassland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Copperhead snake|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=}}<br />
{{v50_creaturecurrent_table_row|name=Copperhead snake man|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Cougar|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest, any shrubland|note=}}<br />
{{v50_creaturecurrent_table_row|name=Cougar man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=65,000|value=n/a|biome=Any temperate forest, any tropical forest, temperate shrubland, tropical shrubland |note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Coyote|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}<br />
{{v50_creaturecurrent_table_row|name=Coyote man|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Crow man|symbol=c|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Dark gnome|symbol=g|color=3:0:0|food=No|playable=No|hostile=Yes|size=15,000|value=Not tameable|biome=Evil mountain|note=Steals booze}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:deer_sprites_anim.gif]]|name=Deer|symbol=D|color=6:0:0|playable=No|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga, temperate forest|note=Benign}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:deer_man_sprites_anim.gif]]|name=Deer man|symbol=d|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=105,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Desert tortoise|symbol=t|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,500|value=50|biome=Any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Desert tortoise man|symbol=t|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,750|value=50|biome=Any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Dingo|symbol=d|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=50|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Dingo man|symbol=d|color=6:0:1|food=Yes|playable=Adv|hostile=Yes|size=45,000|value=50|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes, any wetland|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Eagle|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Eagle man|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Echidna|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Echidna man|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Elephant|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000,000|value=500|biome=Tropical forest, shrubland|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Elephant man|symbol=E|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=2,535,000|value=n/a|biome=Any tropical forest, shrubland tropical|note=Animal person}}<br />
{{v50_creaturecurrent table row|graphic=[[File:elk_sprites_anim.gif]]|name=Elk|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=100|biome=Tundra, temperate grassland|note=}}<br />
{{v50_creaturecurrent table row|graphic=[[File:elk_man_sprites_anim.gif]]|name=Elk man|symbol=E|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=185,000|value=n/a|biome=Tundra, temperate grassland |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Emu|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=100|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Emu man|symbol=E|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=52,500|value=100|biome=Temperate shrubland, any temperate forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Firefly man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Fly man|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Flying squirrel man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any temperate forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Foul blendec|symbol=b|color=0:0:1|food=No|playable=No|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}<br />
{{v50_creaturecurrent table row|name=Fox|symbol=f|color=4:0:0|playable=No|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga, temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Fox man|symbol=f|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=38,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Gazelle|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna, grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Gazelle man|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome= Tropical savanna, tropical grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Giant aardvark|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant adder|symbol=A|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,049|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant anaconda|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Any tropical swamp|note=}}<br />
{{v50_creaturecurrent table row|name=Giant anole|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,629|value=500|biome=Any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant armadillo|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=252,750|value=1000|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant aye-aye|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant badger|symbol=B|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant bark scorpion|symbol=S|color=6:0:1|food=No|playable=No|hostile=No|size=200,021|value=500|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant barn owl|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant beetle|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant black bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,084,800|value=500|biome=Forest taiga, any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant black mamba|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant bluejay|symbol=B|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=200,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}<br />
{{v50_creaturecurrent table row|name=Giant bobcat|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Giant brown recluse spider|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Temperate broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant bushmaster|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant bushtit|symbol=B|color=6:0:0|food=No|playable=No|hostile=No|size=200,035|value=500|biome=Any temperate forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant buzzard|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant capuchin|symbol=C|color=7:0:1|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Any tropical forest, mangrove swamp|note=}}<br />
{{v50_creaturecurrent table row|name=Giant capybara|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=523,350|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}<br />
{{v50_creaturecurrent table row|name=Giant cardinal|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}<br />
{{v50_creaturecurrent table row|name=Giant cassowary|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant chameleon|symbol=C|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=201,049|value=500|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant cheetah|symbol=C|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Tropical savanna, grassland, shrubland|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant chinchilla|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Mountain|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant chipmunk|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant coati|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any temperate forest, any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant cockatiel|symbol=C|color=7:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any desert, temperate grassland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant copperhead snake|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Temperate broadleaf forest, any temperate swamp|note=}}<br />
{{v50_creaturecurrent table row|name=Giant cougar|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Any temperate forest, any tropical forest, shrubland temperate, shrubland tropical|note=}}<br />
{{v50_creaturecurrent table row|name=Giant coyote|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant crow|symbol=C|color=0:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant deer|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,237,600|value=500|biome=Forest taiga, any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant desert scorpion|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Savage desert|note=No pain, no stun, no emotion; deadly [[Syndrome]]. '''No longer exists past [[Release_information/0.42.06|0.42.06]].'''}}<br />
{{v50_creaturecurrent table row|name=Giant desert tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=238,645|value=500|biome=Any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant dingo|symbol=D|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant eagle|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Savage mountain|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant echidna|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant elephant|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000,000|value=500|biome=Any tropical forest, tropical shrubland |note=}}<br />
{{v50_creaturecurrent table row|name=Giant elk|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,478,000|value=500|biome=Tundra, temperate grassland |note=}}<br />
{{v50_creaturecurrent table row|name=Giant emu|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=450,100|value=500|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant firefly|symbol=F|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant fly|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant flying squirrel|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Any temperate forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant fox|symbol=F|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=242,160|value=500|biome=Forest taiga, any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant gazelle|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=savanna tropical, grassland tropical|note=}}<br />
{{v50_creaturecurrent table row|name=Giant gila monster|symbol=G|color=4:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any desert|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant giraffe|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=8,030,000|value=500|biome=tropical savanna, tropical shrubland |note=}}<br />
{{v50_creaturecurrent table row|name=Giant grackle|symbol=G|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,840|value=500|biome=temperate grassland, temperate savanna |note=}}<br />
{{v50_creaturecurrent table row|name=Giant grasshopper|symbol=G|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant gray langur|symbol=L|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant gray squirrel|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant great horned owl|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant green tree frog|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant grey parrot|symbol=P|color=7:0:0|food=Yes|playable=No|hostile=No|size=202,800|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant grizzly bear|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Forest taiga, any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant groundhog|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}<br />
{{v50_creaturecurrent table row|name=Giant hamster|symbol=H|color=7:0:0|food=No|playable=No|hostile=No|size=201,049|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant hare|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant hedgehog|symbol=H|color=6:0:0|food=No|playable=No|hostile=No|size=205,600|value=500|biome=Temperate shrubland, temperate savanna|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant hippo|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=tropical saltwater river, tropical brackishwater river, tropical freshwater river, tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}<br />
{{v50_creaturecurrent table row|name=Giant hoary marmot|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=270,500|value=500|biome=Mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Giant honey badger|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=298,900|value=500|biome=Any tropical forest, tropical shrubland, tropical savanna, tropical grassland, any tropical wetland, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant hornbill|symbol=H|color=0:0:1|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Any tropical forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant hyena|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Giant ibex|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Any grassland, any desert|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant iguana|symbol=I|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant impala|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical savanna, tropical grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant jackal|symbol=J|color=6:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Giant jaguar|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=745,500|value=500|biome=Savage tropical areas, any desert|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant jumping spider|symbol=J|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant kakapo|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant kangaroo|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=857,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant kea|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=207,010|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant kestrel|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=No|size=201,750|value=500|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant king cobra|symbol=K|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant kingsnake|symbol=K|color=7:0:1|food=Yes|playable=No|hostile=No|size=210,510|value=500|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant kiwi|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=1000|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant koala|symbol=K|color=7:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Temperate broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant leopard|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Savage tropical areas, any desert|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant leopard gecko|symbol=G|color=6:0:1|food=No|playable=No|hostile=No|size=200,350|value=500|biome=Any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant lion|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Tropical savanna, Tropical grassland, Tropical shrubland |note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant lion tamarin|symbol=L|color=6:0:1|food=No|playable=No|hostile=No|size=204,302|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant lizard|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant lorikeet|symbol=L|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical moist broadleaf forest, mangrove swamp|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant louse|symbol=L|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant lynx|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Taiga|note=}}<br />
{{v50_creaturecurrent table row|name=Giant magpie|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant mandrill|symbol=M|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant mantis|symbol=M|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant masked lovebird|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any tropical forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant monarch butterfly|symbol=B|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant mongoose|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Tropical savanna, tropical shrubland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant monitor lizard|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant moose|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,257,750|value=1000|biome=Taiga, any temperate forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant mosquito|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant moth|symbol=M|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant mountain goat|symbol=G|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Giant muskox|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,362,650|value=500|biome=Tundra, temperate grassland |note=}}<br />
{{v50_creaturecurrent table row|name=Giant ocelot|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Giant one-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant opossum|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant oriole|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,280|value=500|biome=Temperate broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant osprey|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant ostrich|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=857,700|value=1000|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant pangolin|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant parakeet|symbol=P|color=2:0:1|food=No|playable=No|hostile=No|size=200,840|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant peach-faced lovebird|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,419|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant peregrine falcon|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=113,292|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant polar bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Glacier, tundra|note=}}<br />
{{v50_creaturecurrent table row|name=Giant porcupine|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=263,430|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant python|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant raccoon|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=249,270|value=500|biome=Taiga forest, any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant rattlesnake|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=249,270|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant raven|symbol=R|color=0:0:1|food=No|playable=No|hostile=No|size=208,403|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant red panda|symbol=P|color=4:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any temperate forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant red squirrel|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant rhesus macaque|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=235,100|value=500|biome=Shrubland temperate, savanna temperate, grassland temperate|note=}}<br />
{{v50_creaturecurrent table row|name=Giant rhinoceros|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=24,000,000|value=500|biome=Grassland tropical, savanna tropical, shrubland tropical|note=}}<br />
{{v50_creaturecurrent table row|name=Giant roach|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant skink|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=203,500|value=500|biome=Any temperate, any tropical, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant skunk|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant sloth|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant sloth bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant slug|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant snail|symbol=S|color=7:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant snowy owl|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Tundra|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant sparrow|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,210|value=500|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant spider monkey|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant stoat|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=202,450|value=500|biome=Taiga, tundra|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant swan|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant tapir|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant thrips|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant tick|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant tiger|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,894,500|value=500|biome=Some savage tropical areas|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=50|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant tortoise man|symbol=T|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=185,000|value=50|biome=Tropical shrubland, tropical savanna|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant vulture|symbol=V|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=263,430|value=500|biome=Grassland tropical, savanna tropical, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant warthog|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Savanna tropical, grassland tropical, shrubland tropical|note=}}<br />
{{v50_creaturecurrent table row|name=Giant weasel|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,400|value=500|biome=Any land|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant white stork|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any grassland, any wetland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant wild boar|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=783,199|value=500|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant wolf|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=486,800|value=500|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=}}<br />
{{v50_creaturecurrent table row|name=Giant wolverine|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Taiga, mountain|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant wombat|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant wren|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=200,280|value=500|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Gigantic panda|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,160,900|value=1000|biome=Temperate forest|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Gigantic tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,478,000|value=1500|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Gila monster|symbol=g|color=4:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=50|biome=Any desert|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Gila monster man|symbol=g|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=50|biome=Any desert|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giraffe|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Tropical savanna, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Giraffe man|symbol=G|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=535,000|value=n/a|biome=Savanna tropical, shrubland tropical|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes, temperate marshes|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Gorilla|symbol=G|color=0:0:1|playable=No|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest, swamp|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Grackle man|symbol=g|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,060|value=n/a|biome=Temperate grassland, temperate savanna|note=}}<br />
{{v50_creaturecurrent table row|name=Grasshopper man|symbol=g|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Gray gibbon|symbol=g|color=0:0:1|playable=No|hostile=No|food=Yes|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Gray langur|symbol=l|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}<br />
{{v50_creaturecurrent table row|name=Gray langur man|symbol=l|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Gray squirrel man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Great horned owl|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Great horned owl man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Green tree frog man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Grey parrot|symbol=p|color=7:0:0|food=Yes|playable=No|hostile=No|size=400|value=10|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Grey parrot man|symbol=p|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,200|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Grimeling|symbol=g|color=2:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}<br />
{{v50_creaturecurrent table row|name=Grizzly bear|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Taiga, temperate forest|note=Steals booze, trainable}}<br />
{{v50_creaturecurrent table row|name=Grizzly bear man|symbol=B|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Groundhog|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Groundhog man|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=36,500|value=n/a|biome=Shrubland temperate, savanna temperate, grassland temperate|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Guineafowl|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=10|biome=Mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Hamster man|symbol=h|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Hare|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,500|value=10|biome=Temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Hare man|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,750|value=10|biome=Temperate savanna, temperate grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Harpy|symbol=h|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=n/a|biome=Evil savanna, grassland, shrubland, marshes|note=All harpies are females}}<br />
{{v50_creaturecurrent table row|name=Hedgehog man|symbol=h|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,400|value=10|biome=Temperate shrubland, temperate savanna|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Hoary marmot|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Hoary marmot man|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=40,000|value=n/a|biome=Mountain|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Honey badger|symbol=b|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=14,000|value=25|biome=Any tropical land, any desert|note=can become enraged at random}}<br />
{{v50_creaturecurrent table row|name=Honey badger man|symbol=b|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=42,000|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, grassland tropical, any tropical wetland, any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Hornbill|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=No|size=2,500|value=25|biome=Any tropical forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Hornbill man|symbol=h|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=36,250|value=25|biome=Any tropical forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Horse|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=Grassland temperate, savanna temperate|note=}}<br />
{{v50_creaturecurrent table row|name=Hyena|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Hyena man|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=Yes|size=64,999|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Ibex|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Any grassland, any desert|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Ibex man|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Any grassland, any desert|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Ice wolf|symbol=w|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Evil tundra, glacier|note=Evil}}<br />
{{v50_creaturecurrent table row|name=Iguana|symbol=i|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=4,000|value=400|biome=Any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Iguana man|symbol=i|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=37,000|value=n/a|biome=Any tropical forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Impala|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical savanna, tropical grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Impala man|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical savanna, tropical grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Jackal|symbol=j|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Jackal man|symbol=j|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Jaguar|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=75,000|value=100|biome=Any tropical land, any desert|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Jaguar man|symbol=J|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=72,500|value=n/a|biome=Any tropical, badland desert, rock desert, sand desert |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Jumping spider man|symbol=j|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Kakapo|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Kakapo man|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Kangaroo|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Kangaroo man|symbol=K|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Kea|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=1,000|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs, steals objects}}<br />
{{v50_creaturecurrent table row|name=Kea man|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=35,500|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Kestrel|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Kestrel man|symbol=k|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=35,125|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=King cobra|symbol=k|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=200|biome=Any tropical forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=King cobra man|symbol=k|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=200|biome=Any tropical forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Kingsnake|symbol=k|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Kingsnake man|symbol=k|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=35,750|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Kiwi|symbol=k|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=10|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Kiwi man|symbol=k|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,250|value=10|biome=Any temperate forest, temperate shrubland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Koala|symbol=k|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Temperate broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Koala man|symbol=k|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Temperate broadleaf forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Leopard|symbol=l|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=100|biome=Any tropical land, any desert|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Leopard man|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Any tropical, desert badland, desert rock, desert sand|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Leopard gecko man|symbol=g|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,025|value=10|biome=Any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|graphic=[[File:lion_sprite_anim.gif]]|name=Lion|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, shrubland|note=Trainable}}<br />
{{v50_creaturecurrent table row|graphic=[[File:lion_man_sprite_anim.gif]]|name=Lion man|symbol=L|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Tropical savanna, tropical grassland, tropical shrubland |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Lion tamarin man|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,310|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Lizard man|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Llama|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Lorikeet man|symbol=l|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Tropical moist broadleaf forest, mangrove swamp|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Louse man|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Lynx|symbol=l|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=75|biome=Taiga|note=}}<br />
{{v50_creaturecurrent table row|name=Lynx man|symbol=l|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=75|biome=Taiga|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Magpie man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Mandrill|symbol=m|color=1:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Tropical moist broadleaf forest|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Mandrill man|symbol=m|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Mantis man|symbol=m|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Masked lovebird man|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any tropical forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Monarch butterfly man|symbol=b|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Mongoose|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Tropical savanna, tropical shrubland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Mongoose man|symbol=m|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=25|biome=Tropical savanna, tropical shrubland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Monitor lizard|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Monitor lizard man|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=85,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|graphic=[[File:moose_sprite_anim.gif]]|name=Moose|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga, temperate forest|note=Benign}}<br />
{{v50_creaturecurrent table row|graphic=[[File:moose_man_sprite_anim.gif]]|name=Moose man|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=297,500|value=300|biome=Taiga, any temperate forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Mosquito man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Moth man|symbol=m|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Mountain gnome|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=15,000|value=Not tameable|biome=Good mountain|note=Steals booze}}<br />
{{v50_creaturecurrent table row|name=Mountain goat|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Mountain goat man|symbol=g|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Mountain|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Muskox|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=285,000|value=300|biome=Tundra, grassland|note=Wagon puller, pack animal}}<br />
{{v50_creaturecurrent table row|name=Muskox man|symbol=M|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=177,500|value=n/a|biome=Tundra, grassland temperate|note=}}<br />
{{v50_creaturecurrent table row|name=Nightwing|symbol=N|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=n/a|biome=Evil desert|note=Can fly}}<br />
{{v50_creaturecurrent table row|name=Ocelot|symbol=o|color=6:0:1|food=Yes|playable=No|hostile=No|size=25,000|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Ocelot man|symbol=o|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=47,500|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Ogre|symbol=O|color=7:0:0|food=No|playable=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=One-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}<br />
{{v50_creaturecurrent table row|name=One-humped camel man|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Opossum|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Opossum man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Orangutan|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Oriole man|symbol=o|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=35,020|value=n/a|biome=Forest temperate broadleaf|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Osprey|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Osprey man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|graphic=[[File:ostrich_sprite_anim.gif]]|name=Ostrich|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|graphic=[[File:ostrich_man_sprite_anim.gif]]|name=Ostrich man|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Panda|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=130,000|value=300|biome=Temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Panda man|symbol=P|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=100,000|value=300|biome=Any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Pangolin|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Pangolin man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Parakeet man|symbol=p|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,060|value=30|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Peach-faced lovebird man|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,030|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Peregrine falcon|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=600|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Peregrine falcon man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,300|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Pig|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=Temperate grassland, temperate savanna |note=}}<br />
{{v50_creaturecurrent table row|name=Pileated gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Polar bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=400,000|value=750|biome=Tundra, glacier|note=Steals booze, trainable}}<br />
{{v50_creaturecurrent table row|name=Polar bear man|symbol=B|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Glacier, tundra|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Porcupine|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Porcupine man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=39,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Python|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Python man|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=135,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Rabbit|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}<br />
{{v50_creaturecurrent table row|name=Raccoon|symbol=r|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=25|biome=Taiga, temperate forest|note=Steals items and food}}<br />
{{v50_creaturecurrent table row|name=Raccoon man|symbol=r|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=38,500|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Rat man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Rattlesnake|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=20|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Rattlesnake man|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,500|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Raven|symbol=r|color=0:0:1|food=No|playable=No|hostile=No|size=1,200|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Raven man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,600|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Red panda|symbol=p|color=4:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=25|biome=Any temperate forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Red panda man|symbol=p|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=25|biome=Any temperate forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Red squirrel man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Reindeer|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra, taiga|note=Domestic, milkable}}<br />
{{v50_creaturecurrent table row|name=Rhesus macaque|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, shrubland|note=Steals items and food}}<br />
{{v50_creaturecurrent table row|name=Rhesus macaque man|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=37,500|value=n/a|biome=Temperate shrubland, temperate savanna, temperate grassland |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Rhinoceros|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Rhinoceros man|symbol=R|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=1,535,000|value=n/a|biome=Tropical grassland, tropical savanna, tropical shrubland |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Roach man|symbol=r|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Saltwater crocodile|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes, rivers|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Saltwater crocodile man|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Tropical freshwater swamp, tropical freshwater marsh, tropical saltwater swamp, tropical saltwater marsh, mangrove swamp, tropical saltwater river, tropical brackishwater river, tropical freshwater river |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Sasquatch|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest, taiga|note=}}<br />
{{v50_creaturecurrent table row|name=Satyr|symbol=s|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=n/a|biome=Most good forest|note=}}<br />
{{v50_creaturecurrent table row|graphic=[[File:sheep_sprite_anim.gif]]|name=Sheep|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Temperate grassland, temperate savanna |note=}}<br />
{{v50_creaturecurrent table row|name=Siamang|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=12,000|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Silvery gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Skink man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,250|value=n/a|biome=Any temperate, any tropical, any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Skunk|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Skunk man|symbol=s|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Sloth|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Sloth bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=100,000|value=250|biome=Any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Sloth bear man|symbol=B|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=85,000|value=250|biome=Any tropical forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Sloth man|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any tropical forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Slug man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Snail man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Snowy owl|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Tundra|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Snowy owl man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Tundra|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Sparrow man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,015|value=30|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Spider monkey|symbol=m|color=0:0:1|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Spider monkey man|symbol=m|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Stoat|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=350|value=25|biome=Taiga, tundra|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Stoat man|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,175|value=25|biome=Taiga, tundra|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Strangler|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Swan|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Swan man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Tapir|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Tapir man|symbol=T|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=135,000|value=200|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Thrips man|symbol=t|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Tick man|symbol=t|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Tiger|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=225,000|value=200|biome=Most tropical biomes|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Tiger man|symbol=T|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=147,500|value=n/a|biome=Savage tropical areas|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Toad man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Turkey|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp, shrubland|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}<br />
{{v50_creaturecurrent table row|name=Two-humped camel man|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Unicorn|symbol=U|color=7:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Vulture|symbol=v|color=4:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=30|biome=Any desert, tropical grassland, savanna|note=Steals food}}<br />
{{v50_creaturecurrent table row|name=Vulture man|symbol=v|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=39,500|value=n/a|biome=Tropicalgrassland, tropical savanna, any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Warthog|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Warthog man|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=85,000|value=n/a|biome=Savanna tropical, grassland tropical, shrubland tropical|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Water buffalo|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}<br />
{{v50_creaturecurrent table row|name=Weasel|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=200|value=10|biome=Any land biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Weasel man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,100|value=10|biome=Any land|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=White stork|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Any grassland, any wetland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=White stork man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,500|value=n/a|biome=Any grassland, any wetland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=White-browed gibbon|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=White-handed gibbon|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Wild boar|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Wild boar man|symbol=B|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=75,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Wolf|symbol=w|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, temperate forest/shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Wolf man|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=55,000|value=n/a|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Wolverine|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Taiga, mountain|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Wolverine man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Taiga, mountain|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Wombat|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Wombat man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=n/a|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Worm man|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome=Forest taiga, any temperate, any tropical|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Wren man|symbol=w|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,020|value=30|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Yak|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountain|note=Domestic, milkable, wagon puller, pack animal}}<br />
{{v50_creaturecurrent table row|name=Yeti|symbol=Y|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=n/a|biome=Mountain, glacier, tundra|note=}}<br />
|}<br />
<br />
====Subterranean====<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|name=Amethyst man|symbol=M|color=5:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind an [[amethyst]]}}<br />
{{v50_creaturecurrent table row|name=Blind cave bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Blind cave ogre|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=7,000,000|value=500|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Blood man|symbol=M|color=4:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil Caverns (3)|note=}}<br />
{{v50_creaturecurrent table row|name=Bugbat|symbol=b|color=5:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=20|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Cave blob|symbol=o|color=6:0:1|food=No|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=Causes [[syndrome]]}}<br />
{{v50_creaturecurrent table row|name=Cave crocodile|symbol=C|color=7:0:0|playable=No|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|graphic=[[File:cave_dragon_sprite_anim.gif]]|name=Cave dragon|symbol=D|color=7:0:1|playable=No|hostile=Yes|food=Yes|size=15,000,000|value=10000|biome=Caverns (3)|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Cave floater|symbol=f|color=6:0:1|playable=No|hostile=No|food=No|size=40,000|value=50|biome=Caverns (2,3)|note=Causes [[syndrome]]}}<br />
{{v50_creaturecurrent table row|name=Creeping eye|symbol=e|color=7:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=}}<br />
{{v50_creaturecurrent table row|name=Crundle|symbol=c|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=10,000|value=50|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Draltha|symbol=D|color=6:0:1|playable=No|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Drunian|symbol=d|color=7:0:0|playable=No|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Steals food and items}}<br />
{{v50_creaturecurrent table row|name=Elk bird|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Caverns (1,2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Fire imp|symbol=i|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}<br />
{{v50_creaturecurrent table row|name=Fire man|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs and leaves behind [[ash|ashes]]}}<br />
{{v50_creaturecurrent table row|name=Flesh ball|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=70,000|value=10|biome=Subterranean water - Cavern (3)|note=}}<br />
{{v50_creaturecurrent table row|name=Floating guts|symbol=%|color=7:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns (2,3)}}<br />
{{v50_creaturecurrent table row|name=Gabbro man|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind [[gabbro]]}}<br />
{{v50_creaturecurrent table row|name=Giant bat|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant cave spider|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Caverns (1,2)|note=Spins/throws [[web]]s and causes [[syndrome]]}}<br />
{{v50_creaturecurrent table row|name=Giant cave swallow|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=700|biome=Caverns (1,2)|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant cave toad|symbol=T|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Giant earthworm|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=500|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Giant mole|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns (1,2) |note=Steals food and booze}}<br />
{{v50_creaturecurrent table row|name=Giant olm|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Giant rat|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=500|biome=Caverns (1,2) |note=Steals food and booze}}<br />
{{v50_creaturecurrent table row|name=Gorlak|symbol=g|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Good caverns (1,2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Green devourer|symbol=G|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=70,000|value=200|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Gremlin|symbol=g|color=2:0:1|playable=No|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns (1,2,3)|note=[[Gremlin|Cause mischief around fortress]]}}<br />
{{v50_creaturecurrent table row|name=Helmet snake|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Causes [[syndrome]]}}<br />
{{v50_creaturecurrent table row|name=Hungry head|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=5,000|value=50|biome=Caverns (3)|note=Flying}}<br />
{{v50_creaturecurrent table row|name=Iron man|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Causes [[syndrome]]}}<br />
{{v50_creaturecurrent table row|graphic=[[File:jabberer_sprite_anim.gif]]|name=Jabberer|symbol=J|color=5:0:1|food=Yes|playable=No|hostile=Yes|size=4,500,000|value=1500|biome=Caverns (2,3)|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Large rat|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=250|biome=Caverns (1)|note=Steals food}}<br />
{{v50_creaturecurrent table row|name=Magma crab|symbol=C|color=0:0:1|playable=No|hostile=Yes|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten [[basalt]]}}<br />
{{v50_creaturecurrent table row|name=Magma man|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Leaves behind [[obsidian]]}}<br />
{{v50_creaturecurrent table row|name=Manera|symbol=m|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=Not tameable|biome=Evil Caverns (2)|note=}}<br />
{{v50_creaturecurrent table row|name=Molemarian|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=90,000|value=400|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Mud man|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=}}<br />
{{v50_creaturecurrent table row|name=Naked mole dog|symbol=n|color=4:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=350|biome=Caverns (1)|note=Steals food}}<br />
{{v50_creaturecurrent table row|name=Plump helmet man|symbol=m|color=5:0:0|food=No|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Pond grabber|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=30,000|value=50|biome=Caverns (1,2)|note=Aquatic}}<br />
{{v50_creaturecurrent table row|name=Reacher|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=100|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Rutherer|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=600|biome=Caverns (2,3)|note=Exotic Mount}}<br />
{{v50_creaturecurrent table row|name=Troglodyte|symbol=t|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=Not tameable|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Troll|symbol=T|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns (1,2,3)|note=Forms civilizations}}<br />
{{v50_creaturecurrent table row|name=Voracious cave crawler|symbol=C|color=1:0:0|food=Yes|playable=No|hostile=Yes|size=900,000|value=1000|biome=Caverns (2,3)|note=}}<br />
|}<br />
<br />
====Aquatic====<br />
Note: This does not include subterranean sea creatures.<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|name=Albatross|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=10|biome=Any ocean|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Albatross man|symbol=a|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=10|biome=Any ocean|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Alligator|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamp, marsh, river|note=Amphibious, Lays eggs.}}<br />
{{v50_creaturecurrent table row|name=Alligator man|symbol=A|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Temperate freshwater swamp, temperate freshwater marsh, swamp tropical freshwater swamp, tropical freshwater marsh, temperate freshwater river, tropical freshwater river, temperate brackishwater river, tropical brackishwater river|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Alligator snapping turtle|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Angelshark|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Axolotl man|symbol=a|color=5:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Basking shark|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000,000|value=1000|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Beak dog|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Temperate freshwater marsh, temperate saltwater marsh, tropical freshwater marsh, tropical saltwater marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Beaver|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Any temperate lake, any temperate river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Beaver man|symbol=b|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Blacktip reef shark|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Blue shark|symbol=S|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=400|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Bluefin tuna|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Bluefish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Bull shark|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=150,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Buzzard|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Buzzard man|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Carp|symbol=α|color=3:0:0|playable=No|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater river, freshwater lake|note=}}<br />
{{v50_creaturecurrent table row|name=Cod|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Coelacanth|symbol=C|color=1:0:1|food=Yes|playable=No|hostile=No|size=80,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Common skate|symbol=ò|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|graphic=[[File:snapping_turtle_sprite.png]]|name=Common snapping turtle|symbol=t|color=2:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Conger eel|symbol=~|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=400|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Crab|symbol=c|color=4:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=Not tameable|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Crab man|symbol=c|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=Not tameable|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Cuttlefish man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,500|value=10|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Damselfly man|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Dragonfly man|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lake, any wetland|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Elephant seal|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=400|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Elephant seal man|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=1,535,000|value=400|biome=Arctic ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Emperor penguin|symbol=p|color=7:0:1|food=Yes|playable=No|hostile=No|size=30,000|value=10|biome=Arctic ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Fly man|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Frill shark|symbol=s|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant albatross|symbol=A|color=7:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant alligator|symbol=A|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Swamp, marsh, river|note=}}<br />
{{v50_creaturecurrent table row|name=Giant axolotl|symbol=A|color=5:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}<br />
{{v50_creaturecurrent table row|name=Giant beaver|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Any temperate lake, any temperate river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant buzzard|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Giant crab|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant cuttlefish|symbol=C|color=6:0:0|food=No|playable=No|hostile=No|size=207,010|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant damselfly|symbol=D|color=3:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant dragonfly|symbol=D|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant elephant seal|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=24,119,999|value=500|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant fly|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant green tree frog|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant grouper|symbol=G|color=1:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant harp seal|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,428,900|value=500|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant hippo|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Any river, lake|note=}}<br />
{{v50_creaturecurrent table row|name=Giant horseshoe crab|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant kestrel|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=201,750|value=500|biome=Marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Giant leech|symbol=L|color=0:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Any pool, any lake|note=}}<br />
{{v50_creaturecurrent table row|name=Giant leopard seal|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=3,268,000|value=500|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant loon|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant mink|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=205,600|value=500|biome=Any temperate lake, any temperate river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant moon snail|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant mosquito|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant narwhal|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=9,624,000|value=2000|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant nautilus|symbol=N|color=4:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant octopus|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant orca|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=20,000,000|value=500|biome=Any ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant osprey|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant otter|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any pool, any lake, any river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant penguin|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,080|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant platypus|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any river|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant pond turtle|symbol=T|color=2:0:0|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any pool|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant puffin|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=205,252|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|graphic=[[File:giant_red-winged_blackbird_sprite.png]]|name=Giant red-winged blackbird|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Giant saltwater crocodile|symbol=C|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=6,440,000|value=500|biome=Any swamp, marsh, river|note=}}<br />
{{v50_creaturecurrent table row|name=Giant snapping turtle|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=414,000|value=500|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant sperm whale|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000,000|value=500|biome=Any ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant sponge|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=560,000|value=500|biome=Any ocean, any lake, any river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant swan|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant toad|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant walrus|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Arctic Ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Gigantic squid|symbol=S|color=7:0:1|food=No|playable=No|hostile=No|size=201,400|value=2000|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lake, temperate marsh|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Great barracuda|symbol=b|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Great white shark|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=2,000,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Green tree frog man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Grimeling|symbol=g|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=n/a|biome=Swamp, marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Halibut|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Hammerhead shark|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Harp seal|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=165,000|value=100|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Harp seal man|symbol=h|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=117,500|value=100|biome=Arctic ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Harpy|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=30|biome=Marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Hippo|symbol=H|color=7:0:0|playable=No|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical river, tropical lake|note=}}<br />
{{v50_creaturecurrent table row|name=Hippo man|symbol=H|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Tropical river, tropical lake|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Horseshoe crab|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=Not tameable|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Horseshoe crab man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=Not tameable|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Kestrel|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Kestrel man|symbol=k|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,125|value=n/a|biome=Marsh|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Leech man|symbol=l|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=n/a|biome=Any pool, any lake|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Leopard seal|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=400,000|value=350|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Leopard seal man|symbol=L|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=235,000|value=350|biome=Arctic ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Little penguin|symbol=p|color=1:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=Arctic ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Longfin mako shark|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Longnose gar|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=200|biome=Temperate river, temperate lake|note=}}<br />
{{v50_creaturecurrent table row|name=Loon|symbol=l|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Loon man|symbol=l|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=n/a|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Manta ray|symbol=►|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,300,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Marlin|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=800,000|value=500|biome=Tropical ocean, temperate ocean|note=}}<br />
{{v50_creaturecurrent table row|graphic=[[File:merperson_sprite_anim.gif]]|name=Merperson|symbol=M|color=3:0:1|food=No|playable=No|hostile=No|size=70,000|value=n/a|biome=Good ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Milkfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Almost any water|note=}}<br />
{{v50_creaturecurrent table row|name=Mink|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No|size=800|value=50|biome=Any temperate lake, any temperate river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Mink man|symbol=m|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,400|value=50|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Moon snail man|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Temperate ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Mosquito man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Narwhal|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,200,000|value=100|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Narwhal man|symbol=N|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=635,000|value=100|biome=Arctic ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Nautilus man|symbol=n|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=n/a|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Nurse shark|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=150,000|value=300|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Ocean sunfish|symbol=α|color=3:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Octopus|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Octopus man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=n/a|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Opah|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Orca|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000,000|value=750|biome=Any ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Orca man|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=2,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Osprey|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Osprey man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Otter man|symbol=o|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=n/a|biome=Any pool, any lake, any river|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Penguin|symbol=p|color=0:0:1|food=No|playable=No|hostile=No|size=4,000|value=10|biome=Arctic ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Penguin man|symbol=p|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|graphic=[[File:pike_sprite.png]]|name=Pike (fish)|Pike|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=200|biome=Temperate river, temperate lake|note=}}<br />
{{v50_creaturecurrent table row|name=Platypus|symbol=p|color=6:0:0|food=No|playable=No|hostile=No|size=2,000|value=10|biome=All river|note=}}<br />
{{v50_creaturecurrent table row|name=Platypus man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=10|biome=Any river|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Pond turtle man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Any pool|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Puffin|symbol=p|color=0:0:1|food=Yes|playable=No|hostile=No|size=750|value=10|biome=Arctic ocean|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Puffin man|symbol=p|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=35,375|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Red-winged blackbird man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome=Temperate marsh|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=River otter|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=25|biome=Any pool, any lake, any river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Saltwater crocodile|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamp, marsh, river|note=}}<br />
{{v50_creaturecurrent table row|name=Saltwater crocodile man|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Swamp, marsh, river|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Sea lamprey|symbol=~|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=200|biome=Almost any water|note=}}<br />
{{v50_creaturecurrent table row|name=Sea monster|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=1000|biome=Evil ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Sea otter|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Sea serpent|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=9,000,000|value=1000|biome=Savage ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Shortfin mako shark|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Snapping turtle man|symbol=t|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Sperm whale|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=25,000,000|value=1000|biome=Any ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Sperm whale man|symbol=W|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=12,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Spiny dogfish|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Sponge|symbol=s|color=4:0:1|food=No|playable=No|hostile=No|size=50,000|value=10|biome=Any ocean, any lake, any river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Sponge man|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=60,000|value=n/a|biome=Any ocean, any lake, any river|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Spotted wobbegong|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=n/a|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Squid man|symbol=s|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Stingray|symbol=ò|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=200|biome=Almost any water|note=}}<br />
{{v50_creaturecurrent table row|name=Sturgeon|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=300|biome=Any ocean, any river|note=}}<br />
{{v50_creaturecurrent table row|name=Swan|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Swan man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Swordfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=650,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Tiger shark|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Tigerfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater river, tropical lake|note=}}<br />
{{v50_creaturecurrent table row|name=Toad man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Walrus|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=400|biome=Arctic ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Walrus man|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Arctic ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Whale shark|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000,000|value=1000|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Whitetip reef shark|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}<br />
|}<br />
<br />
====Agitation====<br />
Disruption of the environment of a savage biome, such as deforestation or overfishing, may cause the appearance of "agitated" animals. Agitated animals, regardless of their normal behavior, will directly seek out and attack dwarves. Agitation can be removed by [[Taming|taming]].<br />
<br />
== Night Creatures / Other ==<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
<br />
===Night creatures===<br />
These creatures are either vicious creatures that attack in the night, or are created through certain [[Interaction token|interaction]]s - be it a condition of the game, or intentionally by another creature.<br />
{{v50_creaturecurrent_table_head}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:Animated dead example anim.gif]]|name=Undead|Animated dead|symbol=Ñ|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Evil]] biomes, [[tower (necromancy)|tower]]s, [[camp]]s|note= Formerly living creatures animated through magic.}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:bogeyman_sprite.png]]|name=Bogeyman|symbol=ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Evil]] biomes{{Version|0.47.01}}; All above-ground <sup>pre-</sup>{{Version|0.47.01}}|note=See article for more information}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:experiment_sprite.png]]|name=Experiment|symbol=Varies|color=7:0:1|food=No|playable=Adv<sup>1</sup>|hostile=Possibly|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, Towns and cities<sup>1</sup>|note= Failed or successful products of experimentation on living citizens or livestock.}}<br />
{{v50_creaturecurrent_table_row|name=Ghost|symbol=Ñ|color=7:1:1|food=No|playable=No|hostile=Possibly|size=Varies|value=Not tameable|biome=Any|note=Spiritual residents who have not been memorialized properly.}}<br />
{{v50_creaturecurrent_table_row|name=Infected ghoul|symbol=Ñ|color=4:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s|note=Undead creatures who can spread their condition through bites.}}<br />
{{v50_creaturecurrent_table_row|name=Intelligent undead|symbol=Ñ|color=3:0:1|food=No|playable=Adv<sup>2</sup>|hostile=Possibly|size=Varies|value=Not tameable|biome=All above-ground|note=Former historical figures raised from the dead. Retain part of their personality.}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:mummy_preview_sprite.png]]|name=Mummy|symbol=Ñ|color=6:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tomb]]s|note=Undead rulers who will attack when disturbed, as well as lay curses.}}<br />
{{v50_creaturecurrent_table_row|name=Necromancer|symbol=Ñ|color=5:0:1|food=No|playable=Adv<sup>3</sup>|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, [[camp]]s|note=Immortal beings who are able to raise the dead.}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:night_troll_sprite.png]]|name=Night troll|symbol=Ñ|color=2:0:0|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=A stalker troll that kidnaps and mates with victims.}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:moon_sprite.png]]|name=Nightmare|symbol=Ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=Varies{{verify}}|value=Not tameable|biome=N/A|note=See article for more information}} <br />
{{v50_creaturecurrent_table_row|name=Vampire|symbol=Ñ|color=4:0:0|food=No|playable=Adv<sup>4</sup>|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=Immortal beings who feed on blood and can appear in migrant waves while disguised.}}<br />
{{v50_creaturecurrent_table_row|name=Werebeast|symbol=Ñ|color=6:0:0|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=Sapient creatures cursed to transform into a cross of themselves and an animal on a full moon.}}<br />
|}<br />
:<small>1. In some worlds, intelligent experiments escape their creators and join normal civilizations. They will then be playable in adventurer mode.</small><br /><br />
:<small>2. The player cannot normally start out as an intelligent undead, but can [[unretire]] a former adventurer that has been resurrected. This can also be done (without unretiring) by using [[adventurer party|adventurer parties]].</small><br /><br />
:<small>3. The player cannot start out as a necromancer, but can gain necromancer powers by reading a slab or book containing the secrets of life and death.</small><br /><br />
:<small>4. The player cannot start out as a vampire, but can become one if feeding on spilled vampire blood. [[Animal people]] with the ability to suck blood can also gain vampirism by blood-sucking a vampire during combat.</small><br />
<br />
===Hidden Fun Stuff===<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{spoiler}}<br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Demon|symbol=&|color=7:0:1|food=No|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=[[Underworld]]|note=See article for more information}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Angel|symbol=Ä|color=7:0:1|food=No|playable=No†|hostile=Yes|size=varies|value=Not tameable|biome=[[Vault]]s|note=See article for more information}}<br />
|}<br />
<br />
†except in a few [http://www.bay12forums.com/smf/index.php?topic=172326.msg7869456#msg7869456 special cases]<br />
<br />
===Nonexistent===<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, IT'S VERY IMPORTANT FOR THIS CATEGORY, thanks!--><br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent_table_row|name=Centaur|symbol=C|color=6:0:0|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}<br />
{{v50_creaturecurrent_table_row|name=Chimera|symbol=C|color=2:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}<br />
{{v50_creaturecurrent_table_row|name=Griffon|symbol=G|color=7:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}<br />
|}<br />
<br />
==Trivia==<br />
*[[File:placeholder_sprite.png|right]]If the game does not recognize a creature and/or cannot the find the sprite associate for it, the sprite will default to a blue, round, blob-like face with stubby legs.<br />
{{Translation<br />
| dwarven = mes<br />
| elvish = amu<br />
| goblin = los<br />
| human = mos<br />
}}<br />
{{Creatures}}<br />
{{Category|Creatures| }}<br />
[[ru:Creature]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Surroundings&diff=298016Surroundings2024-02-28T06:54:42Z<p>Putnam3145: /* Savage */</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
[[File:surroundings_preview.png|thumb|400px|right|A good biome, neutral biome and a bloody, evil biome.]]'''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal]]s and [[creatures]] which will appear in play within a given [[biome]]. The surrounding type is formed of two components: spirit and savagery. It is possible to start a [[fortress]] that overlaps multiple alignment types (for example, a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.<br />
<br />
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in. Again, it's important to check the specific biomes making up your site. Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.<br />
<br />
[[Cavern]]s are not affected by alignments, despite some subterranean creature definitions including an alignment. Good creatures like the [[gorlak]], evil creatures like the [[troll]] and savage creatures like the [[giant cave spider]] can be found in any cavern, regardless of whether the fortress is settled in good/evil/savage surroundings or not.<br />
<br />
Selecting surroundings is the closest (but not the only) thing to selecting a difficulty for the game. Surroundings may be removed in the 'Myth & Magic' update.<sup>[http://www.bay12forums.com/smf//index.php?topic=169696.msg8341484#msg8341484]</sup> This version of the game currently does not have the surrounding types show as color-coded, though the information box at the side of the screen will still inform the player of any type of surroundings the player's cursor hovers over.<br />
<br />
== Combinations & characteristics of surroundings ==<br />
The names given to different areas will reflect their moral standing. For example, good biomes may be named "The Hills of Sweetness" while an evil one may be named "The Prairie of Agony". Neutral biomes will generally have more generic names, such as "The Beige Jungles". Not all worlds will contain every kind of combinations. For example, a world that is low in savagery may not contain Joyous Wilds surroundings. <br />
{| {{prettytable}}<br />
|-style="background:#dddddd"<br />
|style="background:#aaaaaa"| ||'''Benign'''||'''Neutral'''||'''Savage'''<br />
|-<br />
|style="background:#dddddd"|'''Good'''||Serene||Mirthful||Joyous Wilds<br />
|-<br />
|style="background:#dddddd"|'''Neutral'''||Calm||Wilderness||Untamed Wilds<br />
|-<br />
|style="background:#dddddd"|'''Evil'''||Sinister||Haunted||Terrifying<br />
|}<br />
<br />
===Good===<br />
<br />
:Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}}<br />
<br />
[[File:good_biome_v50.png|thumb|120px|left|A sharp green good biome.]]'''Good''' biomes tend to have less aggressive (often {{token|BENIGN}}) and weaker [[creatures]], except for the [[unicorn]]. They also tend to have more [[fanciful]] creatures than neutral biomes. Good regions also support the wild [[sun berry]], which makes the best [[alcohol]] in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''. Though these biomes are the safest in the game, they can still come with a challenge. Therefore, players should still not be too complacent.<br />
<br />
Good biomes will usually appear as luscious green patches, with that green being a more vibrant and sharp green than neutral biomes.<br />
<br />
====Distinctive flora & fauna====<br />
* Animals: [[merperson]], [[mountain gnome]], [[satyr]], [[unicorn]]<br />
* Plants: [[bubble bulb]], [[downy grass]], [[sun berry]]<br />
* Trees: [[feather tree]]<br />
* Vermin: [[fairy]], [[fluffy wambler]], [[pixie]]<br />
{{clear}}<br />
<br />
===Neutral===<br />
<br />
:Including {{DFtext|Calm|7:0}}, {{DFtext|Wilderness|2:0}} and {{DFtext|Untamed Wilds|6:1}}<br />
<br />
[[File:neutral_biome_v50.png|thumb|120px|left|A generic, neutral biome.]]'''Neutral''' regions are the easiest to understand. They generally mimic the real world, with recognizable wildlife. They can be quite dangerous depending on the region, holding anything from benign and weak weasels, to the generally non-aggressive but physically powerful [[elephant]]s, to the very aggressive and very dangerous [[giant eagle]]s. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate, landforms, [[giant badger|or]] [[giant kea|wildlife]]. You'll find most of the standard aboveground plants in these alignments, such as [[prickle berry|prickle berries]], [[rope reed]], [[strawberry|strawberries]] and the like.<br />
{{clear}}<br />
<br />
===Evil===<br />
:Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}}<br />
<br />
[[File:bad_biome_v50.png|frame|left|Dark brown patch of an evil biome.]]'''Evil''' regions are much more dangerous and strange than their ''Neutral'' and ''Good'' counterparts across the board. First, in addition to the ordinary wildlife native to the biome, various other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s can be found in evil regions. <br />
<br />
Evil regions may exist either on their own (where they are known as "primordial" evil regions) or they may be caused by the presence of [[demon]]s or [[necromancer]]s ruling over a [[site]] in it (known as "circumstantial" evil regions). An evil region possesses [[sphere]]s associated with the entities, if any, inhabiting it, which influences the surroundings to some extent. E.G: Blight, death, and disease regions kill plant life, while nightmare regions are home to [[Bogeyman|bogeymen]]. Primordial evil areas are eternal, but circumstantial evil regions may fade away if there is no activity in the area, making it possible to revert it back to normal. Presumably, slaying the demons or necromancers responsible for the corruption is the way to do so.{{version|0.47.01}}<br />
<br />
Most evil regions have associated evil [[weather]]. Evil clouds can inflict various [[syndrome]]s on par with those of [[forgotten beast]]s, or instantly transform creatures into freakishly powerful [[Undead#Thralls, Husks, and_Zombies|thralls]]. Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy [[thought]]s and a desire to wash (evil!). Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time.<br />
<br />
About half of all evil regions are "reanimating", meaning that all wildlife and plantlife will be [[undead]], and any creature that dies will, after a short time, be reanimated as undead. Undead are hostile to all living creatures, and feel no fear or pain. In general, undead wildlife is '''extremely''' dangerous, especially in Terrifying regions, since the undead may include zombified fliers that swoop down and rip your dwarves to shreds with little to no warning at all, and even discounting those, typically harmless creatures like [[beaver]]s will turn out to be necro-buffed monstrosities that are out for all living blood. <br />
<br />
Undead can only be killed in [[combat]] by beheading, bisection, or pulping damage, or otherwise by [[Butcher|butchering]], [[Cave-in|cave-ins]], [[Dwarven atom smasher|particle physics]], or good old fashioned [[Magma|magma]]. Beheading, bisection and butchering may leave remains that can be reanimated; any partial corpse or body part that is not "mangled" and contains at least one hand or head can reanimate. This includes [[skin]], and even [[hair]] left over from butchering or shearing. Remains can reanimate while your dwarves are processing them, frightening any nearby dwarves and canceling job orders. That being said, reanimated hair is not much of a threat and your dwarves will likely quickly dispatch them. The resulting mangled remains can still be processed just like the original material, but without the risk of job cancellations. {{clear}}<br />
<br />
Creatures that can [[Building destroyer|destroy buildings]], [[Trapavoid|avoid traps]] or [[Steals items|steal items]] will retain these abilities in undeath. Undead do not need to breathe, so they will not be stopped by rivers or moats, and aquatic undead can and will come ashore. Furthermore, the usual strategy of dealing with wildlife by avoiding confrontation is impossible since the undead will always stay in a state of "perpetually murderous towards all living beings" no matter how much you decide to bother them. Maybe a [[vampire]] or [[necromancer]] can help?<br />
<br />
If your [[Embark|embark]] site spans multiple biomes then only the evil part will have the reanimating effect, and only wildlife appearing from that side will be undead. The reanimating effect extends all the way underground. The trees at embark may all be dead, and though they can be cut down for logs, will not regrow. Undead shrubs are useless for [[Herbalist|gathering]], too. <br />
<br />
When embarking in a reanimating evil region, it is advised to move everything underground as soon as possible, and immediately set up plenty of [[trap]]s and/or a [[military]] armed with blunt weapons. Be very careful with [[refuse]] stockpiles and butcher's shops. Keep livestock to a minimum, as they are a liability. Needless to say, hunting is a very bad idea. <br />
<br />
Evil regions are so inhospitable that beginners might find evil surroundings—even ''Benign Evil''—too difficult. Still, players may wish to embark in such surroundings for <s>a challenge</s> [[fun]].<br />
<br />
Evil regions can appear on the map as either dark brown or a dim sandy brown. There is no functional difference between these regions.<br />
<br />
: ''So, in ASCII, for most regions (not oceans apparently), there's a special variable that says whether an evil region is gray-red, or light/dark magenta. It defaults to zero, which is the magenta version, but when the "evilify" region function is called, it is randomized from 0-1. There's also a version of this function used for circumstantially evil areas, and it appears to also set the variable from 0-1. If either of those things aren't working, then the colors would probably all be magenta.''<br />
: <br />
: — [https://dwarffortresswiki.org/index.php/Toady_One Toady One] ([http://www.bay12forums.com/smf//index.php?topic=169696.msg8341484#msg8341484])<br />
<br />
====Distinctive flora & fauna====<br />
* Animals: [[beak dog]], [[blizzard man]], [[dark gnome]], [[foul blendec]], [[grimeling]], [[harpy]], [[ice wolf]], [[nightwing]], [[ogre]], [[sea monster]], [[strangler]]<br />
* Plants: [[sliver barb]], [[staring eyeball]], [[wormy tendril]]<br />
* Trees: [[glumprong]]<br />
* Vermin: [[blood gnat]], [[demon rat]], [[knuckle worm]], [[phantom spider]]<br />
<br />
===Savage===<br />
: Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}}<br />
<br />
'''Savage''' surroundings are the only surroundings which have [[giant animal|giant]] and [[animal people|humanoid]] versions of some animals. It is also possible that two groups of animals happen outside on a savage biome, instead of one. They are also far more varied in wildlife than the other biomes.<br />
<br />
Most of the creatures in savage biomes will leave you alone, especially the animal people, who are harmless (with a few exceptions), and most of the giant creatures will not be hostile, but then again, a savage biome may just surprise you with [[giant kea]]s or [[giant badger]]s, and some of the creatures found in savage biomes are dangerous indeed. If you don't know what to expect, just look it up. "Savage Good" regions are called Joyous Wilds, "Savage Neutral" regions are called Untamed Wilds, and "Savage Evil" regions are called <s>excessively fun</s> Terrifying.<br />
<br />
Savage biomes also house [[whip vine]]s, a high-value millable/brewable aboveground crop, and [[highwood]]s, a slow-growing tree that can grow as thick as 3×3.<br />
<br />
As of v50.01, animals can become ''agitated'', which increases their proactive desire to attack your dwarves. This behavior occurs only in Savage regions.<br />
<br />
Civilizations, except for [[elf|elves]], who are naturally at peace with animals, typically do not settle in high-savagery regions, which may cause problems during [[world generation]] if the game can't find enough low-savagery regions to place civilizations in. <br />
<br />
====Distinctive flora & fauna====<br />
* Animals: above-ground [[animal people]], [[giant animal]]s, [[giant desert scorpion]] (pre-[[Release information/0.42.04|0.42.04]]), [[sasquatch]], [[sea serpent]], [[yeti]]<br />
* Plants: [[whip vine]]<br />
* Trees: [[highwood]]<br />
* Vermin: [[acorn fly]], [[fox squirrel]], [[moghopper]], [[two-legged rhino lizard]]<br />
<br />
{{World}}</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Stress&diff=297953Stress2024-02-26T02:58:17Z<p>Putnam3145: </p>
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<div>{{migrated article}}<br />
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[[File:stress_preview.jpg|thumb|300px|right|At least it wasn't [[Surroundings#Evil|blood rain]]...<br><small>''Art by theRealOdieman''</small>]] '''Stress''' is a condition that is similar to unhappiness in earlier versions. It will cause the dwarf to flash with a downward red arrow, and {{DFtext|Over the long term, Urist McStressed has been under a great deal of stress.|6:1}} will show on their [[thoughts and preferences]] tab.<br />
<br />
Dwarves under stress for long periods of time will develop worse symptoms of stress, e.g: {{DFtext|Urist McStressed has become haggard and drawn due to the tremendous stresses placed on him.|4:1}}. In the short term, excessive levels of stress will lead to temporary '''emotional breakdowns''' – throwing [[tantrum]]s, slipping into [[depression]], or stumbling around [[oblivious]]ly. If they're under stress for prolonged periods of time, dwarves will become Harrowed, their thoughts and preferences tab reading: {{DFtext|Urist McStressed has been utterly harrowed by the nightmare that is his tragic life.|5:1}} If this persists for long enough, it will lead to '''[[insanity]]'''. <br />
<br />
Animals can also be stressed, which seems to happen when an animal has been constrained for a long time. Internally, stress level is tracked with one number, where a negative number is good and a positive number is bad – it is not possible to view this number without third-party [[utilities]]. Stress ranges from -1000000 to +1000000, and the negative effects start appearing at +10000, +25000, and +50000. Stress itself gradually increases or decreases based on thoughts incurred.<br />
<br />
== Detailed mechanics ==<br />
=== How stress works ===<br />
First, to bust a myth: [[discipline]] is not an indicator of how well a dwarf copes with stressful situations, but there is a correlation that will be explained below.<br />
<br />
When a dwarf experiences an emotion, whether from an immediate experience or from revisiting a long-term memory, a certain number of points, which will be called "stress points", are added to that dwarf's "stress score". The dwarf keeps a running tally of their stress points, determining their mood. Unhappy thoughts add to the stress score, happy thoughts subtract from the stress score. It is confirmed that there are only two things that affect stress: the emotions that a dwarf experiences, each of which is shown on the thoughts and preferences screen, and a return towards a neutral point over time.<br />
<br />
There are three key personality traits which determine a dwarf's propensity to experience stress: bravery, which determines how fast a dwarf accumulates stress; stress vulnerability, which determines how much stress a dwarf can experience before breaking [note 4]; and anxiety, which determines how fast a dwarf dissipates stress. A fourth trait, depression propensity, seems to be related to the difficulty of recovering an unhappy dwarf, but requires additional testing.<br />
<br />
There are some experiences which have a constant and predictable effect across all dwarves and others that are much more variable. In assessing the impact of an experience on a dwarf's stress score, a key measure is whether or not the resulting emotion was promoted to a dwarf's long term memory, as these tend to be the stronger emotions and are those that are revisited.<br />
<br />
The results below are taken from a sample of 300 dwarves across 3 fortresses, where all dwarves had been in their fortress for more than 2 years. The fortresses were designed to "molly-coddle" the dwarves, shielding them as much as possible from rain, death, corpses and miasma, and promoting happy thoughts as much as possible (after year 2, because it took 2 years and 5 migrant waves to reach that point with the infrastructure). The fortresses each had 150+ dwarves and had been run for 7 years. The overall mood of the fortresses after 7 years was 45% happy to ecstatic, 55% fine, less than 1% unhappy (4 dwarves in total).<br />
<br />
=== Stress reducers ===<br />
==== Bedrooms ====<br />
More than 99% of dwarves had short-term memories of feeling blissful sleeping in a bedroom like a personal palace, 89% were also experiencing long-term memories of remembering feeling blissful about their bedroom. This was achieved by giving them a 3x3 engraved bedroom.<br />
<br />
==== Dining room ====<br />
88% of dwarves had short-term memories of feeling blissful eating in a legendary dining room, 70% were also experiencing long term memories of remembering feeling blissful about their dining room. This was achieved by digging out a 15 x 20 room and designating it as a dining room; it doesn't take much to impress them in this regard, but to force them to eat there, you have to restrict placing unallocated tables anywhere else in the fortress.<br />
<br />
==== Meaningful work ====<br />
93% of dwarves were satisfied at work, 62% had long term memories of being satisfied at work. Curiously, a number of dwarves had two memories of being satisfied at work. Satisfaction is a low-strength emotion, so it is suspected that this is the result of a long-term memory being overwritten by a stronger short-term memory of a different group, then cycling back in again because it was a frequent experience always ready to be promoted back from short-term memory. From what was seen, hauling is not a satisfying job, but any job which enables a skill increase can be satisfying work, so long as it doesn't conflict with a dwarf's personality (for example, a butcher will get unhappy thoughts if they have a deep respect for nature).<br />
<br />
==== Military training ====<br />
Military training is HUGE. After year 2 in each fortress, all dwarves were put into squads (no armor, no weapons), with each squad scheduled for one or two months of military training per year. 93% of dwarves had happy long-term memories of something relating to their military training, with 34% having more than one positive long-term memory. Gratitude or pleasure from sparring was the most common, with interest in improving a military skill (wrestling, dodging, biting, kicking, etc.) and pride in teaching a military skill also widely present. Additionally several dwarves were satisfied remembering improving discipline and/or observation. The effect of military training in clogging long-term memory with happy thoughts correlates with an increase in discipline, which is a common association between high-discipline dwarves suffering from low stress. No dwarves had negative long-term memories, despite some not liking warfare or not respecting military skills. A fairly reliable method to turn around unhappy dwarves using military training was noted, which will be discussed further below.<br />
<br />
==== Other things ====<br />
All dwarves had access to masterwork clothing, walked past an indoor [[waterfall]] frequently, were able to acquire an item, read books, and walked past fine furniture frequently, but less than 25% of dwarves retained their thoughts about these things in long-term memory. Spending time with family and pets will do quite a lot to help reduce a dwarf's stress.<br />
<br />
=== Stress increasers ===<br />
The median number of unhappy long-term memories across the sample of dwarves was only 1; most of the things that they were unhappy about in the long-term were things that would eventually be promoted to core memory: death, miasma, trauma, etc. Their other stress increasers were less than 1% of dwarves: being annoyed or irritated remembering being accosted by vermin; 1 dwarf was uneasy remembering becoming a parent; 1 dwarf was annoyed remembering drinking without a mug, which is suspected to have been a lingering long-term memory clogging their thoughts for several years; another was worried dwelling on not being able to help somebody and another was frustrated remembering the lack of traditions.<br />
<br />
=== Mixed and/or variable effects on stress ===<br />
==== Praying ====<br />
77% had long-term memories of wonder or enrapture from praying, 10% had negative long-term memories from being unable to pray, some dwarves had both positive and negative long term memories about praying. All dwarves had multiple positive and negative short-term thoughts about praying and not being able to pray. The balance of positive to negative long-term memories shows the effect of dwarves being unable to hold more than one thought of the same group in their short-term memory. As long as they get to pray more than once a year, they'll have a strong positive short-term memory about a deity and won't have room in their short-term memory to retain the negative thoughts from not being able to pray to the multiple gods that they wanted to.<br />
<br />
==== Performances ====<br />
All dwarves had multiple short-term memories about watching a performance or performing. However, a minority of thoughts were negative (about 5% were bored or embarrassed). Only a few dwarves had long-term memories related to performances/performing, all of them positive.<br />
<br />
==== Arguments ====<br />
Short-term memories about being upset getting into an argument were ubiquitous, and most dwarves had multiple short-term memories about arguing. However, only 3 dwarves were angry remembering getting into an argument (although 1 dwarf was exhilarated remembering this).<br />
<br />
=== Things that didn't matter ===<br />
Some things were ubiquitous in dwarves' short-term memories, but didn't appear at all in long-term memories. These are often the things that worry players seemingly more than the dwarves themselves. These were: being away from family; being away from friends; being sad at being separated from a loved one; not having decent meals; being unable to craft an item; and being unable to wander.<br />
<br />
=== Recovering unhappy dwarves ===<br />
From time to time, some dwarves would get stressed. In one test, an accident with a "malfunctioning" atom smasher occurred, which rained rotten body parts and gore all over the farmers. A dwarf in a strange mood was accidentally made to go berserk after the misapplication of a burrow command, several dwarves and their pets died of old age – usually in the middle of high-traffic corridors, and there were the usual unavoidable mishaps with visitors turning werebeast, trying to stage a coup, etc. Typically, around 10% of dwarves registered positive stress scores, with around 3% being so unhappy that they would be actively made to recover.<br />
<br />
The first approach to trying to recover the stressed-out dwarves was to give them special attention and try to satisfy any unmet [[need]]s, in an attempt to overwrite some low-strength unhappy memories with happy memories. This had mixed results, was slow and took a lot of micromanagement. It would typically take about 2 years to turn around a mildly stressed dwarf.<br />
<br />
During testing, a far more reliable and quick method to turn around stressed-out dwarves was found, using military training, in the form of a special "Therapy" military squad which was assigned to train all year round, and the squad was set to active/training on the squad menu. However, the squad was not assigned any barracks to train in. Any dwarf that was getting a bit down about things would be put into the Therapy Squad for a while. When a dwarf is scheduled to train, but has nowhere to train, they will actively seek to satisfy any needs. Rather than hang around with the "no job" label, they'll dash off to the tavern to socialise, the library to learn, the temple to pray or guildhall to increase their skills. It is far more effective, and easier to manage, than removing all of their tasks and hoping that they'll do something to cheer themselves up. It seems that they replace their duty to train with a duty to fulfill their needs.<br />
<br />
After deploying this method and expanding it so that all dwarves got one month a year in which they were scheduled to train, but had no barracks, positive stress scores dropped to around 5%, with only 1 dwarf ever reaching the point of being unhappy (that particular dwarf being subjected to quite a lot of cycling up and down the stress levels to see what happened).<br />
<br />
Of the 4 dwarves that became unhappy enough to be seemingly unrecoverable (3 from before the Therapy Squad method was discovered), all 4 dwarves had a depression propensity stat that was extremely low, meaning that they "were often sad and dejected". There were other dwarves in the fortresses with extreme depression propensities that didn't become unhappy, so it is unknown if this was a coincidence or whether it's just hard to turn around these dwarves once they reach an unhappy state.<br />
<br />
=== Combat hardness and immunity to corpses/stress ===<br />
There is a very old piece of code which measures the "[[Combat hardening|combat hardness]] value" of a dwarf. This value is listed as "detachment" in [[Utilities#Dwarf_Therapist|Dwarf Therapist]], although it doesn't appear in the default grid views. Toady said that when a dwarf sees guts and stuff, including seeing people die, it increases their combat hardness, which will eventually lead them to become immune to seeing corpses. This code predates the current stress system and is still active. Anecdotal reports of dwarves becoming immune to seeing corpses due to constant combat exist, which is why it was brought to question. It was attempted to bring some dwarves to the maximum state of "doesn't really care about anything anymore", but after 10 years of running a fortress with one squad dedicated to fighting goblins released from cages, only the intermediate level of "is a hardened individual" was reached. There was fighting indoors, so it required frequent breaks to remove corpses to prevent miasma. There was an attempt at discovering which aspects of the stress system would be overridden by combat hardness – which things would a dwarf become immune to? Would it be everything? Do they not feel happiness or unhappiness about anything anymore? Can a dwarf still go berserk? Trying to test that concurrently with the rest of the experiment didn't sit well alongside the molly-coddle approach, so it was not pursued further, but knowing the effect on all aspects of stress would be interesting.{{verify}}<br />
<br />
Anecdotal evidence [http://www.bay12forums.com/smf/index.php?topic=177991.0] from version 0.47.05 seems to indicate that dwarves gain combat hardness much more quickly than they did in previous versions. Even without taking any special measures, it seems common for most of the adult population to have some level of combat hardness, and it's not unusual for civilians who have never been in combat to reach the highest level of "doesn't really care about anything anymore".<br />
<br />
=== Conclusion ===<br />
To keep stress down, keep the things that end up in core memory to a minimum, or at least restrict the variety of strong unhappy memory groups that dwarves are exposed to in any particular year – in particular, seeing corpses, sentient things die, being exposed to miasma and rain and vomiting because of the sun. If you plan on fighting rather than turtling, plan to battle underground so that the dwarves aren't exposed to sun and rain at the same time as death and corpses. If a dwarf sees a corpse, get them hauling all of the corpses, as they'll only remember the first one. If they're exposed to rain, get them to do all of the outdoor work quickly and keep the rest of the dwarves dry. If you have to pick somebody to do unsavory work, choose the dwarf(s) with the best mix of bravery, stress vulnerability and anxiety.<br />
<br />
Clog a dwarf's long-term memory slots with happy thoughts that can't be promoted. Give them a big room to dine in very early on; even if they only have one table and chair to eat on, it'll still count, but get them enough chairs and tables as soon as possible. Give them a wide variety of things to have happy thoughts about, as multiple low-strength short-term memories have a chance at cycling out low-strength unhappy memories and preventing them from sticking. Put everybody in a military squad as soon as you can afford the labor – don't worry about weapons and armor; just get them training in any old dirt hole of a barracks for at least one month of the year (you might want to make sure that your mayor and trader are training over winter when there are no caravans or delegations). As soon as you can give everybody a 3x3 engraved bedroom, that's a sure-fire mood enhancer. Make sure that you have at least one temple and that the dwarves have a bit of downtime to pray.<br />
<br />
== Stress factors ==<br />
Stress is affected by the [[emotion]]s a dwarf experiences upon encountering certain circumstances; these encounters are temporarily shown as [[thought]]s in the dwarf's [[profile]], though the resulting stress can linger long after the thoughts are gone. The strength of the emotions (and the resulting stress values) vary based on the dwarf's [[personality]]. [http://www.bay12forums.com/smf/index.php?topic=170698.0 Controlled testing] has shown that these sources of stress build up less in dwarves with high [BRAVERY] and low [STRESS_VULNERABILITY]. [ANXIETY_PROPENSITY] affects the rate at which dwarves dissipate stress. For example, being out in the sun seems to affect dwarves quite strongly in terms of stress.<br />
<br />
Emotions and the level of stress or stress relief they cause are detailed in the table of [[emotion]]s. Note that one event may cause different emotions for different dwarves (and, occasionally, for the same dwarf). The exact mechanisms of how it's decided what emotions are to follow are as of yet unclear, but there's a general consensus that it depends on both severity of factors and the personality of the dwarf in question.<br />
<br />
Here is a partial table of emotions and what they can be caused by:<br />
<br />
{|class="wikitable sortable"<br />
!Emotion<br />
!Cause<br />
|-<br />
|{{DFtext|adoration|3:1}}<br />
|Giving birth to a [[baby]], becoming a parent<br />
|-<br />
|{{DFtext|admiration|3:1}}<br />
|Being next to completely sublime [[furniture]], watching a [[performer|performance]]<br />
|-<br />
|{{DFtext|affection|3:1}}<br />
|Interacting with a [[pet]], adopting a new [[pet]], forming a bond with the [[animal training|trained]] animal, talking with a [[friend]], making a new [[friend]]<br />
|-<br />
|{{DFtext|aroused|3:1}}<br />
|Talking with the spouse, watching a [[performer|performance]]<br />
|-<br />
|{{DFtext|caring|3:1}}<br />
|Giving somebody [[food]]<br />
|-<br />
|{{DFtext|empathy|3:1}}<br />
|Being yelled at/cried on by an unhappy citizen<br />
|-<br />
|{{DFtext|enraptured|3:1}}<br />
|Communing with [[deity]]<br />
|-<br />
|{{DFtext|fondness|3:1}}<br />
|Making a new [[friend]], talking with a [[friend]] or a sibling, interacting with a [[pet]]<br />
|-<br />
|{{DFtext|gratitude|3:1}}<br />
|Being rescued, receiving [[water]] or [[food]], being granted residency, being elected as [[mayor]], [[sparring]]<br />
|-<br />
|{{DFtext|lustful|3:1}}<br />
|Talking with the spouse<br />
|-<br />
|{{DFtext|love|3:1}}<br />
|Talking with a parent, spouse, or child, gaining a sibling<br />
|-<br />
|{{DFtext|passionate|3:1}}<br />
|Talking with the spouse<br />
|-<br />
|{{DFtext|pleasure|3:1}}<br />
|Being next to fine/very fine/splendid/completely sublime [[furniture]], acquiring well-crafted items, putting on a well-crafted/exceptional item, [[Performer|performing]], viewing something on display<br />
|-<br />
|{{DFtext|proud|3:1}}<br />
|Owning a high quality [[furniture]], being elected as a [[mayor]], bringing somebody to [[rest]] in bed<br />
|-<br />
|{{DFtext|repentant|3:1}}<br />
|Being confined<br />
|-<br />
|{{DFtext|sympathy|3:1}}<br />
|Giving somebody [[water]] or [[food]], bringing somebody to [[rest]] in bed<br />
|-<br />
|{{DFtext|tenderness|3:1}}<br />
|Talking with the spouse, bringing somebody to [[rest]] in bed<br />
|-<br />
|{{DFtext|amused|2:1}}<br />
|Watching a [[performer|performance]]<br />
|-<br />
|{{DFtext|blissful|2:1}}<br />
|Dining in a legendary [[dining room]], sleeping in a good [[bedroom]]/great [[bedroom]]/[[bedroom]] like a personal palace, having a bath, becoming a parent, [[Performer|performing]]<br />
|-<br />
|{{DFtext|content|2:1}}<br />
|Being able to [[rest]] and recuperate, eating a fine/pretty decent meal, having a fine/pretty decent drink, putting on a well-crafted/finely-crafted/superior item, sleeping in a [[bedroom]] like a personal palace, having a bath, being near to a [[waterfall]], discussing or pondering a [[topic]]<br />
|-<br />
|{{DFtext|delighted|2:1}}<br />
|Eating a truly decent/legendary meal, putting on an exceptional item, being near to a [[waterfall]], watching a [[performer|performance]]<br />
|-<br />
|{{DFtext|elated|2:1}}<br />
|Having [[justice|punishment]] delayed, being [[mayor|elected]]<br />
|-<br />
|{{DFtext|enjoyment|2:1}}<br />
|Being near to favourite [[animal]] in a [[cage]], [[Performer|performing]], watching a [[performer|performance]], playing with [[toy]]s, playing make believe<br />
|-<br />
|{{DFtext|euphoric|2:1}}<br />
|[[Alcohol|Drinking]]<br />
|-<br />
|{{DFtext|expectant|2:1}}<br />
|Discussing or pondering {[[topic]]}<br />
|-<br />
|{{DFtext|free|2:1}}<br />
|Being released from confinement<br />
|-<br />
|{{DFtext|gaiety|2:1}}<br />
|[[Performer|Performing]]<br />
|-<br />
|{{DFtext|happy|2:1}}<br />
|Adopting a new [[pet]], being granted residency<br />
|-<br />
|{{DFtext|hope|2:1}}<br />
|Being released from confinement<br />
|-<br />
|{{DFtext|jovial|2:1}}<br />
|Having a [[mandate]] deadline met<br />
|-<br />
|{{DFtext|joy|2:1}}<br />
|[[Performer|Performing]]<br />
|-<br />
|{{DFtext|relieved|2:1}}<br />
|Being rescued, bringing somebody to [[rest]] in bed, eating vermin to survive, having [[justice|punishment]] delayed, being near to a [[waterfall]], being released from confinement, yelling at/crying on [[mayor|somebody in charge]]<br />
|-<br />
|{{DFtext|satisfied|2:1}}<br />
|Receiving [[water]] or [[food]], being successful at work, mastering a [[skill]], teaching a [[skill]], producing a [[masterwork]], creating an [[artifact]], improving a [[skill]], reading a [[book]], learning a [[book]], felling a [[tree]], [[slaughter]]ing an animal, getting into an argument, [[cage|caging]] a [[creature]], being granted residency, realizing the value of leisure time, realizing the value of nature, realizing nuances of independence, realizing nuances of fairness, realizing nuances of loyalty, realizing nuances of law, realizing nuances of leisure time, realizing nuances of friendship, realizing the value of knowledge, realizing the worthlessness of eloquence, realizing the worthlessness of power<br />
|-<br />
|{{DFtext|triumph|2:1}}<br />
|Killing somebody, being [[mayor|elected]]/re-elected<br />
|-<br />
|{{DFtext|optimistic|2:1}}<br />
|Being able to [[rest]] and recuperate, having a [[mandate]] deadline met<br />
|-<br />
|{{DFtext|astonished|1:1}}<br />
|Having [[justice|punishment]] reduced, having [[justice|punishment]] delayed, being [[mayor|elected]]<br />
|-<br />
|{{DFtext|awe|1:1}}<br />
|Being next to completely sublime [[furniture]]<br />
|-<br />
|{{DFtext|excited|1:1}}<br />
|[[Performer|Performing]]<br />
|-<br />
|{{DFtext|eager|1:1}}<br />
|Being [[mayor|elected]]/re-elected<br />
|-<br />
|{{DFtext|exhilarated|1:1}}<br />
|Being [[combat|attacked]], getting into an argument, a [[sparring]] session, [[Performer|performing]]<br />
|-<br />
|{{DFtext|interested|1:1}}<br />
|Being next to fine/very fine/splendid/completely sublime [[furniture]], learning [[necromancer|the secrets of life and death]], watching a [[performer|performance]], being taught a [[skill]], reading a [[book]], learning a [[book]], realizing the value of nature, realizing nuances of perseverance, realizing nuances of craftsmanship, realizing the worthlessness of fairness, viewing something on display<br />
|-<br />
|{{DFtext|wonder|1:1}}<br />
|Being taught a [[skill]], learning a [[book]], communing with {[[deity]]}, realizing the worthlessness of perseverance, realizing the value of family, realizing the value of competition, realizing the value of cooperation, realizing the value of loyalty<br />
|-<br />
|{{DFtext|accepting|7:0}}<br />
|Seeing somebody's [[corpse|dead body]], having a [[mandate]] ignored, being caught in the [[rain]], being forced to drink [[vomit]], being forced to endure the decay of a [[pet]], retching on a [[miasma]], having to conduct an official [[meeting]] in a bedroom (many negative memories may change to acceptance as a result of the personality-change system)<br />
|-<br />
|{{DFtext|ambivalent|7:0}}<br />
|Delayed punishment of a [[crime|criminal]], putting on a well-crafted/finely-crafted item<br />
|-<br />
|{{DFtext|grim satisfaction|5:1}}<br />
|Seeing somebody's death<br />
|-<br />
|{{DFtext|suspicious|5:1}}<br />
|Having a [[mandate]] ignored<br />
|-<br />
|{{DFtext|aggravated|6:0}}<br />
|Being pestered by [[fly|flies]]<br />
|-<br />
|{{DFtext|agitated|6:0}}<br />
|Being utterly [[sleep]]-deprived<br />
|-<br />
|{{DFtext|annoyed|6:0}}<br />
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating without a [[table]] or [[chair]], eating without a proper [[dining room]], [[sleep]]ing on dirt/rocks/cave floor/in the grass, drinking water without a [[well]], suffering a minor [[injury]], choking on [[cave-in]] dust, choking on [[smoke]], being accosted by hated [[vermin]], being pestered by [[fly|flies]], drinking without a [[goblet]], [[cup]] or [[mug]]<br />
|-<br />
|{{DFtext|anxious|6:0}}<br />
|Discussing/pondering (topic)<br />
|-<br />
|{{DFtext|bitter|6:0}}<br />
|Wearing tattered [[clothes]], getting into an argument<br />
|-<br />
|{{DFtext|bored|6:0}}<br />
|Watching a [[performer|performance]], being unoccupied, being unable to practice a craft, being unable to practice a martial art, not learning anything, being unable to use abstract thinking, being unable to wander, being unable to fight, being unable to hear eloquent speech, lack of trouble-making, doing nothing creative, generally leading an unexciting life<br />
|-<br />
|{{DFtext|confused|6:0}}<br />
|Being knocked out during a [[cave-in]]<br />
|-<br />
|{{DFtext|contemptuous|6:0}}<br />
|Getting into an argument<br />
|-<br />
|{{DFtext|dejected|6:0}}<br />
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], wearing tattered [[clothes]], lack of decent meals, being unable to pray to {[[deity]]}, being kept from [[alcohol]], being unable to admire art, being unable to acquire something, being unable to be extravagant, lack of introspection, generally being unable to take it easy<br />
|-<br />
|{{DFtext|disappointed|6:0}}<br />
|Having a [[mandate]] deadline missed<br />
|-<br />
|{{DFtext|disillusioned|6:0}}<br />
|An [[animal]] was convicted of a [[crime]] <br />
|-<br />
|{{DFtext|dislike|6:0}}<br />
|Talking to [[grudge|somebody annoying]]<br />
|-<br />
|{{DFtext|embarrassed|6:0}}<br />
|Sleeping without a proper [[room]], sleeping on a dirt/rocks/cave floor/in the grass, wearing tattered [[clothes]], having no [[clothes|shirt]], having no [[clothes|shoes]], being [[clothes|uncovered]], watching a [[performer|performance]]<br />
|-<br />
|{{DFtext|exasperated|6:0}}<br />
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], getting into an argument<br />
|-<br />
|{{DFtext|frustrated|6:0}}<br />
|Considering the scarcity of cages and chains, having a [[mandate]] ignored, nobody could be punished for a [[mandate]] failure, getting into an argument, lack of decent meals, being unable to practice a skill, being unable to practice a craft, being unable to practice a martial art, being unable to pray to {[[deity]]}, being kept from [[alcohol]], being unable to acquire something, being unable to wander, being unable to fight, being unable to admire art, lack of abstract thinking, lack of trouble-making, generally leading an unexciting life<br />
|-<br />
|{{DFtext|gloomy|6:0}}<br />
|Being [[Cave adaptation|out in the sun]]<br />
|-<br />
|{{DFtext|glum|6:0}}<br />
|Getting into an argument<br />
|-<br />
|{{DFtext|grouchy|6:0}}<br />
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating the same old [[food]], drinking the same old [[booze]]<br />
|-<br />
|{{DFtext|guilty|6:0}}<br />
|Being confined, being able to [[rest]] and recuperate, being rescued<br />
|-<br />
|{{DFtext|indignant|6:0}}<br />
|Being forced to endure the decay of a (dead) [[friend]], delayed punishment of a [[crime|criminal]]<br />
|-<br />
|{{DFtext|insulted|6:0}}<br />
|Being forced to endure the decay of a (dead) [[friend]], getting into an argument<br />
|-<br />
|{{DFtext|irritated|6:0}}<br />
|Being [[cave adaptation|out in the sun]], being [[hungry]]/[[thirsty]]/[[sleep|drowsy]], eating at crowded [[table]], wearing old/tattered [[clothes]], sleeping uneasily due to [[noise]]<br />
|-<br />
|{{DFtext|isolated|6:0}}<br />
|Being unable to find [[mayor|somebody in charge]] to yell at<br />
|-<br />
|{{DFtext|lonely|6:0}}<br />
|Being away from family, being away from [[friend]]s, being away from people, being unable to make merry, being unable to make romance<br />
|-<br />
|{{DFtext|regretful|6:0}}<br />
|Toppling something over, starting a fist fight, throwing something, becoming a parent<br />
|-<br />
|{{DFtext|resentful|6:0}}<br />
|Giving somebody [[water]], experiencing trauma, getting into an argument<br />
|-<br />
|{{DFtext|restless|6:0}}<br />
|Being able to [[rest]] and recuperate, being unable to practice a craft, being unable to practice a martial art, being unable to learn, being unable to use abstract thinking, being unable to argue, lack of trouble-making, doing nothing creative, generally leading an unexciting life<br />
|-<br />
|{{DFtext|self-pity|6:0}}<br />
|Being away from family, being away from friends, being unable to argue, being unable to fight, being unable to make merry, being unable to practice a craft, being unable to practice a martial art, being unable to wander, lack of abstract thinking, being unoccupied, doing nothing creative, not learning anything, generally leading an unexciting life<br />
|-<br />
|{{DFtext|uneasy|6:0}}<br />
|Being near to hated [[vermin]] in a [[cage]], being caught in [[evil weather|freakish weather]], seeing somebody's [[corpse|dead body]], being [[clothing|uncovered]], retching on a [[miasma]], being [[combat|attacked]], being attacked by [[undead|the dead]], giving birth to a [[baby]], being unable to pray to {[[deity]]}, lack of decent meals, being kept from [[alcohol]], being unable to be extravagant, being unable to help anybody, being unable to admire art, being unable to acquire something, generally being unable to take it easy<br />
|-<br />
|{{DFtext|worried|6:0}}<br />
|Lack of decent meals, being kept from [[alcohol]], being unable to pray to {[[deity]]}, being unable to be extravagant<br />
|-<br />
|{{DFtext|anguish|6:1}}<br />
|Experiencing a [[miscarriage]]<br />
|-<br />
|{{DFtext|ashamed|6:1}}<br />
|Eating without a [[chair]]<br />
|-<br />
|{{DFtext|despair|6:1}}<br />
|Being caught in [[evil weather|freakish weather]]<br />
|-<br />
|{{DFtext|disgusted|6:1}}<br />
|Retching on a [[miasma]], being [[cave adaptation|nauseated by the sun]], drinking water from [[murky pool]], being caught in [[evil weather|freakish weather]], being forced to eat [[vermin]], being forced to drink [[vomit]], being forced to endure the decay of a (dead) [[pet]], being accosted by hated [[vermin]]<br />
|-<br />
|{{DFtext|distressed|6:1}}<br />
|Being pestered by [[fly|flies]]<br />
|-<br />
|{{DFtext|empty|6:1}}<br />
|Having a [[masterwork]] destroyed<br />
|-<br />
|{{DFtext|existential crisis|6:1}}<br />
|Being unable to advance the study of [[topic]]<br />
|-<br />
|{{DFtext|frightened|6:1}}<br />
|Being haunted by [[ghost|the dead]]<br />
|-<br />
|{{DFtext|grieved|6:1}}<br />
|Unexpected [[death]] of somebody<br />
|-<br />
|{{DFtext|hopeless|6:1}}<br />
|Suffering a major [[injury]], being [[cave adaptation|nauseated by the sun]]<br />
|-<br />
|{{DFtext|humiliated|6:1}}<br />
|Eating without a [[table]] or [[chair]], wearing tattered [[clothes]], being [[clothes|uncovered]], not having any [[room]]s, having a [[mandate]] ignored<br />
|-<br />
|{{DFtext|mortified|6:1}}<br />
|Being forced to eat [[vermin]]<br />
|-<br />
|{{DFtext|panicked|6:1}}<br />
|Being [[combat|attacked]], being starving/dehydrated<br />
|-<br />
|{{DFtext|sad|6:1}}<br />
|Being separated from a loved one/loved ones, retching on a [[miasma]]<br />
|-<br />
|{{DFtext|shaken|6:1}}<br />
|Suffering a major [[injury]], being knocked out during [[cave-in]], being forced to endure the decay of a (dead) [[friend]]<br />
|-<br />
|{{DFtext|shocked|6:1}}<br />
|Being [[combat|attacked]], unexpected [[death]] of somebody, having a [[masterwork]] destroyed or [[thief|stolen]]<br />
|-<br />
|{{DFtext|alarmed|4:1}}<br />
|Seeing somebody's [[corpse|dead body]]<br />
|-<br />
|{{DFtext|afraid|4:1}}<br />
|Experiencing trauma<br />
|-<br />
|{{DFtext|angry|4:1}}<br />
|Getting into an argument, being forced to endure the decay of a (dead) [[friend]]<br />
|-<br />
|{{DFtext|ferocity|4:1}}<br />
|Being [[combat|attacked]]<br />
|-<br />
|{{DFtext|horrified|4:1}}<br />
|Seeing somebody die, seeing somebody's [[corpse|dead body]], being caught in a [[evil weather|freakish weather]], being haunted by [[ghost|the dead]], being attacked by [[undead|the dead]]<br />
|-<br />
|{{DFtext|loathing|4:1}}<br />
|Being [[cave adaptation|out in the sun]], being beaten up in the course of [[justice|dwarven justice]] or otherwise<br />
|-<br />
|{{DFtext|outraged|4:1}}<br />
|Being forced to endure the decay of a (dead) child/spouse<br />
|-<br />
|{{DFtext|terrified|4:1}}<br />
|Being in [[combat|conflict]]<br />
|-<br />
|{{DFtext|vengeful|4:1}}<br />
|Joining an existing [[combat|conflict]]<br />
|}<br />
<br />
{{Category|Thoughts}}<br />
[[ru:Stress]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Stress&diff=297952Stress2024-02-26T02:57:54Z<p>Putnam3145: </p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
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[[File:stress_preview.jpg|thumb|300px|right|At least it wasn't [[Surroundings#Evil|blood rain]]...<br><small>''Art by theRealOdieman''</small>]] '''Stress''' is a condition that is similar to unhappiness in earlier versions. It will cause the dwarf to flash with a downward red arrow, and {{DFtext|Over the long term, Urist McStressed has been under a great deal of stress.|6:1}} will show on their [[thoughts and preferences]] tab.<br />
<br />
Dwarves under stress for long periods of time will develop worse symptoms of stress, e.g: {{DFtext|Urist McStressed has become haggard and drawn due to the tremendous stresses placed on him.|4:1}}. In the short term, excessive levels of stress will lead to temporary '''emotional breakdowns''' – throwing [[tantrum]]s, slipping into [[depression]], or stumbling around [[oblivious]]ly. If they're under stress for prolonged periods of time, dwarves will become Harrowed, their thoughts and preferences tab reading: {{DFtext|Urist McStressed has been utterly harrowed by the nightmare that is his tragic life.|5:1}}; if this persists for long enough, it will lead to '''[[insanity]]'''. <br />
<br />
Animals can also be stressed, which seems to happen when an animal has been constrained for a long time. Internally, stress level is tracked with one number, where a negative number is good and a positive number is bad – it is not possible to view this number without third-party [[utilities]]. Stress ranges from -1000000 to +1000000, and the negative effects start appearing at +10000, +25000, and +50000. Stress itself gradually increases or decreases based on thoughts incurred.<br />
<br />
== Detailed mechanics ==<br />
=== How stress works ===<br />
First, to bust a myth: [[discipline]] is not an indicator of how well a dwarf copes with stressful situations, but there is a correlation that will be explained below.<br />
<br />
When a dwarf experiences an emotion, whether from an immediate experience or from revisiting a long-term memory, a certain number of points, which will be called "stress points", are added to that dwarf's "stress score". The dwarf keeps a running tally of their stress points, determining their mood. Unhappy thoughts add to the stress score, happy thoughts subtract from the stress score. It is confirmed that there are only two things that affect stress: the emotions that a dwarf experiences, each of which is shown on the thoughts and preferences screen, and a return towards a neutral point over time.<br />
<br />
There are three key personality traits which determine a dwarf's propensity to experience stress: bravery, which determines how fast a dwarf accumulates stress; stress vulnerability, which determines how much stress a dwarf can experience before breaking [note 4]; and anxiety, which determines how fast a dwarf dissipates stress. A fourth trait, depression propensity, seems to be related to the difficulty of recovering an unhappy dwarf, but requires additional testing.<br />
<br />
There are some experiences which have a constant and predictable effect across all dwarves and others that are much more variable. In assessing the impact of an experience on a dwarf's stress score, a key measure is whether or not the resulting emotion was promoted to a dwarf's long term memory, as these tend to be the stronger emotions and are those that are revisited.<br />
<br />
The results below are taken from a sample of 300 dwarves across 3 fortresses, where all dwarves had been in their fortress for more than 2 years. The fortresses were designed to "molly-coddle" the dwarves, shielding them as much as possible from rain, death, corpses and miasma, and promoting happy thoughts as much as possible (after year 2, because it took 2 years and 5 migrant waves to reach that point with the infrastructure). The fortresses each had 150+ dwarves and had been run for 7 years. The overall mood of the fortresses after 7 years was 45% happy to ecstatic, 55% fine, less than 1% unhappy (4 dwarves in total).<br />
<br />
=== Stress reducers ===<br />
==== Bedrooms ====<br />
More than 99% of dwarves had short-term memories of feeling blissful sleeping in a bedroom like a personal palace, 89% were also experiencing long-term memories of remembering feeling blissful about their bedroom. This was achieved by giving them a 3x3 engraved bedroom.<br />
<br />
==== Dining room ====<br />
88% of dwarves had short-term memories of feeling blissful eating in a legendary dining room, 70% were also experiencing long term memories of remembering feeling blissful about their dining room. This was achieved by digging out a 15 x 20 room and designating it as a dining room; it doesn't take much to impress them in this regard, but to force them to eat there, you have to restrict placing unallocated tables anywhere else in the fortress.<br />
<br />
==== Meaningful work ====<br />
93% of dwarves were satisfied at work, 62% had long term memories of being satisfied at work. Curiously, a number of dwarves had two memories of being satisfied at work. Satisfaction is a low-strength emotion, so it is suspected that this is the result of a long-term memory being overwritten by a stronger short-term memory of a different group, then cycling back in again because it was a frequent experience always ready to be promoted back from short-term memory. From what was seen, hauling is not a satisfying job, but any job which enables a skill increase can be satisfying work, so long as it doesn't conflict with a dwarf's personality (for example, a butcher will get unhappy thoughts if they have a deep respect for nature).<br />
<br />
==== Military training ====<br />
Military training is HUGE. After year 2 in each fortress, all dwarves were put into squads (no armor, no weapons), with each squad scheduled for one or two months of military training per year. 93% of dwarves had happy long-term memories of something relating to their military training, with 34% having more than one positive long-term memory. Gratitude or pleasure from sparring was the most common, with interest in improving a military skill (wrestling, dodging, biting, kicking, etc.) and pride in teaching a military skill also widely present. Additionally several dwarves were satisfied remembering improving discipline and/or observation. The effect of military training in clogging long-term memory with happy thoughts correlates with an increase in discipline, which is a common association between high-discipline dwarves suffering from low stress. No dwarves had negative long-term memories, despite some not liking warfare or not respecting military skills. A fairly reliable method to turn around unhappy dwarves using military training was noted, which will be discussed further below.<br />
<br />
==== Other things ====<br />
All dwarves had access to masterwork clothing, walked past an indoor [[waterfall]] frequently, were able to acquire an item, read books, and walked past fine furniture frequently, but less than 25% of dwarves retained their thoughts about these things in long-term memory. Spending time with family and pets will do quite a lot to help reduce a dwarf's stress.<br />
<br />
=== Stress increasers ===<br />
The median number of unhappy long-term memories across the sample of dwarves was only 1; most of the things that they were unhappy about in the long-term were things that would eventually be promoted to core memory: death, miasma, trauma, etc. Their other stress increasers were less than 1% of dwarves: being annoyed or irritated remembering being accosted by vermin; 1 dwarf was uneasy remembering becoming a parent; 1 dwarf was annoyed remembering drinking without a mug, which is suspected to have been a lingering long-term memory clogging their thoughts for several years; another was worried dwelling on not being able to help somebody and another was frustrated remembering the lack of traditions.<br />
<br />
=== Mixed and/or variable effects on stress ===<br />
==== Praying ====<br />
77% had long-term memories of wonder or enrapture from praying, 10% had negative long-term memories from being unable to pray, some dwarves had both positive and negative long term memories about praying. All dwarves had multiple positive and negative short-term thoughts about praying and not being able to pray. The balance of positive to negative long-term memories shows the effect of dwarves being unable to hold more than one thought of the same group in their short-term memory. As long as they get to pray more than once a year, they'll have a strong positive short-term memory about a deity and won't have room in their short-term memory to retain the negative thoughts from not being able to pray to the multiple gods that they wanted to.<br />
<br />
==== Performances ====<br />
All dwarves had multiple short-term memories about watching a performance or performing. However, a minority of thoughts were negative (about 5% were bored or embarrassed). Only a few dwarves had long-term memories related to performances/performing, all of them positive.<br />
<br />
==== Arguments ====<br />
Short-term memories about being upset getting into an argument were ubiquitous, and most dwarves had multiple short-term memories about arguing. However, only 3 dwarves were angry remembering getting into an argument (although 1 dwarf was exhilarated remembering this).<br />
<br />
=== Things that didn't matter ===<br />
Some things were ubiquitous in dwarves' short-term memories, but didn't appear at all in long-term memories. These are often the things that worry players seemingly more than the dwarves themselves. These were: being away from family; being away from friends; being sad at being separated from a loved one; not having decent meals; being unable to craft an item; and being unable to wander.<br />
<br />
=== Recovering unhappy dwarves ===<br />
From time to time, some dwarves would get stressed. In one test, an accident with a "malfunctioning" atom smasher occurred, which rained rotten body parts and gore all over the farmers. A dwarf in a strange mood was accidentally made to go berserk after the misapplication of a burrow command, several dwarves and their pets died of old age – usually in the middle of high-traffic corridors, and there were the usual unavoidable mishaps with visitors turning werebeast, trying to stage a coup, etc. Typically, around 10% of dwarves registered positive stress scores, with around 3% being so unhappy that they would be actively made to recover.<br />
<br />
The first approach to trying to recover the stressed-out dwarves was to give them special attention and try to satisfy any unmet [[need]]s, in an attempt to overwrite some low-strength unhappy memories with happy memories. This had mixed results, was slow and took a lot of micromanagement. It would typically take about 2 years to turn around a mildly stressed dwarf.<br />
<br />
During testing, a far more reliable and quick method to turn around stressed-out dwarves was found, using military training, in the form of a special "Therapy" military squad which was assigned to train all year round, and the squad was set to active/training on the squad menu. However, the squad was not assigned any barracks to train in. Any dwarf that was getting a bit down about things would be put into the Therapy Squad for a while. When a dwarf is scheduled to train, but has nowhere to train, they will actively seek to satisfy any needs. Rather than hang around with the "no job" label, they'll dash off to the tavern to socialise, the library to learn, the temple to pray or guildhall to increase their skills. It is far more effective, and easier to manage, than removing all of their tasks and hoping that they'll do something to cheer themselves up. It seems that they replace their duty to train with a duty to fulfill their needs.<br />
<br />
After deploying this method and expanding it so that all dwarves got one month a year in which they were scheduled to train, but had no barracks, positive stress scores dropped to around 5%, with only 1 dwarf ever reaching the point of being unhappy (that particular dwarf being subjected to quite a lot of cycling up and down the stress levels to see what happened).<br />
<br />
Of the 4 dwarves that became unhappy enough to be seemingly unrecoverable (3 from before the Therapy Squad method was discovered), all 4 dwarves had a depression propensity stat that was extremely low, meaning that they "were often sad and dejected". There were other dwarves in the fortresses with extreme depression propensities that didn't become unhappy, so it is unknown if this was a coincidence or whether it's just hard to turn around these dwarves once they reach an unhappy state.<br />
<br />
=== Combat hardness and immunity to corpses/stress ===<br />
There is a very old piece of code which measures the "[[Combat hardening|combat hardness]] value" of a dwarf. This value is listed as "detachment" in [[Utilities#Dwarf_Therapist|Dwarf Therapist]], although it doesn't appear in the default grid views. Toady said that when a dwarf sees guts and stuff, including seeing people die, it increases their combat hardness, which will eventually lead them to become immune to seeing corpses. This code predates the current stress system and is still active. Anecdotal reports of dwarves becoming immune to seeing corpses due to constant combat exist, which is why it was brought to question. It was attempted to bring some dwarves to the maximum state of "doesn't really care about anything anymore", but after 10 years of running a fortress with one squad dedicated to fighting goblins released from cages, only the intermediate level of "is a hardened individual" was reached. There was fighting indoors, so it required frequent breaks to remove corpses to prevent miasma. There was an attempt at discovering which aspects of the stress system would be overridden by combat hardness – which things would a dwarf become immune to? Would it be everything? Do they not feel happiness or unhappiness about anything anymore? Can a dwarf still go berserk? Trying to test that concurrently with the rest of the experiment didn't sit well alongside the molly-coddle approach, so it was not pursued further, but knowing the effect on all aspects of stress would be interesting.{{verify}}<br />
<br />
Anecdotal evidence [http://www.bay12forums.com/smf/index.php?topic=177991.0] from version 0.47.05 seems to indicate that dwarves gain combat hardness much more quickly than they did in previous versions. Even without taking any special measures, it seems common for most of the adult population to have some level of combat hardness, and it's not unusual for civilians who have never been in combat to reach the highest level of "doesn't really care about anything anymore".<br />
<br />
=== Conclusion ===<br />
To keep stress down, keep the things that end up in core memory to a minimum, or at least restrict the variety of strong unhappy memory groups that dwarves are exposed to in any particular year – in particular, seeing corpses, sentient things die, being exposed to miasma and rain and vomiting because of the sun. If you plan on fighting rather than turtling, plan to battle underground so that the dwarves aren't exposed to sun and rain at the same time as death and corpses. If a dwarf sees a corpse, get them hauling all of the corpses, as they'll only remember the first one. If they're exposed to rain, get them to do all of the outdoor work quickly and keep the rest of the dwarves dry. If you have to pick somebody to do unsavory work, choose the dwarf(s) with the best mix of bravery, stress vulnerability and anxiety.<br />
<br />
Clog a dwarf's long-term memory slots with happy thoughts that can't be promoted. Give them a big room to dine in very early on; even if they only have one table and chair to eat on, it'll still count, but get them enough chairs and tables as soon as possible. Give them a wide variety of things to have happy thoughts about, as multiple low-strength short-term memories have a chance at cycling out low-strength unhappy memories and preventing them from sticking. Put everybody in a military squad as soon as you can afford the labor – don't worry about weapons and armor; just get them training in any old dirt hole of a barracks for at least one month of the year (you might want to make sure that your mayor and trader are training over winter when there are no caravans or delegations). As soon as you can give everybody a 3x3 engraved bedroom, that's a sure-fire mood enhancer. Make sure that you have at least one temple and that the dwarves have a bit of downtime to pray.<br />
<br />
== Stress factors ==<br />
Stress is affected by the [[emotion]]s a dwarf experiences upon encountering certain circumstances; these encounters are temporarily shown as [[thought]]s in the dwarf's [[profile]], though the resulting stress can linger long after the thoughts are gone. The strength of the emotions (and the resulting stress values) vary based on the dwarf's [[personality]]. [http://www.bay12forums.com/smf/index.php?topic=170698.0 Controlled testing] has shown that these sources of stress build up less in dwarves with high [BRAVERY] and low [STRESS_VULNERABILITY]. [ANXIETY_PROPENSITY] affects the rate at which dwarves dissipate stress. For example, being out in the sun seems to affect dwarves quite strongly in terms of stress.<br />
<br />
Emotions and the level of stress or stress relief they cause are detailed in the table of [[emotion]]s. Note that one event may cause different emotions for different dwarves (and, occasionally, for the same dwarf). The exact mechanisms of how it's decided what emotions are to follow are as of yet unclear, but there's a general consensus that it depends on both severity of factors and the personality of the dwarf in question.<br />
<br />
Here is a partial table of emotions and what they can be caused by:<br />
<br />
{|class="wikitable sortable"<br />
!Emotion<br />
!Cause<br />
|-<br />
|{{DFtext|adoration|3:1}}<br />
|Giving birth to a [[baby]], becoming a parent<br />
|-<br />
|{{DFtext|admiration|3:1}}<br />
|Being next to completely sublime [[furniture]], watching a [[performer|performance]]<br />
|-<br />
|{{DFtext|affection|3:1}}<br />
|Interacting with a [[pet]], adopting a new [[pet]], forming a bond with the [[animal training|trained]] animal, talking with a [[friend]], making a new [[friend]]<br />
|-<br />
|{{DFtext|aroused|3:1}}<br />
|Talking with the spouse, watching a [[performer|performance]]<br />
|-<br />
|{{DFtext|caring|3:1}}<br />
|Giving somebody [[food]]<br />
|-<br />
|{{DFtext|empathy|3:1}}<br />
|Being yelled at/cried on by an unhappy citizen<br />
|-<br />
|{{DFtext|enraptured|3:1}}<br />
|Communing with [[deity]]<br />
|-<br />
|{{DFtext|fondness|3:1}}<br />
|Making a new [[friend]], talking with a [[friend]] or a sibling, interacting with a [[pet]]<br />
|-<br />
|{{DFtext|gratitude|3:1}}<br />
|Being rescued, receiving [[water]] or [[food]], being granted residency, being elected as [[mayor]], [[sparring]]<br />
|-<br />
|{{DFtext|lustful|3:1}}<br />
|Talking with the spouse<br />
|-<br />
|{{DFtext|love|3:1}}<br />
|Talking with a parent, spouse, or child, gaining a sibling<br />
|-<br />
|{{DFtext|passionate|3:1}}<br />
|Talking with the spouse<br />
|-<br />
|{{DFtext|pleasure|3:1}}<br />
|Being next to fine/very fine/splendid/completely sublime [[furniture]], acquiring well-crafted items, putting on a well-crafted/exceptional item, [[Performer|performing]], viewing something on display<br />
|-<br />
|{{DFtext|proud|3:1}}<br />
|Owning a high quality [[furniture]], being elected as a [[mayor]], bringing somebody to [[rest]] in bed<br />
|-<br />
|{{DFtext|repentant|3:1}}<br />
|Being confined<br />
|-<br />
|{{DFtext|sympathy|3:1}}<br />
|Giving somebody [[water]] or [[food]], bringing somebody to [[rest]] in bed<br />
|-<br />
|{{DFtext|tenderness|3:1}}<br />
|Talking with the spouse, bringing somebody to [[rest]] in bed<br />
|-<br />
|{{DFtext|amused|2:1}}<br />
|Watching a [[performer|performance]]<br />
|-<br />
|{{DFtext|blissful|2:1}}<br />
|Dining in a legendary [[dining room]], sleeping in a good [[bedroom]]/great [[bedroom]]/[[bedroom]] like a personal palace, having a bath, becoming a parent, [[Performer|performing]]<br />
|-<br />
|{{DFtext|content|2:1}}<br />
|Being able to [[rest]] and recuperate, eating a fine/pretty decent meal, having a fine/pretty decent drink, putting on a well-crafted/finely-crafted/superior item, sleeping in a [[bedroom]] like a personal palace, having a bath, being near to a [[waterfall]], discussing or pondering a [[topic]]<br />
|-<br />
|{{DFtext|delighted|2:1}}<br />
|Eating a truly decent/legendary meal, putting on an exceptional item, being near to a [[waterfall]], watching a [[performer|performance]]<br />
|-<br />
|{{DFtext|elated|2:1}}<br />
|Having [[justice|punishment]] delayed, being [[mayor|elected]]<br />
|-<br />
|{{DFtext|enjoyment|2:1}}<br />
|Being near to favourite [[animal]] in a [[cage]], [[Performer|performing]], watching a [[performer|performance]], playing with [[toy]]s, playing make believe<br />
|-<br />
|{{DFtext|euphoric|2:1}}<br />
|[[Alcohol|Drinking]]<br />
|-<br />
|{{DFtext|expectant|2:1}}<br />
|Discussing or pondering {[[topic]]}<br />
|-<br />
|{{DFtext|free|2:1}}<br />
|Being released from confinement<br />
|-<br />
|{{DFtext|gaiety|2:1}}<br />
|[[Performer|Performing]]<br />
|-<br />
|{{DFtext|happy|2:1}}<br />
|Adopting a new [[pet]], being granted residency<br />
|-<br />
|{{DFtext|hope|2:1}}<br />
|Being released from confinement<br />
|-<br />
|{{DFtext|jovial|2:1}}<br />
|Having a [[mandate]] deadline met<br />
|-<br />
|{{DFtext|joy|2:1}}<br />
|[[Performer|Performing]]<br />
|-<br />
|{{DFtext|relieved|2:1}}<br />
|Being rescued, bringing somebody to [[rest]] in bed, eating vermin to survive, having [[justice|punishment]] delayed, being near to a [[waterfall]], being released from confinement, yelling at/crying on [[mayor|somebody in charge]]<br />
|-<br />
|{{DFtext|satisfied|2:1}}<br />
|Receiving [[water]] or [[food]], being successful at work, mastering a [[skill]], teaching a [[skill]], producing a [[masterwork]], creating an [[artifact]], improving a [[skill]], reading a [[book]], learning a [[book]], felling a [[tree]], [[slaughter]]ing an animal, getting into an argument, [[cage|caging]] a [[creature]], being granted residency, realizing the value of leisure time, realizing the value of nature, realizing nuances of independence, realizing nuances of fairness, realizing nuances of loyalty, realizing nuances of law, realizing nuances of leisure time, realizing nuances of friendship, realizing the value of knowledge, realizing the worthlessness of eloquence, realizing the worthlessness of power<br />
|-<br />
|{{DFtext|triumph|2:1}}<br />
|Killing somebody, being [[mayor|elected]]/re-elected<br />
|-<br />
|{{DFtext|optimistic|2:1}}<br />
|Being able to [[rest]] and recuperate, having a [[mandate]] deadline met<br />
|-<br />
|{{DFtext|astonished|1:1}}<br />
|Having [[justice|punishment]] reduced, having [[justice|punishment]] delayed, being [[mayor|elected]]<br />
|-<br />
|{{DFtext|awe|1:1}}<br />
|Being next to completely sublime [[furniture]]<br />
|-<br />
|{{DFtext|excited|1:1}}<br />
|[[Performer|Performing]]<br />
|-<br />
|{{DFtext|eager|1:1}}<br />
|Being [[mayor|elected]]/re-elected<br />
|-<br />
|{{DFtext|exhilarated|1:1}}<br />
|Being [[combat|attacked]], getting into an argument, a [[sparring]] session, [[Performer|performing]]<br />
|-<br />
|{{DFtext|interested|1:1}}<br />
|Being next to fine/very fine/splendid/completely sublime [[furniture]], learning [[necromancer|the secrets of life and death]], watching a [[performer|performance]], being taught a [[skill]], reading a [[book]], learning a [[book]], realizing the value of nature, realizing nuances of perseverance, realizing nuances of craftsmanship, realizing the worthlessness of fairness, viewing something on display<br />
|-<br />
|{{DFtext|wonder|1:1}}<br />
|Being taught a [[skill]], learning a [[book]], communing with {[[deity]]}, realizing the worthlessness of perseverance, realizing the value of family, realizing the value of competition, realizing the value of cooperation, realizing the value of loyalty<br />
|-<br />
|{{DFtext|accepting|7:0}}<br />
|Seeing somebody's [[corpse|dead body]], having a [[mandate]] ignored, being caught in the [[rain]], being forced to drink [[vomit]], being forced to endure the decay of a [[pet]], retching on a [[miasma]], having to conduct an official [[meeting]] in a bedroom (many negative memories may change to acceptance as a result of the personality-change system)<br />
|-<br />
|{{DFtext|ambivalent|7:0}}<br />
|Delayed punishment of a [[crime|criminal]], putting on a well-crafted/finely-crafted item<br />
|-<br />
|{{DFtext|grim satisfaction|5:1}}<br />
|Seeing somebody's death<br />
|-<br />
|{{DFtext|suspicious|5:1}}<br />
|Having a [[mandate]] ignored<br />
|-<br />
|{{DFtext|aggravated|6:0}}<br />
|Being pestered by [[fly|flies]]<br />
|-<br />
|{{DFtext|agitated|6:0}}<br />
|Being utterly [[sleep]]-deprived<br />
|-<br />
|{{DFtext|annoyed|6:0}}<br />
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating without a [[table]] or [[chair]], eating without a proper [[dining room]], [[sleep]]ing on dirt/rocks/cave floor/in the grass, drinking water without a [[well]], suffering a minor [[injury]], choking on [[cave-in]] dust, choking on [[smoke]], being accosted by hated [[vermin]], being pestered by [[fly|flies]], drinking without a [[goblet]], [[cup]] or [[mug]]<br />
|-<br />
|{{DFtext|anxious|6:0}}<br />
|Discussing/pondering (topic)<br />
|-<br />
|{{DFtext|bitter|6:0}}<br />
|Wearing tattered [[clothes]], getting into an argument<br />
|-<br />
|{{DFtext|bored|6:0}}<br />
|Watching a [[performer|performance]], being unoccupied, being unable to practice a craft, being unable to practice a martial art, not learning anything, being unable to use abstract thinking, being unable to wander, being unable to fight, being unable to hear eloquent speech, lack of trouble-making, doing nothing creative, generally leading an unexciting life<br />
|-<br />
|{{DFtext|confused|6:0}}<br />
|Being knocked out during a [[cave-in]]<br />
|-<br />
|{{DFtext|contemptuous|6:0}}<br />
|Getting into an argument<br />
|-<br />
|{{DFtext|dejected|6:0}}<br />
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], wearing tattered [[clothes]], lack of decent meals, being unable to pray to {[[deity]]}, being kept from [[alcohol]], being unable to admire art, being unable to acquire something, being unable to be extravagant, lack of introspection, generally being unable to take it easy<br />
|-<br />
|{{DFtext|disappointed|6:0}}<br />
|Having a [[mandate]] deadline missed<br />
|-<br />
|{{DFtext|disillusioned|6:0}}<br />
|An [[animal]] was convicted of a [[crime]] <br />
|-<br />
|{{DFtext|dislike|6:0}}<br />
|Talking to [[grudge|somebody annoying]]<br />
|-<br />
|{{DFtext|embarrassed|6:0}}<br />
|Sleeping without a proper [[room]], sleeping on a dirt/rocks/cave floor/in the grass, wearing tattered [[clothes]], having no [[clothes|shirt]], having no [[clothes|shoes]], being [[clothes|uncovered]], watching a [[performer|performance]]<br />
|-<br />
|{{DFtext|exasperated|6:0}}<br />
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], getting into an argument<br />
|-<br />
|{{DFtext|frustrated|6:0}}<br />
|Considering the scarcity of cages and chains, having a [[mandate]] ignored, nobody could be punished for a [[mandate]] failure, getting into an argument, lack of decent meals, being unable to practice a skill, being unable to practice a craft, being unable to practice a martial art, being unable to pray to {[[deity]]}, being kept from [[alcohol]], being unable to acquire something, being unable to wander, being unable to fight, being unable to admire art, lack of abstract thinking, lack of trouble-making, generally leading an unexciting life<br />
|-<br />
|{{DFtext|gloomy|6:0}}<br />
|Being [[Cave adaptation|out in the sun]]<br />
|-<br />
|{{DFtext|glum|6:0}}<br />
|Getting into an argument<br />
|-<br />
|{{DFtext|grouchy|6:0}}<br />
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating the same old [[food]], drinking the same old [[booze]]<br />
|-<br />
|{{DFtext|guilty|6:0}}<br />
|Being confined, being able to [[rest]] and recuperate, being rescued<br />
|-<br />
|{{DFtext|indignant|6:0}}<br />
|Being forced to endure the decay of a (dead) [[friend]], delayed punishment of a [[crime|criminal]]<br />
|-<br />
|{{DFtext|insulted|6:0}}<br />
|Being forced to endure the decay of a (dead) [[friend]], getting into an argument<br />
|-<br />
|{{DFtext|irritated|6:0}}<br />
|Being [[cave adaptation|out in the sun]], being [[hungry]]/[[thirsty]]/[[sleep|drowsy]], eating at crowded [[table]], wearing old/tattered [[clothes]], sleeping uneasily due to [[noise]]<br />
|-<br />
|{{DFtext|isolated|6:0}}<br />
|Being unable to find [[mayor|somebody in charge]] to yell at<br />
|-<br />
|{{DFtext|lonely|6:0}}<br />
|Being away from family, being away from [[friend]]s, being away from people, being unable to make merry, being unable to make romance<br />
|-<br />
|{{DFtext|regretful|6:0}}<br />
|Toppling something over, starting a fist fight, throwing something, becoming a parent<br />
|-<br />
|{{DFtext|resentful|6:0}}<br />
|Giving somebody [[water]], experiencing trauma, getting into an argument<br />
|-<br />
|{{DFtext|restless|6:0}}<br />
|Being able to [[rest]] and recuperate, being unable to practice a craft, being unable to practice a martial art, being unable to learn, being unable to use abstract thinking, being unable to argue, lack of trouble-making, doing nothing creative, generally leading an unexciting life<br />
|-<br />
|{{DFtext|self-pity|6:0}}<br />
|Being away from family, being away from friends, being unable to argue, being unable to fight, being unable to make merry, being unable to practice a craft, being unable to practice a martial art, being unable to wander, lack of abstract thinking, being unoccupied, doing nothing creative, not learning anything, generally leading an unexciting life<br />
|-<br />
|{{DFtext|uneasy|6:0}}<br />
|Being near to hated [[vermin]] in a [[cage]], being caught in [[evil weather|freakish weather]], seeing somebody's [[corpse|dead body]], being [[clothing|uncovered]], retching on a [[miasma]], being [[combat|attacked]], being attacked by [[undead|the dead]], giving birth to a [[baby]], being unable to pray to {[[deity]]}, lack of decent meals, being kept from [[alcohol]], being unable to be extravagant, being unable to help anybody, being unable to admire art, being unable to acquire something, generally being unable to take it easy<br />
|-<br />
|{{DFtext|worried|6:0}}<br />
|Lack of decent meals, being kept from [[alcohol]], being unable to pray to {[[deity]]}, being unable to be extravagant<br />
|-<br />
|{{DFtext|anguish|6:1}}<br />
|Experiencing a [[miscarriage]]<br />
|-<br />
|{{DFtext|ashamed|6:1}}<br />
|Eating without a [[chair]]<br />
|-<br />
|{{DFtext|despair|6:1}}<br />
|Being caught in [[evil weather|freakish weather]]<br />
|-<br />
|{{DFtext|disgusted|6:1}}<br />
|Retching on a [[miasma]], being [[cave adaptation|nauseated by the sun]], drinking water from [[murky pool]], being caught in [[evil weather|freakish weather]], being forced to eat [[vermin]], being forced to drink [[vomit]], being forced to endure the decay of a (dead) [[pet]], being accosted by hated [[vermin]]<br />
|-<br />
|{{DFtext|distressed|6:1}}<br />
|Being pestered by [[fly|flies]]<br />
|-<br />
|{{DFtext|empty|6:1}}<br />
|Having a [[masterwork]] destroyed<br />
|-<br />
|{{DFtext|existential crisis|6:1}}<br />
|Being unable to advance the study of [[topic]]<br />
|-<br />
|{{DFtext|frightened|6:1}}<br />
|Being haunted by [[ghost|the dead]]<br />
|-<br />
|{{DFtext|grieved|6:1}}<br />
|Unexpected [[death]] of somebody<br />
|-<br />
|{{DFtext|hopeless|6:1}}<br />
|Suffering a major [[injury]], being [[cave adaptation|nauseated by the sun]]<br />
|-<br />
|{{DFtext|humiliated|6:1}}<br />
|Eating without a [[table]] or [[chair]], wearing tattered [[clothes]], being [[clothes|uncovered]], not having any [[room]]s, having a [[mandate]] ignored<br />
|-<br />
|{{DFtext|mortified|6:1}}<br />
|Being forced to eat [[vermin]]<br />
|-<br />
|{{DFtext|panicked|6:1}}<br />
|Being [[combat|attacked]], being starving/dehydrated<br />
|-<br />
|{{DFtext|sad|6:1}}<br />
|Being separated from a loved one/loved ones, retching on a [[miasma]]<br />
|-<br />
|{{DFtext|shaken|6:1}}<br />
|Suffering a major [[injury]], being knocked out during [[cave-in]], being forced to endure the decay of a (dead) [[friend]]<br />
|-<br />
|{{DFtext|shocked|6:1}}<br />
|Being [[combat|attacked]], unexpected [[death]] of somebody, having a [[masterwork]] destroyed or [[thief|stolen]]<br />
|-<br />
|{{DFtext|alarmed|4:1}}<br />
|Seeing somebody's [[corpse|dead body]]<br />
|-<br />
|{{DFtext|afraid|4:1}}<br />
|Experiencing trauma<br />
|-<br />
|{{DFtext|angry|4:1}}<br />
|Getting into an argument, being forced to endure the decay of a (dead) [[friend]]<br />
|-<br />
|{{DFtext|ferocity|4:1}}<br />
|Being [[combat|attacked]]<br />
|-<br />
|{{DFtext|horrified|4:1}}<br />
|Seeing somebody die, seeing somebody's [[corpse|dead body]], being caught in a [[evil weather|freakish weather]], being haunted by [[ghost|the dead]], being attacked by [[undead|the dead]]<br />
|-<br />
|{{DFtext|loathing|4:1}}<br />
|Being [[cave adaptation|out in the sun]], being beaten up in the course of [[justice|dwarven justice]] or otherwise<br />
|-<br />
|{{DFtext|outraged|4:1}}<br />
|Being forced to endure the decay of a (dead) child/spouse<br />
|-<br />
|{{DFtext|terrified|4:1}}<br />
|Being in [[combat|conflict]]<br />
|-<br />
|{{DFtext|vengeful|4:1}}<br />
|Joining an existing [[combat|conflict]]<br />
|}<br />
<br />
{{Category|Thoughts}}<br />
[[ru:Stress]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Material_definition_token&diff=297657Material definition token2024-02-20T01:44:20Z<p>Putnam3145: /* Material properties */</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
<br />
The following [[token]]s can be used in [[material]] definitions (whether for inorganics or those within plants and creatures) as well as in [[material templates]].<br />
<br />
__TOC__<br />
{{clear}}<br />
<br />
==Material properties==<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text_anchor|USE_MATERIAL_TEMPLATE}}<br />
|<br />
* <template name><br />
| Resets all material tokens back to their default values, then imports the tokens of the specified preexisting material template (overriding any tokens defined prior to itself in the material). This means USE_MATERIAL_TEMPLATE should be the first token present in any material using it. It cannot be used inside of a [MATERIAL_TEMPLATE:X] which prevents the creation of nested material template structures.<br />
<br />
|-<br />
| {{text_anchor|PREFIX}}<br />
|<br />
* <prefix> or NONE<br />
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|STONE_NAME}}<br />
|<br />
* <name><br />
| Overrides the name of [[Item_token#BOULDER|BOULDER]] items (i.e. mined-out stones) made of the material (used for native copper/silver/gold/platinum to make them be called "nuggets" instead of "boulders").<br />
<br />
|-<br />
| {{text_anchor|IS_GEM}}<br />
|<br />
* <name><br />
* <plural><br />
* OVERWRITE_SOLID (optional)<br />
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be "STP" to automatically append an "s" to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.<br />
<br />
|-<br />
| {{text_anchor|TEMP_DIET_INFO}}<br />
| <br />
* <type><br />
| Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH.<br />
<br />
|-<br />
| {{text_anchor|POWDER_DYE}}<br />
|<br />
*<[[Color#Color_tokens|color token]]><br />
| Allows the material to be used as [[dye]], and defines color of dyed items.<br />
<br />
|-<br />
| {{text_anchor|TILE}}<br />
| <br />
*<[[Main:Character table|tile value or character]]><br />
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').<br />
<br />
|-<br />
| {{text_anchor|ITEM_SYMBOL}}<br />
|<br />
*<[[Main:Character table|tile value or character]]><br />
| Specifies the tile that will be used to represent [[Item_token#BOULDER|BOULDER]] items made of this material. Generally only used with stones. Defaults to 7 ('•').<br />
<br />
|-<br />
| {{text_anchor|DISPLAY_COLOR}}<br />
|<br />
*<[[Color#Color_values|foreground color]]><br />
*<[[Color#Color_values|background color]]><br />
*<[[Color#Color_values|foreground brightness]]><br />
| The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]<br />
<br />
|-<br />
| {{text_anchor|BUILD_COLOR}}<br />
|<br />
*<[[Color#Color_values|foreground color]]><br />
*<[[Color#Color_values|background color]]><br />
*<[[Color#Color_values|foreground brightness]]><br />
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).<br />
<br />
|-<br />
| {{text_anchor|TILE_COLOR}}<br />
|<br />
*<[[Color#Color_values|foreground color]]><br />
*<[[Color#Color_values|background color]]><br />
*<[[Color#Color_values|foreground brightness]]><br />
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).<br />
<br />
|-<br />
| {{text_anchor|BASIC_COLOR}}<br />
|<br />
*<[[Color#Color_values|foreground color]]><br />
*<[[Color#Color_values|foreground brightness]]><br />
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).<br />
<br />
|-<br />
| {{text_anchor|STATE_COLOR}}<br />
|<br />
*<[[Material_definition_token#Material States|material state]]><br />
*<[[Color#Color_tokens|color token]]><br />
| Determines the color of the material at the specified state. See [[Material_definition_token#Material states|below]] for a list of valid material states. Color comes from descriptor_color_standard.txt. The nearest color value is used to display contaminants and body parts made of this material in ASCII and to color items and constructions made from this material with graphics. Example:<br />
[STATE_COLOR:ALL_SOLID:GRAY]<br />
<br />
|-<br />
| {{text_anchor|STATE_NAME}}<br />
|<br />
*<[[Material_definition_token#Material States|material state]]><br />
*<name><br />
| Determines the name of the material at the specified state, as displayed in-game.<br />
[STATE_NAME:ALL_SOLID:stone]<br />
<br />
|-<br />
| {{text_anchor|STATE_ADJ}}<br />
|<br />
*<[[Material_definition_token#Material States|material state]]><br />
*<adjective><br />
| Like [[Material_definition_token#STATE_NAME|STATE_NAME]], but used in different situations. Equipment made from the material uses the state adjective and not the state name.<br />
<br />
|-<br />
| {{text_anchor|STATE_NAME_ADJ}}<br />
|<br />
*<[[Material_definition_token#Material States|material state]]><br />
*<name><br />
*<adjective><br />
| Sets both [[Material_definition_token#STATE_NAME|STATE_NAME]] and [[Material_definition_token#STATE_ADJ|STATE_ADJ]] at the same time.<br />
<br />
|-<br />
| {{text_anchor|ABSORPTION}}<br />
|<br />
*<value><br />
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|IMPACT_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard of an impact (in kilopascals) the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|IMPACT_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|IMPACT_STRAIN_AT_YIELD}} or {{text_anchor|IMPACT_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given (in parts-per-100000) when the yield point is reached. Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value >= 50000), torn (value between 25000 and 49999), or fractured (value <= 24999)<br />
<br />
|-<br />
| {{text_anchor|COMPRESSIVE_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|COMPRESSIVE_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|COMPRESSIVE_STRAIN_AT_YIELD}} or {{text_anchor|COMPRESSIVE_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given when it has been compressed to its yield point. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|TENSILE_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|TENSILE_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|TENSILE_STRAIN_AT_YIELD}} or {{text_anchor|TENSILE_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given when it is stretched to its yield point. Determines a tissue's resistance to a latching and tearing bite. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|TORSION_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|TORSION_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|TORSION_STRAIN_AT_YIELD}} or {{text_anchor|TORSION_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given when it is twisted to its yield point. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|SHEAR_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|SHEAR_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|SHEAR_STRAIN_AT_YIELD}} or {{text_anchor|SHEAR_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given when sheared to its yield point. Used for cutting calculations. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|BENDING_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|BENDING_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|BENDING_STRAIN_AT_YIELD}} or {{text_anchor|BENDING_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given when bent to its yield point. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|MAX_EDGE}}<br />
|<br />
*<value><br />
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|MATERIAL_VALUE}}<br />
|<br />
*<value><br />
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a "-" in front, resulting in things that you are paid to buy and must pay to sell.<br />
<br />
|-<br />
| {{text_anchor|MULTIPLY_VALUE}}<br />
|<br />
*<value><br />
| Multiplies the value of the material. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|SPEC_HEAT}}<br />
|<br />
*<specific heat capacity><br />
| Rate at which the material heats up or cools down (in joules/kilogram-kelvin). If set to NONE, the temperature will be fixed at its initial value. See [[Temperature]] for more information. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|HEATDAM_POINT}}<br />
|<br />
*<temperature><br />
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|COLDDAM_POINT}}<br />
|<br />
*<temperature><br />
| Temperature below which the material takes damage from cold. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|IGNITE_POINT}}<br />
|<br />
*<temperature><br />
| Temperature at which the material will catch fire. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|MELTING_POINT}}<br />
|<br />
*<temperature><br />
| Temperature at which the material melts. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|BOILING_POINT}}<br />
|<br />
*<temperature><br />
| Temperature at which the material boils. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|MAT_FIXED_TEMP}}<br />
|<br />
*<temperature><br />
| Items composed of this material will initially have this temperature. Used in conjunction with <code>[SPEC_HEAT:NONE]</code> to make material's temperature fixed at the specified value. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_HEATDAM_POINT}}<br />
|<br />
*<temperature><br />
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_COLDDAM_POINT}}<br />
|<br />
*<temperature><br />
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_IGNITE_POINT}}<br />
|<br />
*<temperature><br />
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_MELTING_POINT}}<br />
|<br />
*<temperature><br />
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_BOILING_POINT}}<br />
|<br />
*<temperature><br />
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_MAT_FIXED_TEMP}}<br />
|<br />
*<temperature><br />
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|SOLID_DENSITY}}<br />
|<br />
*<density><br />
| Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of weak-in-impact-yield blunt attacks to pierce armor. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|LIQUID_DENSITY}}<br />
|<br />
*<density><br />
| Specifies the density of the material when in liquid form. Defaults to NONE. Also affects combat calculations; affects blunt force damage like SOLID_DENSITY, but only for attacks made by liquids (e.g. forgotten beasts made of water).<br />
<br />
|-<br />
| {{text_anchor|MOLAR_MASS}}<br />
|<br />
*<value><br />
| Specifies (in kg/mol) the molar mass of the material in gaseous form. Only affects combat calculations like the densities, and only for attacks made by gases (e.g. forgotten beasts made of steam).<br />
<br />
|-<br />
| {{text_anchor|EXTRACT_STORAGE}}<br />
| * BARREL or FLASK<br />
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL.<br />
<br />
|-<br />
| {{text_anchor|BUTCHER_SPECIAL}}<br />
|<br />
*<[[item token]]><br />
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.<br />
<br />
|-<br />
| {{text_anchor|MEAT_NAME}}<br />
|<br />
*<prefix><br />
*<name><br />
*<adjective><br />
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.<br />
<br />
|-<br />
| {{text_anchor|BLOCK_NAME}}<br />
|<br />
*<singular><br />
*<plural><br />
| Specifies the name of [[block]]s made from this material.<br />
<br />
|-<br />
| {{text_anchor|WAFERS}}<br />
|<br />
| The material forms "wafers" instead of "[[bar]]s".<br />
<br />
|-<br />
| {{text_anchor|MATERIAL_REACTION_PRODUCT}}<br />
|<br />
*<reaction reference><br />
*<[[material token]]><br />
| Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.<br />
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]<br />
<br />
|-<br />
| {{text_anchor|ITEM_REACTION_PRODUCT}}<br />
|<br />
*<item reference><br />
*<[[item token]]><br />
*<[[material token]]><br />
| Used with reaction raws to associate a reagent material with a complete item. The first argument is used by HAS_ITEM_REACTION_PRODUCT and GET_ITEM_DATA_FROM_REAGENT in reaction raws. The rest refers to the type of item, then its material.<br />
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]<br />
<br />
|-<br />
| {{text_anchor|REACTION_CLASS}}<br />
|<br />
*<reaction class name><br />
| Used to classify all items made of the material, so that reactions can use them as generic reagents.<br />
In default raws, the following are used:<br />
* FAT, TALLOW, SOAP, PARCHMENT, PAPER_PLANT, PAPER_SLURRY, MILK, CHEESE, WAX<br />
* CAN_GLAZE - items made from this material can be glazed.<br />
* FLUX - can be used as [[flux]] in pig iron and steel making.<br />
* GYPSUM - can be processed into [[gypsum plaster]].<br />
* CALCIUM_CARBONATE - can be used in production of [[quicklime]].<br />
<br />
|-<br />
| {{text_anchor|METAL_ORE}}<br />
|<br />
* <inorganic material name e.g. [[lead|LEAD]]><br />
* <value><br />
| Makes BOULDER acceptable as a [[Reactions#Reagents|reagent]] in reactions that require [[Item_token#Related_Tokens|"METAL_ORE:MATERIAL_NAME"]], as well as [[Smelter|smelting]] directly into metal [[bar]]s.<br /> Places the material under "Metal Ores" in Stone stockpiles.<br /> The specified value determines the probability for this product (see [[Tetrahedrite]] or [[Galena]] for details).<br />
<br />
|-<br />
| {{text_anchor|THREAD_METAL}}<br />
|<br />
* <inorganic material name e.g. [[Raw_adamantine|RAW_ADAMANTINE]]><br />
* <value><br />
| Makes BOULDER items made of the material acceptable for [[Strand extractor|strand extraction]] into threads; see also STOCKPILE_THREAD_METAL. Value presumably determines the probability of this product extracted.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|HARDENS_WITH_WATER}}<br />
|<br />
* <[[material token]]><br />
| Allows the material to be used to make [[healthcare|casts]].<br />
<br />
|-<br />
| {{text_anchor|SOAP_LEVEL}}<br />
|<br />
*<value><br />
| Determines effectiveness of soap - if the amount of grime on a body part is more than 3-SOAP_LEVEL, it sets it to 3-SOAP_LEVEL; as such setting it above 3 is bad. [[Soap]] has [SOAP_LEVEL:2]. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|SYNDROME}}<br />
|<br />
| Begins defining a [[syndrome]] applied by the material. Multiple syndromes can be specified. See [[Syndrome token]].<br />
<br />
|-<br />
| {{text_anchor|ANTLER}}<br />
|<br />
| Found in the raws of several antler-wielding animals. It is used to show an antler as bodypart.<br />
|<br />
<br />
|-<br />
| {{text_anchor|HAIR}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|FEATHER}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|SCALE}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|HOOF}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|CHITIN}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|CARTILAGE}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|NERVOUS_TISSUE}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|MEAT_CATEGORY}}<br />
| category<br />
| Probably used in graphics. The following values for "category" are used in the vanilla raws: STANDARD, EYE, BRIAN, LUNG, HEART, LIVER, INTESTINES, STOMACH, GIZZARD, PANCREAS, SPLEEN, KIDNEY.<br />
|}<br />
<br />
<br />
<br />
<br />
===Material states===<br />
<br />
The following is a list of valid material states:<br />
<br />
{| {{prettytable}}<br />
|-<br />
|'''SOLID'''<br />
|-<br />
|'''LIQUID'''<br />
|-<br />
|'''GAS'''<br />
|-<br />
|'''POWDER''' (or '''SOLID_POWDER''')<br />
|-<br />
|'''PASTE''' (or '''SOLID_PASTE''')<br />
|-<br />
|'''PRESSED''' (or '''SOLID_PRESSED''')<br />
|}<br />
<br />
The following can be specified within tokens such as [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_NAME_ADJ|STATE_NAME_ADJ]] and [[Material_definition_token#STATE_ADJ|STATE_ADJ]] to make them apply to several of the above material states simultaneously:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
!Value<br />
!Description<br />
|-<br />
|'''ALL'''<br />
|Denotes all possible material states.<br />
|-<br />
|'''ALL_SOLID'''<br />
|Denotes 'SOLID', 'POWDER', 'PASTE' and 'PRESSED'.<br />
|}<br />
<br />
==Material usage tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text_anchor|IMPLIES_ANIMAL_KILL}}<br />
|<br />
| Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals ([[elf|Elves]] in vanilla) will refuse to accept these items in trade.<br />
<br />
|-<br />
| {{text_anchor|ALCOHOL_PLANT}}<br />
|<br />
| Classifies the material as plant-based alcohol, allowing its storage in food stockpiles under "Drink (Plant)".<br />
<br />
|-<br />
| {{text_anchor|ALCOHOL_CREATURE}}<br />
|<br />
| Classifies the material as animal-based alcohol, allowing its storage in food stockpiles under "Drink (Animal)".<br />
<br />
|-<br />
| {{text_anchor|ALCOHOL}}<br />
|<br />
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown, possibly vestigial.<br />
<br />
|-<br />
| {{text_anchor|CHEESE_PLANT}}<br />
|<br />
| Classifies the material as plant-based cheese, allowing its storage in food stockpiles under "Cheese (Plant)".<br />
<br />
|-<br />
| {{text_anchor|CHEESE_CREATURE}}<br />
|<br />
| Classifies the material as animal-based cheese, allowing its storage in food stockpiles under "Cheese (Animal)".<br />
<br />
|-<br />
| {{text_anchor|CHEESE}}<br />
|<br />
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown, possibly vestigial.<br />
<br />
|-<br />
| {{text_anchor|POWDER_MISC_PLANT}}<br />
|<br />
| Classifies the material as plant powder, allowing its storage in food stockpiles under "Milled Plant".<br />
<br />
|-<br />
| {{text_anchor|POWDER_MISC_CREATURE}}<br />
|<br />
| Classifies the material as creature powder, allowing its storage in food stockpiles under "Bone Meal". Unlike milled plants, such as sugar and flour, "Bone Meal" barrels or pots may not contain bags. Custom reactions using this product better use buckets or jugs instead.<br />
<br />
|-<br />
| {{text_anchor|POWDER_MISC}}<br />
|<br />
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown, possibly vestigial.<br />
<br />
|-<br />
| {{text_anchor|STOCKPILE_GLOB}} or {{text_anchor|STOCKPILE_GLOB_SOLID}}<br />
|<br />
| Permits globs of the material in solid form to be stored in food stockpiles under "Fat" - without it, dwarves will come by and "clean" the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included).<br />
<br />
|-<br />
| {{text_anchor|STOCKPILE_GLOB_PASTE}}<br />
|<br />
| Classifies the material as milled paste, allowing its storage in food stockpiles under "Paste".<br />
<br />
|-<br />
| {{text_anchor|STOCKPILE_GLOB_PRESSED}}<br />
|<br />
| Classifies the material as pressed goods, allowing its storage in food stockpiles under "Pressed Material".<br />
<br />
|-<br />
| {{text_anchor|STOCKPILE_PLANT_GROWTH}}<br />
|<br />
| Classifies the material as a plant growth (e.g. fruits, leaves), allowing its storage in food stockpiles under Plant Growth/Fruit.<br />
<br />
|-<br />
| {{text_anchor|LIQUID_MISC_PLANT}}<br />
|<br />
| Classifies the material as a plant extract, allowing its storage in food stockpiles under "Extract (Plant)".<br />
<br />
|-<br />
| {{text_anchor|LIQUID_MISC_CREATURE}}<br />
|<br />
| Classifies the material as a creature extract, allowing its storage in food stockpiles under "Extract (Animal)".<br />
<br />
|-<br />
| {{text_anchor|LIQUID_MISC_OTHER}}<br />
|<br />
| Classifies the material as a miscellaneous liquid, allowing its storage in food stockpiles under "Misc. Liquid" along with lye.<br />
<br />
|-<br />
| {{text_anchor|LIQUID_MISC}}<br />
|<br />
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown, possibly vestigial.<br />
<br />
|-<br />
| {{text_anchor|STRUCTURAL_PLANT_MAT}}<br />
|<br />
| Classifies the material as a plant, allowing its storage in food stockpiles under "Plants".<br />
<br />
|-<br />
| {{text_anchor|SEED_MAT}}<br />
|<br />
| Classifies the material as a plant seed, allowing its storage in food stockpiles under "Seeds".<br />
<br />
|-<br />
| {{text_anchor|BONE}}<br />
|<br />
| Classifies the material as bone, allowing its use for bone carvers and restriction from stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|WOOD}}<br />
|<br />
| Classifies the material as wood, allowing its use for carpenters and storage in wood stockpiles. Entities opposed to killing plants (i.e. [[Elf|Elves]]) will refuse to accept these items in trade.<br />
<br />
|-<br />
| {{text_anchor|THREAD_PLANT}}<br />
|<br />
| Classifies the material as plant fiber, allowing its use for clothiers and storage in cloth stockpiles under "Thread (Plant)" and "Cloth (Plant)".<br />
<br />
|-<br />
| {{text_anchor|TOOTH}}<br />
|<br />
| Classifies the material as tooth, allowing its use for bone carvers and restriction from stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|HORN}}<br />
|<br />
| Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|HAIR}}<br />
|<br />
| Classifies the material as hair, allowing for its use for spinners and restriction from refuse stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|PEARL}}<br />
|<br />
| Classifies the material as pearl, allowing its use for bone carvers and restriction from stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|SHELL}}<br />
|<br />
| Classifies the material as shell, allowing its use for bone carvers and restriction from stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|LEATHER}}<br />
|<br />
| Classifies the material as leather, allowing its use for leatherworkers and storage in leather stockpiles.<br />
<br />
|-<br />
| {{text_anchor|SILK}}<br />
|<br />
| Classifies the material as silk, allowing its use for clothiers and storage in cloth stockpiles under "Thread (Silk)" and "Cloth (Silk)".<br />
<br />
|-<br />
| {{text_anchor|SOAP}}<br />
|<br />
| Classifies the material as soap, allowing it to be used as a bath detergent and stored in bar/block stockpiles under "Bars: Other Materials".{{verify}}<br />
<br />
|-<br />
| {{text_anchor|GENERATES_MIASMA}}<br />
|<br />
| Material generates miasma when it rots.<br />
<br />
|-<br />
| {{text_anchor|MEAT}}<br />
|<br />
| Classifies the material as edible meat.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|ROTS}}<br />
|<br />
| Material will rot if not stockpiled appropriately. Currently only affects [[food]] and [[refuse]], other items made of this material will not rot.<br />
<br />
|-<br />
| {{text_anchor|NERVOUS_TISSUE}}<br />
|<br />
| In most living creatures, it controls many bodily functions and movements by sending signals around the body. See: [[Nervous tissue]]<br />
<br />
|-<br />
| {{text_anchor|BLOOD_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "blood" in Adventurer mode tile descriptions ("Here we have a Dwarf in a slurry of blood.").<br />
<br />
|-<br />
| {{text_anchor|ICHOR_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "ichor".<br />
<br />
|-<br />
| {{text_anchor|GOO_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "goo".<br />
<br />
|-<br />
| {{text_anchor|SLIME_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "slime".<br />
<br />
|-<br />
| {{text_anchor|PUS_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "pus".<br />
<br />
|-<br />
| {{text_anchor|SWEAT_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "sweat".<br />
<br />
|-<br />
| {{text_anchor|TEARS_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "tears".<br />
<br />
|-<br />
| {{text_anchor|SPIT_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "spit".<br />
<br />
|-<br />
| {{text_anchor|EVAPORATES}}<br />
|<br />
| Contaminants composed of this material evaporate over time, slowly disappearing from the map. Used internally by water.<br />
<br />
|-<br />
| {{text_anchor|ENTERS_BLOOD}}<br />
|<br />
| Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface.<br />
<br />
|-<br />
| {{text_anchor|EDIBLE_VERMIN}}<br />
|<br />
| Can be eaten by vermin.<br />
<br />
|-<br />
| {{text_anchor|EDIBLE_RAW}}<br />
|<br />
| Can be eaten raw.<br />
<br />
|-<br />
| {{text_anchor|EDIBLE_COOKED}}<br />
|<br />
| Can be cooked and then eaten.<br />
<br />
|-<br />
| {{text_anchor|DO_NOT_CLEAN_GLOB}}<br />
|<br />
| Prevents globs made of this material from being cleaned up and destroyed.<br />
<br />
|-<br />
| {{text_anchor|NO_STONE_STOCKPILE}}<br />
|<br />
| Prevents the material from showing up in Stone stockpile settings.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_METAL}}<br />
|<br />
| The material can be made into minecarts, wheelbarrows, and stepladders at the metalsmith's forge.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_BARRED}}<br />
|<br />
| Equivalent to ITEMS_HARD. Given to [[bone]].<br />
<br />
|-<br />
| {{text_anchor|ITEMS_SCALED}}<br />
|<br />
| Equivalent to ITEMS_HARD. Given to [[shell]].<br />
<br />
|-<br />
| {{text_anchor|ITEMS_LEATHER}}<br />
|<br />
| Equivalent to ITEMS_SOFT. Given to [[leather]].<br />
<br />
|-<br />
| {{text_anchor|ITEMS_SOFT}}<br />
|<br />
| The material can be made into clothing, amulets, bracelets, earrings, backpacks, and quivers, contingent on which workshops accept the material. Given to [[plant fiber]], [[silk]] and [[wool]].<br />
<br />
|-<br />
| {{text_anchor|ITEMS_HARD}}<br />
|<br />
| The material can be made into furniture, crafts, mechanisms, and blocks, contingent on which workshops accept the material. Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag.<br />
<br />
|-<br />
| {{text_anchor|IS_STONE}}<br />
|<br />
| Used to define that the material is a stone. Allows its usage in [[masonry]] and [[stonecrafting]] and storage in stone stockpiles, among other effects.<br />
<br />
|-<br />
| {{text_anchor|UNDIGGABLE}}<br />
| <br />
| Used for a stone that cannot be dug into.<br />
<br />
|-<br />
| {{text_anchor|DISPLAY_UNGLAZED}}<br />
|<br />
| Causes containers made of this material to be prefixed with "unglazed" if they have not yet been [[glaze]]d.<br />
<br />
|-<br />
| {{text_anchor|YARN}}<br />
|<br />
| Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under "Thread (Yarn)" and "Cloth (Yarn)".<br />
<br />
|-<br />
| {{text_anchor|STOCKPILE_THREAD_METAL}}<br />
|<br />
| Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Metal)" and "Cloth (Metal)".<br />
<br />
|-<br />
| {{text_anchor|IS_METAL}}<br />
|<br />
| Defines the material as being metal, allowing it to be used at forges.<br />
<br />
|-<br />
| {{text_anchor|IS_GLASS}}<br />
|<br />
| Used internally by green glass, clear glass, and crystal glass. Appears to only affect the [[Reaction#GLASS_MATERIAL|[GLASS_MATERIAL]]] reaction token. Does not cause the game to treat the material like glass, i.e being referred to as "raw" instead of "rough" in its raw form or being displayed in the "glass" trade/embark category.<br />
<br />
|-<br />
| {{text_anchor|IS_CERAMIC}}<br />
|<br />
| Defines the material as a ceramic. Examples include CERAMIC_EARTHENWARE, CERAMIC_STONEWARE and CERAMIC_PORCELAIN.<br />
<br />
|-<br />
| {{text_anchor|CRYSTAL_GLASSABLE}}<br />
|<br />
| Can be used in the production of crystal glass.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_WEAPON}}<br />
| <br />
| Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_WEAPON_RANGED}}<br />
|<br />
| Ranged weapons can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_ANVIL}}<br />
|<br />
| [[Anvil]]s can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_AMMO}}<br />
|<br />
| [[Weapon#Ammunition|Ammunition]] can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_DIGGER}}<br />
|<br />
| [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_ARMOR}}<br />
|<br />
| [[Armor]] can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_DELICATE}}<br />
|<br />
| Used internally by amber and coral. Functionally equivalent to ITEMS_HARD.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_SIEGE_ENGINE}}<br />
|<br />
| Siege engine parts can be made out of this material. Does not appear to work.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_QUERN}}<br />
|<br />
| Querns and millstones can be made out of this material. Does not appear to work.<br />
|}<br />
<br />
==Syndrome tokens==<br />
Below is a table with some of the tokens you can use when declaring a [SYNDROME] token. For all the tokens you can use, see the [[Syndrome token]] page.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|- <br />
| {{text_anchor|SYN_NAME <br />
| <br />
* text <br />
| Defines the name of the syndrome<br />
<br />
|-<br />
| {{text_anchor|SYN_INJECTED}}<br />
| <br />
| Syndrome can be contracted by injection (by a creature)<br />
<br />
|- <br />
| {{text_anchor|SYN_CONTACT}}<br />
| <br />
| Syndrome can be contracted on contact (e.g. poison dust or liquid)<br />
<br />
|- <br />
| {{text_anchor|SYN_INHALED}}<br />
| <br />
| Syndrome can be contracted by inhalation (e.g. poison vapor or gas)<br />
<br />
|-<br />
| {{text_anchor|SYN_INGESTED}}<br />
| <br />
| Syndrome can be contracted by ingestion (when the material is eaten in solid or liquid form)<br />
<br />
|- <br />
| {{text_anchor|SYN_AFFECTED_CLASS}}<br />
| <br />
* creature class name<br />
| Adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON<br />
<br />
|- <br />
| {{text_anchor|SYN_IMMUNE_CLASS}}<br />
| <br />
* creature class name<br />
| Makes the class of creatures immune to the syndrome<br />
<br />
|- <br />
| {{text_anchor|SYN_AFFECTED_CREATURE}}<br />
| <br />
* creature name<br />
* caste name or ALL<br />
| Adds a specific creature to those affected.<br />
<br />
|- <br />
| {{text_anchor|SYN_IMMUNE_CREATURE}}<br />
| <br />
* creature name<br />
* caste name or ALL<br />
| Makes the creature immune to the syndrome<br />
<br />
|- <br />
| CE_PAIN<br />CE_SWELLING<br />CE_OOZING<br />CE_BRUISING<br />CE_BLISTERS<br />CE_NUMBNESS<br />CE_PARALYSIS<br />CE_FEVER<br />CE_BLEEDING<br />CE_COUGH_BLOOD<br />CE_VOMIT_BLOOD<br />CE_NAUSEA<br />CE_UNCONSCIOUSNESS<br />CE_NECROSIS<br />CE_IMPAIR_FUNCTION<br />CE_DROWSINESS<br />CE_DIZZINESS<br />
| <br />
*SEV:<value> (severity, higher is worse)<br />
*PROB:<value(1-100)> (probability)<br />
*RESISTABLE (optional) allows resistance<br />
*SIZE_DILUTES (optional) lessens effect based on size <br />
Place affected:<br />
*LOCALIZED (optional)<br />
*VASCULAR_ONLY (optional)<br />
*MUSCULAR_ONLY (optional)<br />
*BP:BY_CATEGORY:category:tissue (optional)<br />
*BP:BY_TYPE:type:tissue (optional)<br />
*BP:BY_TOKEN:token:tissue (optional)<br />
Timeline:<br />
*Start:effect start time<br />
*Peak:effect peak time<br />
*End:effect end time<br />
| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]<br />
<br />
|}<br />
<br />
==See also==<br />
* [[Inorganic material definition token]]<br />
* [[Syndrome]]<br />
* [[Hardcoded material]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Material definition token]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Entity_token&diff=297656Entity token2024-02-20T01:27:32Z<p>Putnam3145: /* Behavior */</p>
<hr />
<div>{{Quality|Superior}}<br />
{{av}}<br />
{{Modding}}<br />
'''Entity tokens''' define entities, or [[civilization]]s, in entity_*.txt files.<br />
<br />
The <code>[OBJECT:ENTITY]</code> [[token]] begins the definition of an entity [[raw file]]. Each new entity definition that follows begins with the <code>[ENTITY:''entity_ID'']</code> token, where ''entity_ID'' is a unique identifier for that entity, and the entity's properties are then specified by the use of further entity tokens; or, tokens can be added to existing entities using <code>[SELECT_ENTITY:''entity_ID'']</code> instead.<br />
<br />
All known entity tokens are listed below. <br />
<br />
__TOC__<br />
{{clear}}<br />
<br />
== Gameplay ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}<br />
| <br />
| Allows adventure mode for entities with sites.<br />
<br />
|-<br />
| {{text anchor|SITE_CONTROLLABLE}}<br />
| <br />
| Allows fortress mode. If multiple entities have the SITE_CONTROLLABLE token, then at embark the specific civs can be chosen on the civ list screen. At least one civilization must have this token.<br />
<br />
|-<br />
| {{text anchor|CREATURE}}<br />
| creature<br />
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. It should be noted that civilizations are in general weighted by this token: for example, if you have one entity with three [CREATURE:DWARF] tokens and another separate entity with a single [CREATURE:ELF] token, then you can expect to see three times as many of the former placed as the latter (assuming enough unclaimed [START_BIOME:X] space remains). Note that spawn rates are also limited by unclaimed biome space - if an entity can only spawn in a rarer set of biomes (only LAKE_TROPICAL_SALTWATER for example) then their spawn rate will end up being limited by the remaining unclaimed space in that biome type rather than the number of [CREATURE:X] tokens present in the entity raw.<br />
|-<br />
| {{text anchor|SOURCE_HFID}}<br />
| integer<br />
| Found on generated [[angel]] entities. Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].<br />
<br />
|}<br />
<br />
== Placement ==<br />
<br />
Entity spawning during world gen is influenced by several factors:<br />
* The "[[Advanced world generation#Number of Civilizations|Number of Civilizations]]" world gen setting places a hard limit on the total number of entities spawned.<br />
* The "[[Advanced world generation#Playable Civilization Required|Playable Civilization Required]]" world gen setting forces at least one of each [[Entity token#SITE_CONTROLLABLE|SITE_CONTROLLABLE]] entity to spawn (presumably still limited by "Number of Civilizations").<br />
* The number of <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:X] tokens present in an entity modifies its chance of spawning. An entity containing more <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:X] tokens will spawn more often (assuming other requirements are met) and may even block entities with fewer <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:X] tokens from spawning altogether. You can use [SELECT_ENTITY:VANILLA_ENTITY_X] followed by any number of duplicate <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:VANILLA_CREATURE_X] tokens to attempt to balance the spawn rates of the existing vanilla entities with any custom multi-creature entities you may add.<br />
* The number of unclaimed [[Entity token#START_BIOME|START_BIOME]] or [[Entity token#EXCLUSIVE_START_BIOME|EXCLUSIVE_START_BIOME]] tiles remaining in the world limits the spawn rate for an entity and allows entities to block each other's spawns. If there is no "starting" [[Biome token|biome]] space left for an entity then it will not spawn and the game will try to spawn a different entity instead. This means that, on average, an entity that can start in ALL_MAIN [[Biome token|biomes]] will spawn more frequently than one that can start only in LAKE_TROPICAL_SALTWATER [[Biome token|biomes]]. This also means that entities whose starting [[Biome token|biomes]] do not overlap will not block each other's spawns.<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|BIOME_SUPPORT}}<br />
|<br />
* [[Biome token|biome]]<br />
* frequency<br />
| Controls the expansion of the civilization's territory. The higher the number is relative to other BIOME_SUPPORT tokens in the entity, the faster it can spread through the biome. These numbers are evaluated relative to each other, i.e. if one biome is 1 and the other is 2, the spread will be the same as if one was 100 and the other was 200. Civs can spread out over biomes they cannot actually build in; for example, humans spread quickly over oceans but cannot actually build in them.<br />
[BIOME_SUPPORT:ANY_GRASSLAND:4]<br />
<br />
|-<br />
| {{text anchor|SETTLEMENT_BIOME}}<br />
| [[Biome token|biome]]<br />
| If the civ's territory crosses over this biome, it can build settlements here.<br />
[SETTLEMENT_BIOME:ANY_GRASSLAND]<br />
<br />
|-<br />
| {{text anchor|START_BIOME}}<br />
| [[Biome token|biome]]<br />
| Combination of EXCLUSIVE_START_BIOME and SETTLEMENT_BIOME; allows the civ to start in and create settlements in the biome. Note that the civ's spawn rate may be limited if all of its START or EXCLUSIVE_START biome(s) are rare in the world or have already been fully occupied by other civ spawns.<br />
[START_BIOME:ANY_FOREST]<br />
<br />
|-<br />
| {{text anchor|EXCLUSIVE_START_BIOME}}<br />
| [[Biome token|biome]]<br />
| The birth of the civilization can occur in this biome, but cannot (necessarily) build in it. If the civ does not have SETTLEMENT_BIOME or START_BIOME for the biome in question, it will only construct a single settlement there. Note that the civ's spawn rate may be limited if all of its START or EXCLUSIVE_START biome(s) are rare in the world or have already been fully occupied by other civ spawns.<br />
[EXCLUSIVE_START_BIOME:MOUNTAIN]<br />
<br />
|-<br />
| {{text anchor|DEFAULT_SITE_TYPE}}<br />
| site type<br />
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS (creates a civ of hillocks only), and MONUMENT (creates a civ without visible sites (except tombs and castles), but may cause worldgen crashes). FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]]. It also gives the civ a [[demon|special overlord]].<br />
CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions. [DEFAULT_SITE_TYPE:CAVE_DETAILED]<br />
<br />
|-<br />
| {{text anchor|LIKES_SITE}}<br />
| site type<br />
| Most residents will try to move to this site type, unless already at one.<br />
[LIKES_SITE:CAVE_DETAILED]<br />
<br />
|-<br />
| {{text anchor|TOLERATES_SITE}}<br />
| site type<br />
| Some residents will try to move to this site type, unless already at one.<br />
[TOLERATES_SITE:CITY]<br />
<br />
|-<br />
| {{text anchor|WORLD_CONSTRUCTION}}<br />
| construction<br />
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.<br />
[WORLD_CONSTRUCTION:BRIDGE]<br />
[WORLD_CONSTRUCTION:ROAD]<br />
[WORLD_CONSTRUCTION:TUNNEL]<br />
[WORLD_CONSTRUCTION:WALL]<br />
<br />
|}<br />
<br />
== Population ==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|MAX_POP_NUMBER}}<br />
| number<br />
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.<br />
[MAX_POP_NUMBER:10000]<br />
<br />
|-<br />
| {{text anchor|MAX_SITE_POP_NUMBER}}<br />
| number <br />
| Max historical population per individual site. Defaults to 50.<br />
[MAX_SITE_POP_NUMBER:120]<br />
<br />
|-<br />
| {{text anchor|MAX_STARTING_CIV_NUMBER}}<br />
| number<br />
| Max number of civ to spawn at world generation. Worldgen picks entities in some sequential order from the raws, and once it reaches the end of the list, it will begin again at the top. Setting this number lower than 100, like say, 7, will cause worldgen to skip over the civ for placement if there are already 7 civs of this type. Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.<br />
[MAX_STARTING_CIV_NUMBER:100]<br />
<br />
|}<br />
<br />
== Flavor ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|PERMITTED_BUILDING}}<br />
| building name <br />
| The named, custom building can be built by a civilization in Fortress Mode.<br />
[PERMITTED_BUILDING:SOAP_MAKER]<br />
<br />
|-<br />
| {{text anchor|PERMITTED_JOB}}<br />
| [[Unit type token|profession]]<br />
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.<br />
[PERMITTED_JOB:MINER]<br />
<br />
|-<br />
| {{text anchor|PERMITTED_REACTION}}<br />
| reaction name <br />
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allows certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token '''must''' be present or the player will not be able to use the reaction in Fortress Mode.<br />
[PERMITTED_REACTION:TAN_A_HIDE]<br />
<br />
|-<br />
| {{text anchor|CURRENCY_BY_YEAR}}<br />
| <br />
| Causes the civ's currency to be numbered with the year it was minted.<br />
<br />
|-<br />
| {{text anchor|CURRENCY}}<br />
|<br />
* inorganic material<br />
* value<br />
| What kind of metals the civ uses for coin minting, as well as the value of the [[cv:coin|coin]]. Due to the [[Dwarven economy]] having been disabled since version 0.31, the value doesn't actually do anything.<br />
[CURRENCY:SILVER:5]<br />
<br />
|-<br />
| {{text anchor|ART_FACET_MODIFIER}}<br />
|<br />
* type<br />
* number<br />
| OWN_RACE, FANCIFUL, EVIL, GOOD<br />
Number goes from 0 to 25600 where 256 is the default.<br />
[ART_FACET_MODIFIER:OWN_RACE:512]<br />
<br />
|-<br />
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}<br />
|<br />
* item<br />
* number<br />
| CREATURE, PLANT, TREE, SHAPE, ITEM<br />0-25600<br />
<br />
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.<br />
<br />
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]<br />
<br />
|-<br />
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}<br />
|<br />
* item<br />
* number<br />
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE<br />0-25600<br />
<br />
Determines the chance of the entity using that particular artwork method, such as "encircled with bands" or "menaces with spikes".<br />
<br />
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]<br />
<br />
This also seems to change the amount that the entity will pay for items that are improved in these ways in their tokens.<br />
<br />
|-<br />
| {{text anchor|TRANSLATION}}<br />
| language<br />
| What language raw the entity uses.<br />
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used. Migrants will sometimes arrive with no name.<br />
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.<br />
[TRANSLATION:DWARF]<br />
<br />
|-<br />
| {{text anchor|SELECT_SYMBOL}}<br />
|<br />
* noun<br />
* [[language#language_SYM.txt|symbol]]<br />
| ALL, REMAINING, BATTLE, BRIDGE, CIV, CRAFT_GUILD, FESTIVAL, LIBRARY, MERCHANT_COMPANY, MILITARY_UNIT, OTHER, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR<br />
Causes the entity to more often use these symbols in the particular SYM set. REMAINING will select all symbols that have not already been declared above it.<br />
<br />
[SELECT_SYMBOL:ALL:PEACE]<br />
<br />
|-<br />
| {{text anchor|SUBSELECT_SYMBOL}}<br />
|<br />
* noun<br />
* [[language#language_SYM.txt|symbol]]<br />
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.<br />
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]<br />
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]<br />
<br />
|-<br />
| {{text anchor|CULL_SYMBOL}}<br />
|<br />
* noun<br />
* [[Language#language_SYM.txt|symbol]]<br />
| Causes the entity to not use the words in these SYM sets.<br />
[CULL_SYMBOL:ALL:UGLY]<br />
<br />
|-<br />
| {{text anchor|FRIENDLY_COLOR}}<br />
| see [[color]]<br />
|<br />
The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.<br />
<br />
[FRIENDLY_COLOR:1:0:1]<br />
<br />
|}<br />
<br />
== Religion ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|RELIGION}}<br />
| type<br />
|<br />
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.<br />
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.<br />
<br />
[RELIGION:PANTHEON]<br />
<br />
|-<br />
| {{text anchor|RELIGION_SPHERE}}<br />
| [[Sphere#Available_spheres|sphere]]<br />
| Can be any available [[sphere]] - multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means civs of this entity will never get FIRE as a religious sphere. Note that the DEATH sphere favours the appearance of necromancers (and therefore, towers) "in" the entity.<br />
<br />
[RELIGION_SPHERE:FORTRESSES]<br />
<br />
|-<br />
| {{text anchor|SPHERE_ALIGNMENT}}<br />
|<br />
* [[Sphere#Available_spheres|sphere]]<br />
* number<br />
|<br />
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon. Default is 256, minimum is 0, maximum is 25600.<br />
<br />
[SPHERE_ALIGNMENT:TREES:512]<br />
<br />
|}<br />
<br />
== Leadership ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|POSITION}}<br />
| string<br />
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].<br />
<br />
|-<br />
| {{text anchor|LAND_HOLDER_TRIGGER}}<br />
|<br />
* land holder number<br />
* population<br />
* wealth exported<br />
* created wealth<br />
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress. As of version 0.44.11, however, this is obsolete due to the changes in how sites are elevated in status.<br />
<br />
|-<br />
| {{text anchor|SITE_VARIABLE_POSITIONS}}<br />
| Position responsibility or ALL<br />
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc.). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|VARIABLE_POSITIONS}}<br />
| Position responsibility or ALL<br />
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.<br />
<br />
|}<br />
<br />
== Behavior ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ETHIC}}<br />
| <br />
*behavior<br />
*reaction<br />
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE; for example) they will often go to war over it.<br />
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]<br />
<br />
|-<br />
| {{text anchor|VALUE}}<br />
| <br />
*value<br />
*number<br />
| Sets the civ's [[personality trait|cultural values]]. Numbers range from -50 (complete anathema) to 0 (neutral) to 50 (highly valued).<br />
[VALUE:CRAFTSMANSHIP:50]<br />
<br />
Certain values must be set to 15 or more for civs to create structures and form entities during history gen:<br />
* 15+ KNOWLEDGE for libraries<br />
* 15+ COOPERATION ''and'' 15+ CRAFTSMANSHIP for craft guilds<br />
** Guilds also need guild-valid professions (see [[#PERMITTED_JOB|PERMITTED_JOB]])<br />
<br />
|-<br />
| {{text anchor|VARIABLE_VALUE}}<br />
|<br />
*value or ALL<br />
*min<br />
*max<br />
| Makes values randomized rather than specified.<br />
This tag overrides the VALUE tag. Using [VARIABLE_VALUE:ALL:x:y] and then overwriting single values with further [VARIABLE_VALUE:value:x:y] tags works.<br />
<br />
|-<br />
| {{text anchor|WILL_ACCEPT_TRIBUTE}}<br />
| <br />
| Makes the civ's traders accept offered goods.<br />
<br />
|-<br />
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}<br />
| <br />
| The civ will send out these sorts of adventurers in worldgen, which seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.<br />
<br />
Mercenaries and monster hunters from the civ may visit player's fortress and petition for residency there to enlist in the military or hunt monsters in caverns, respectively.<br />
<br />
|-<br />
| {{text anchor|ABUSE_BODIES}}<br />
| <br />
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.<br />
<br />
|-<br />
| {{text anchor|ACTIVE_SEASON}}<br />
| season<br />
| The season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.<br />
[ACTIVE_SEASON:AUTUMN]<br />
<br />
|-<br />
| {{text anchor|AMBUSHER}}<br />
| <br />
| When invading, sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
|<br />
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest, and your elven ally sits back and does nothing. Additionally, this token determines if the entity can settle in savage biomes.<br />
<br />
|-<br />
| {{text anchor|BABYSNATCHER}}<br />
|<br />
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape. Also causes this civ to be hostile to any entity without this token.<br />
<br />
Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.<br />
<br />
|-<br />
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}<br />
| <br />
| Makes the civilization build castles from [[mead hall]]s. Only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}<br />
<br />
|-<br />
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}<br />
| <br />
| Makes the civilization build tombs.<br />
<br />
|-<br />
| {{text anchor|BANDITRY}}<br />
| percentage<br />
| Sets a percentage of the entity population to be used as bandits.<br />
<br />
|-<br />
| {{text anchor|DIPLOMAT_BODYGUARDS}}<br />
|<br />
| Visiting diplomats are accompanied by a pair of soldiers.<br />
|-<br />
| {{text anchor|GENERATED}}<br />
|<br />
| Found on generated divine "HF Guardian Entities". Cannot be used in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}<br />
|<br />
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}<br />
<br />
|-<br />
| {{text anchor|ITEM_THIEF}}<br />
|<br />
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the "thief" profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.<br />
<br />
Note: If the playable civ in Fortress Mode has this tag (e.g. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.<br />
<br />
|-<br />
| {{text anchor|LOCAL_BANDITRY}}<br />
|<br />
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.<br />
<br />
|-<br />
| {{text anchor|MERCHANT_BODYGUARDS}}<br />
|<br />
| Caravan merchants are accompanied by soldiers.<br />
<br />
|-<br />
| {{text anchor|MERCHANT_NOBILITY}}<br />
|<br />
| Merchants will engage in cross-civ trading and form companies.<br />
<br />
In previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}<br />
| level<br />
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that this be fulfilled as well as at least one other non-siege trigger before visiting for non-siege activities.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}<br />
| level<br />
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_TRADE}}<br />
| level<br />
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}<br />
| level<br />
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.<br />
<br />
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}<br />
| level<br />
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}<br />
| level<br />
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.<br />
<br />
|-<br />
| {{text anchor|SIEGER}}<br />
|<br />
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for "first contact" are reached.<br />
<br />
|-<br />
| {{text anchor|SITE_GUARDIAN}}<br />
|<br />
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]]. Used in generated divine entities. <br />
<br />
|-<br />
| {{text anchor|SKULKING}}<br />
|<br />
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER. Prevents the civ from engaging in diplomacy or ending up at war.<br />
<br />
|-<br />
| {{text anchor|TREE_CAP_DIPLOMACY}}<br />
|<br />
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first spring after your fortress becomes a land holder.<br />
<br />
|-<br />
| {{text anchor|LAYER_LINKED}}<br />
| <br />
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of the three caverns; cavern dweller raids due to [[agitation]] will pull from these. If you embark as this civ, you have access to pets and trees from all three layers, not only the first. <br />
<br />
|-<br />
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}<br />
|<br />
| Makes civilizations generate the given instruments/forms.<br />
<br />
|-<br />
| {{text anchor|SCHOLAR}}<br />
| scholar type<br />
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER<br />
<br />
|-<br />
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}<br />
|<br />
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.<br />
<br />
|-<br />
| {{text anchor|NO_ARTIFACT_CLAIMS}}<br />
|<br />
| Used for kobolds.<br />
<br />
|-<br />
| {{text anchor|MINING_UNDERWORLD_DISASTERS}}<br />
|<br />
| The civilization can breach the [[Underworld]] during world generation.<br />
<br />
|}<br />
<br />
== Available resources ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|AMMO}}<br />
| item token<br />
| Used after a ranged weapon type.<br />
[AMMO:ITEM_AMMO_BOLTS]<br />
<br />
|-<br />
| {{text anchor|ARMOR}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). FORCED items will be available 100% of the time, COMMON items 50%, UNCOMMON items 10%, and RARE items 1%. If certain armor types are lacking after performing one pass of randomised checks, the game will repeat random checks until an option is successfully chosen.<br />
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]<br />
<br />
|-<br />
| {{text anchor|DIGGER}}<br />
| item token<br />
| Causes the selected weapon to fall under the "digging tools" section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal - for those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool – for that, the item itself needs to be a weapon with [SKILL:MINING].<br />
[DIGGER:ITEM_WEAPON_PICK]<br />
<br />
|-<br />
| {{text anchor|GLOVES}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.<br />
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]<br />
<br />
|-<br />
| {{text anchor|HELM}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.<br />
[HELM:ITEM_HELM_HELM:COMMON]<br />
<br />
|-<br />
| {{text anchor|INSTRUMENT}}<br />
| item token<br />
| No longer used as of [[:Category:Version 0.42.01|Version 0.42.01]] due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.<br />
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]<br />
<br />
|-<br />
| {{text anchor|PANTS}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.<br />
[PANTS:ITEM_PANTS_PANTS:COMMON]<br />
<br />
|-<br />
| {{text anchor|SHIELD}}<br />
| item token<br />
|<br />
[SHIELD:ITEM_SHIELD_SHIELD]<br />
<br />
|-<br />
| {{text anchor|SHOES}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.<br />
[SHOES:ITEM_SHOES_SHOES:COMMON]<br />
<br />
|-<br />
| {{text anchor|SIEGEAMMO}}<br />
| item token<br />
|<br />
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]<br />
<br />
|-<br />
| {{text anchor|TOOL}}<br />
| item token<br />
|<br />
[TOOL:ITEM_TOOL_NEST_BOX]<br />
<br />
|-<br />
| {{text anchor|TOY}}<br />
| item token<br />
|<br />
[TOY:ITEM_TOY_PUZZLEBOX]<br />
<br />
|-<br />
| {{text anchor|TRAPCOMP}}<br />
| item token<br />
|<br />
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]<br />
<br />
|-<br />
| {{text anchor|WEAPON}}<br />
| item token<br />
| While this does not accept a rarity value, something similar can be achieved by having multiple variations of a weapon type with small differences and specifying each of them.{{cite forum|179547}}<br />
[WEAPON:ITEM_WEAPON_AXE_BATTLE]<br />
<br />
|-<br />
| {{text anchor|USE_ANIMAL_PRODUCTS}}<br />
|<br />
| Allows use of products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.<br />
<br />
|-<br />
| {{text anchor|USE_ANY_PET_RACE}}<br />
|<br />
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or [[:Category:DF2014:Exotic pet|PET_EXOTIC]] will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), or siege minion (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]). This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well. All common domestic and equipment creatures are also added to the initial list.<br />
<br />
|-<br />
| {{text anchor|USE_CAVE_ANIMALS}}<br />
|<br />
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]).<br />
<br />
|-<br />
| {{text anchor|USE_EVIL_ANIMALS}}<br />
|<br />
| Without this, EVIL creatures are skipped, otherwise, evil creatures with SLOW_LEARNER or ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] or SLOW_LEARNER), even the normally untameable species.<br />
<br />
|-<br />
| {{text anchor|USE_EVIL_PLANTS}}<br />
|<br />
| Same as USE_EVIL_ANIMALS for all uses of plants.<br />
<br />
|-<br />
| {{text anchor|USE_EVIL_WOOD}}<br />
|<br />
| Same as USE_EVIL_ANIMALS for all uses of wood.<br />
<br />
|-<br />
| {{text anchor|USE_GOOD_ANIMALS}}<br />
|<br />
| Without this GOOD creatures are skipped, otherwise, good creatures ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]]), even the normally untameable species.<br />
<br />
|-<br />
| {{text anchor|USE_GOOD_PLANTS}}<br />
|<br />
| Same as USE_GOOD_ANIMALS for all uses of plants.<br />
<br />
|-<br />
| {{text anchor|USE_GOOD_WOOD}}<br />
|<br />
| Same as USE_GOOD_ANIMALS for all uses of wood.<br />
<br />
|-<br />
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}<br />
|<br />
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).<br />
<br />
|-<br />
| {{text anchor|USE_NON_EXOTIC_PET_RACE}}<br />
|<br />
| Makes the civilization use all locally available non-exotic pets.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC_MOUNT}}<br />
|<br />
| Gives the civilization access to creatures with COMMON_DOMESTIC and [[:Category:DF2014:Mount|MOUNT]]. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with [[:Category:DF2014:Mount|MOUNT]] and PET will be allowed for use as mounts during combat.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC_PACK}}<br />
|<br />
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC_PET}}<br />
|<br />
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC_PULL}}<br />
|<br />
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.<br />
<br />
|-<br />
| {{text anchor|RIVER_PRODUCTS}}<br />
|<br />
| Allow use of river products in the goods available for trade.<br />
<br />
|-<br />
| {{text anchor|OCEAN_PRODUCTS}}<br />
|<br />
| Allow use of ocean products (including [[amber]] and [[coral]]) in the goods available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).<br />
<br />
|-<br />
| {{text anchor|INDOOR_FARMING}}<br />
|<br />
| Allow use of underground plant products in the goods available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s. According to Droseran: "Gives access to plants (structural material) and seeds. It only checks for [EDIBLE_RAW] or [EDIBLE_COOKED] on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections."<br />
<br />
|-<br />
| {{text anchor|OUTDOOR_FARMING}}<br />
|<br />
| Allow use of outdoor plant products in the goods available for trade. Lack of suitable vegetation in this civilization's starting area will cause [[World generation#Rejections|worldgen rejection]]s. According to Droseran: "Gives access to plants (structural material) and seeds. It only checks for [EDIBLE_RAW] or [EDIBLE_COOKED] on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections."<br />
<br />
|-<br />
| {{text anchor|INDOOR_GARDENS}}<br />
|<br />
| Allow use of underground plant growths (quarry bush leaves, in unmodded games) in the goods available for trade. According to Droseran: "Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ."<br />
<br />
|-<br />
| {{text anchor|OUTDOOR_GARDENS}}<br />
|<br />
| Allow use of outdoor plant growths in the goods available for trade. According to Droseran: "Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ."<br />
<br />
|-<br />
| {{text anchor|INDOOR_ORCHARDS}}<br />
|<br />
| Allows use of indoor tree growths in the goods available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit. Needs INDOOR_WOOD to function. Will cause rejections, if growths are unavailable. According to Droseran: "Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected."<br />
<br />
|-<br />
| {{text anchor|OUTDOOR_ORCHARDS}}<br />
|<br />
| Allows use of outdoor tree growths in the goods available for trade. Needs OUTDOOR_WOOD to function{{verify}}. According to Droseran: "Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected."<br />
<br />
|-<br />
| {{text anchor|CLOTHING}}<br />
|<br />
| Civilization members will attempt to wear clothing.<br />
<br />
|-<br />
| {{text anchor|SUBTERRANEAN_CLOTHING}}<br />
|<br />
| Will wear things made of spider silk and other subterranean materials.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}<br />
|<br />
| Adds decorations to equipment based on the level of the generated unit. Also improves item quality.<br />
<br />
|-<br />
| {{text anchor|IMPROVED_BOWS}}<br />
|<br />
| Adds decorations to weapons generated for bowman and master bowman.<br />
<br />
|-<br />
| {{text anchor|METAL_PREF}}<br />
|<br />
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.<br />
<br />
|-<br />
| {{text anchor|STONE_PREF}}<br />
|<br />
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.<br />
<br />
|-<br />
| {{text anchor|WOOD_WEAPONS}}<br />
|<br />
| The civilization can make traditionally metallic weapons such as swords and spears from wood.<br />
<br />
|-<br />
| {{text anchor|WOOD_ARMOR}}<br />
|<br />
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood.<br />
<br />
|-<br />
| {{text anchor|GEM_PREF}}<br />
|<br />
| Enables creatures of this entity to bring gems in trade.<br />
<br />
|-<br />
| {{text anchor|INDOOR_WOOD}}<br />
|<br />
| Allow use of subterranean wood types, such as tower-cap and fungiwood logs.<br />
<br />
|-<br />
| {{text anchor|OUTDOOR_WOOD}}<br />
|<br />
| Allow use of outdoor wood types, such as mangrove and oak.<br />
<br />
|-<br />
| {{text anchor|GEM_SHAPE}}<br />
| [[Descriptor shape token|shape]]<br />
| Precious gems cut by this civilization's jewelers can be of this shape.<br />
<br />
|-<br />
| {{text anchor|STONE_SHAPE}}<br />
| [[Descriptor shape token|shape]]<br />
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.<br />
<br />
|-<br />
| {{text anchor|DIVINE_MAT_CLOTHING}}<br />
|<br />
| Allows use of materials with [DIVINE] for clothing. Used for generated divine entities.<br />
<br />
|-<br />
| {{text anchor|DIVINE_MAT_CRAFTS}}<br />
|<br />
| Allows use of materials with [DIVINE] for crafts.{{verify}} Used for generated divine entities.<br />
<br />
|-<br />
| {{text anchor|DIVINE_MAT_WEAPONS}}<br />
|<br />
| Allows use of metals with [DIVINE] for weapons. Used for generated divine entities.<br />
<br />
|-<br />
| {{text anchor|DIVINE_MAT_ARMOR}}<br />
|<br />
| Allows use of metals with [DIVINE] for armor. Used for generated divine entities.<br />
|}<br />
<br />
== Animal definitions ==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ANIMAL}}<br />
|<br />
| Start an animal definition.<br />
<br />
|-<br />
| {{text anchor|ANIMAL_TOKEN}}<br />
| [[creature token]]<br />
| Select specific creature.<br />
<br />
|-<br />
| {{text anchor|ANIMAL_CASTE_TOKEN}}<br />
| [[Caste|creature caste token]]<br />
| Select specific creature caste (requires ANIMAL_TOKEN). Sites with animal populations will still include all castes, but only the selected ones will be used for specific roles.<br />
<br />
|-<br />
| {{text anchor|ANIMAL_CLASS}}<br />
| [[Creature token#CREATURE_CLASS|creature class]]<br />
| Select creature castes with this creature class (multiple uses allowed).<br />
<br />
|-<br />
| {{text anchor|ANIMAL_FORBIDDEN_CLASS}}<br />
| [[Creature token#CREATURE_CLASS|creature class]]<br />
| Forbid creature castes with this creature class (multiple uses allowed).<br />
<br />
|-<br />
| {{text anchor|ANIMAL_ALWAYS_PRESENT}}<br />
|<br />
| Animal will be present even if it does not naturally occur in the entity's terrain. All creatures, including [[demon]]s, night trolls and other generated ones will be used if no specific creature or class is selected. <br />
<br />
|-<br />
|<br />
* {{text anchor|ANIMAL_NEVER_MOUNT}}, {{text anchor|ANIMAL_ALWAYS_MOUNT}}<br />
* {{text anchor|ANIMAL_NEVER_WAGON_PULLER}}, {{text anchor|ANIMAL_ALWAYS_WAGON_PULLER}}<br />
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}<br />
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}<br />
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}} (doesn't seem to exist in the string dump. verify)<br />
|<br />
| Override creature usage tokens. Respectively:<br />
* [[Creature token#MOUNT|MOUNT]] and [[Creature token#MOUNT_EXOTIC|MOUNT_EXOTIC]]<br />
* [[Creature token#WAGON_PULLER|WAGON_PULLER]]<br />
* [[Creature token#TRAINABLE_WAR|TRAINABLE_WAR]] and not [[Creature token#CAN_LEARN|CAN_LEARN]]<br />
* [[Creature token#PET|PET]] and [[Creature token#PET_EXOTIC|PET_EXOTIC]]<br />
* [[Creature token#PACK_ANIMAL|PACK_ANIMAL]]<br />
ALWAYS overrides NEVER if a caste is matched by more than one animal definition.<br />
<br />
|}<br />
<br />
== Tissue styling-related tokens ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE}}<br />
| tissue style unit ID<br />
| Select a tissue layer which has the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for the selected tissue layer.<br />
<br />
|-<br />
| {{text anchor|TS_MAINTAIN_LENGTH}}<br />
|<br />
* minimum length?<br />
* maximum length?<br />
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.<br />
Dwarves have their beards set to 100:NONE by default.<br />
<br />
|-<br />
| {{text anchor|TS_PREFERRED_SHAPING}}<br />
| styling token<br />
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.<br />
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.<br />
<br />
|}<br />
<br />
== Examples ==<br />
:''Main articles: [[Entity examples]]''<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Entity token]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Graphics_interface.txt&diff=297494Graphics interface.txt2024-02-07T20:37:12Z<p>Putnam3145: This should probably be moved at some point, I got no idea where all this stuff is being held, the dwarf/raw page was not elucidating</p>
<hr />
<div> <nowiki>graphics_interface<br />
<br />
[OBJECT:GRAPHICS]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:3:INTERFACE_BACKGROUND]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:0:BORDER_TOP_LEFT:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:0:BORDER_TOP_LEFT:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:0:BORDER_TOP_LEFT:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:0:BORDER_TOP_LEFT:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:1:BORDER_TOP_LEFT:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:1:BORDER_TOP_LEFT:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:1:BORDER_TOP_LEFT:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:1:BORDER_TOP_LEFT:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:2:BORDER_TOP_LEFT:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:2:BORDER_TOP_LEFT:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:2:BORDER_TOP_LEFT:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:2:BORDER_TOP_LEFT:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:0:BORDER_TOP:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:1:BORDER_TOP:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:2:BORDER_TOP:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:0:BORDER_TOP_RIGHT:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:0:BORDER_TOP_RIGHT:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:0:BORDER_TOP_RIGHT:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:0:BORDER_TOP_RIGHT:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:1:BORDER_TOP_RIGHT:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:1:BORDER_TOP_RIGHT:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:1:BORDER_TOP_RIGHT:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:1:BORDER_TOP_RIGHT:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:2:BORDER_TOP_RIGHT:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:2:BORDER_TOP_RIGHT:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:2:BORDER_TOP_RIGHT:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:2:BORDER_TOP_RIGHT:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:4:BORDER_BOTTOM_LEFT:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:4:BORDER_BOTTOM_LEFT:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:4:BORDER_BOTTOM_LEFT:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:4:BORDER_BOTTOM_LEFT:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:5:BORDER_BOTTOM_LEFT:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:5:BORDER_BOTTOM_LEFT:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:5:BORDER_BOTTOM_LEFT:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:5:BORDER_BOTTOM_LEFT:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:6:BORDER_BOTTOM_LEFT:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:6:BORDER_BOTTOM_LEFT:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:6:BORDER_BOTTOM_LEFT:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:6:BORDER_BOTTOM_LEFT:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:4:BORDER_BOTTOM:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:5:BORDER_BOTTOM:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:6:BORDER_BOTTOM:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:4:BORDER_BOTTOM_RIGHT:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:4:BORDER_BOTTOM_RIGHT:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:4:BORDER_BOTTOM_RIGHT:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:4:BORDER_BOTTOM_RIGHT:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:5:BORDER_BOTTOM_RIGHT:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:5:BORDER_BOTTOM_RIGHT:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:5:BORDER_BOTTOM_RIGHT:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:5:BORDER_BOTTOM_RIGHT:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:6:BORDER_BOTTOM_RIGHT:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:6:BORDER_BOTTOM_RIGHT:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:6:BORDER_BOTTOM_RIGHT:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:6:BORDER_BOTTOM_RIGHT:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:3:BORDER_LEFT:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:3:BORDER_LEFT:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:3:BORDER_LEFT:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:3:BORDER_LEFT:3]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:3:BORDER_RIGHT:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:3:BORDER_RIGHT:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:3:BORDER_RIGHT:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:3:BORDER_RIGHT:3]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:1:BORDER_TOP_INTERSECTION:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:1:BORDER_TOP_INTERSECTION:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:1:BORDER_TOP_INTERSECTION:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:1:BORDER_TOP_INTERSECTION:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:2:BORDER_TOP_INTERSECTION:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:2:BORDER_TOP_INTERSECTION:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:2:BORDER_TOP_INTERSECTION:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:2:BORDER_TOP_INTERSECTION:3:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:3:BORDER_MIDDLE_INTERSECTION:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:3:BORDER_MIDDLE_INTERSECTION:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:3:BORDER_MIDDLE_INTERSECTION:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:3:BORDER_MIDDLE_INTERSECTION:3]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:4:BORDER_BOTTOM_INTERSECTION:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:4:BORDER_BOTTOM_INTERSECTION:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:4:BORDER_BOTTOM_INTERSECTION:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:4:BORDER_BOTTOM_INTERSECTION:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:5:BORDER_BOTTOM_INTERSECTION:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:5:BORDER_BOTTOM_INTERSECTION:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:5:BORDER_BOTTOM_INTERSECTION:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:5:BORDER_BOTTOM_INTERSECTION:3:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:3:BORDER_LEFT_INTERSECTION:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:3:BORDER_LEFT_INTERSECTION:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:3:BORDER_LEFT_INTERSECTION:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:4:BORDER_LEFT_INTERSECTION:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:4:BORDER_LEFT_INTERSECTION:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:4:BORDER_LEFT_INTERSECTION:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:5:BORDER_LEFT_INTERSECTION:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:5:BORDER_LEFT_INTERSECTION:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:5:BORDER_LEFT_INTERSECTION:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:3:BORDER_RIGHT_INTERSECTION:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:3:BORDER_RIGHT_INTERSECTION:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:3:BORDER_RIGHT_INTERSECTION:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:4:BORDER_RIGHT_INTERSECTION:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:4:BORDER_RIGHT_INTERSECTION:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:4:BORDER_RIGHT_INTERSECTION:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:5:BORDER_RIGHT_INTERSECTION:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:5:BORDER_RIGHT_INTERSECTION:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:5:BORDER_RIGHT_INTERSECTION:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:7:BUTTON_RECTANGLE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:7:BUTTON_RECTANGLE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:7:BUTTON_RECTANGLE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:8:BUTTON_RECTANGLE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:8:BUTTON_RECTANGLE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:8:BUTTON_RECTANGLE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:9:BUTTON_RECTANGLE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:9:BUTTON_RECTANGLE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:9:BUTTON_RECTANGLE:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:9:BUTTON_RECTANGLE_SELECTED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:9:BUTTON_RECTANGLE_SELECTED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:9:BUTTON_RECTANGLE_SELECTED:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:10:BUTTON_RECTANGLE_SELECTED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:10:BUTTON_RECTANGLE_SELECTED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:10:BUTTON_RECTANGLE_SELECTED:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:11:BUTTON_RECTANGLE_SELECTED:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:11:BUTTON_RECTANGLE_SELECTED:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:11:BUTTON_RECTANGLE_SELECTED:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:7:BUTTON_ADD:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:7:BUTTON_ADD:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:7:BUTTON_ADD:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:8:BUTTON_ADD:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:8:BUTTON_ADD:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:8:BUTTON_ADD:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:9:BUTTON_ADD:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:9:BUTTON_ADD:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:9:BUTTON_ADD:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:7:BUTTON_ADD_HOVER:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:7:BUTTON_ADD_HOVER:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:7:BUTTON_ADD_HOVER:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:8:BUTTON_ADD_HOVER:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:8:BUTTON_ADD_HOVER:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:8:BUTTON_ADD_HOVER:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:9:BUTTON_ADD_HOVER:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:9:BUTTON_ADD_HOVER:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:9:BUTTON_ADD_HOVER:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:7:BUTTON_ADD_INVALID:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:7:BUTTON_ADD_INVALID:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:7:BUTTON_ADD_INVALID:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:8:BUTTON_ADD_INVALID:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:8:BUTTON_ADD_INVALID:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:8:BUTTON_ADD_INVALID:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:9:BUTTON_ADD_INVALID:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:9:BUTTON_ADD_INVALID:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:9:BUTTON_ADD_INVALID:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:7:BUTTON_ADD_PRESSED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:7:BUTTON_ADD_PRESSED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:7:BUTTON_ADD_PRESSED:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:8:BUTTON_ADD_PRESSED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:8:BUTTON_ADD_PRESSED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:8:BUTTON_ADD_PRESSED:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:9:BUTTON_ADD_PRESSED:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:9:BUTTON_ADD_PRESSED:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:9:BUTTON_ADD_PRESSED:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:10:BUTTON_SUBTRACT:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:10:BUTTON_SUBTRACT:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:10:BUTTON_SUBTRACT:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:11:BUTTON_SUBTRACT:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:11:BUTTON_SUBTRACT:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:11:BUTTON_SUBTRACT:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:12:BUTTON_SUBTRACT:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:12:BUTTON_SUBTRACT:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:12:BUTTON_SUBTRACT:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:10:BUTTON_SUBTRACT_HOVER:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:10:BUTTON_SUBTRACT_HOVER:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:10:BUTTON_SUBTRACT_HOVER:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:11:BUTTON_SUBTRACT_HOVER:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:11:BUTTON_SUBTRACT_HOVER:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:11:BUTTON_SUBTRACT_HOVER:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:12:BUTTON_SUBTRACT_HOVER:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:12:BUTTON_SUBTRACT_HOVER:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:12:BUTTON_SUBTRACT_HOVER:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:10:BUTTON_SUBTRACT_INVALID:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:10:BUTTON_SUBTRACT_INVALID:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:10:BUTTON_SUBTRACT_INVALID:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:11:BUTTON_SUBTRACT_INVALID:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:11:BUTTON_SUBTRACT_INVALID:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:11:BUTTON_SUBTRACT_INVALID:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:12:BUTTON_SUBTRACT_INVALID:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:12:BUTTON_SUBTRACT_INVALID:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:12:BUTTON_SUBTRACT_INVALID:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:10:BUTTON_SUBTRACT_PRESSED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:10:BUTTON_SUBTRACT_PRESSED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:10:BUTTON_SUBTRACT_PRESSED:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:11:BUTTON_SUBTRACT_PRESSED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:11:BUTTON_SUBTRACT_PRESSED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:11:BUTTON_SUBTRACT_PRESSED:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:12:BUTTON_SUBTRACT_PRESSED:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:12:BUTTON_SUBTRACT_PRESSED:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:12:BUTTON_SUBTRACT_PRESSED:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:13:BUTTON_EXPANDER_CLOSED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:13:BUTTON_EXPANDER_CLOSED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:14:BUTTON_EXPANDER_CLOSED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:14:BUTTON_EXPANDER_CLOSED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:15:BUTTON_EXPANDER_CLOSED:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:15:BUTTON_EXPANDER_CLOSED:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:13:BUTTON_EXPANDER_OPEN:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:13:BUTTON_EXPANDER_OPEN:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:14:BUTTON_EXPANDER_OPEN:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:14:BUTTON_EXPANDER_OPEN:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:15:BUTTON_EXPANDER_OPEN:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:15:BUTTON_EXPANDER_OPEN:1:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:10:BUTTON_PICTURE_BOX:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:10:BUTTON_PICTURE_BOX:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:10:BUTTON_PICTURE_BOX:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:11:BUTTON_PICTURE_BOX:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:11:BUTTON_PICTURE_BOX:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:11:BUTTON_PICTURE_BOX:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:12:BUTTON_PICTURE_BOX:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:12:BUTTON_PICTURE_BOX:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:12:BUTTON_PICTURE_BOX:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:0:0:BUTTON_PICTURE_BOX_HIGHLIGHTED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:1:0:BUTTON_PICTURE_BOX_HIGHLIGHTED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:2:0:BUTTON_PICTURE_BOX_HIGHLIGHTED:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:0:1:BUTTON_PICTURE_BOX_HIGHLIGHTED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:1:1:BUTTON_PICTURE_BOX_HIGHLIGHTED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:2:1:BUTTON_PICTURE_BOX_HIGHLIGHTED:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:0:2:BUTTON_PICTURE_BOX_HIGHLIGHTED:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:1:2:BUTTON_PICTURE_BOX_HIGHLIGHTED:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:2:2:BUTTON_PICTURE_BOX_HIGHLIGHTED:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:3:0:BUTTON_PICTURE_BOX_SELECTED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:4:0:BUTTON_PICTURE_BOX_SELECTED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:5:0:BUTTON_PICTURE_BOX_SELECTED:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:3:1:BUTTON_PICTURE_BOX_SELECTED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:4:1:BUTTON_PICTURE_BOX_SELECTED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:5:1:BUTTON_PICTURE_BOX_SELECTED:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:3:2:BUTTON_PICTURE_BOX_SELECTED:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:4:2:BUTTON_PICTURE_BOX_SELECTED:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:5:2:BUTTON_PICTURE_BOX_SELECTED:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:3:3:BUTTON_PICTURE_BOX_SEL_HIGHLIGHTED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:4:3:BUTTON_PICTURE_BOX_SEL_HIGHLIGHTED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:5:3:BUTTON_PICTURE_BOX_SEL_HIGHLIGHTED:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:3:4:BUTTON_PICTURE_BOX_SEL_HIGHLIGHTED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:4:4:BUTTON_PICTURE_BOX_SEL_HIGHLIGHTED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:5:4:BUTTON_PICTURE_BOX_SEL_HIGHLIGHTED:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:3:5:BUTTON_PICTURE_BOX_SEL_HIGHLIGHTED:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:4:5:BUTTON_PICTURE_BOX_SEL_HIGHLIGHTED:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_UNIT_SELECTOR:5:5:BUTTON_PICTURE_BOX_SEL_HIGHLIGHTED:2:2]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:6:4:3:UNIT_SELECTOR_ASSIGNED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:6:4:3:UNIT_SELECTOR_UNASSIGNED]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:13:SCROLLBAR:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:13:SCROLLBAR:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:14:SCROLLBAR:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:14:SCROLLBAR:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:15:SCROLLBAR:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:15:SCROLLBAR:1:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:13:SCROLLBAR_UP_HOVER:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:13:SCROLLBAR_UP_HOVER:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:15:SCROLLBAR_DOWN_HOVER:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:15:SCROLLBAR_DOWN_HOVER:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:13:SCROLLBAR_UP_PRESSED:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:13:SCROLLBAR_UP_PRESSED:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:15:SCROLLBAR_DOWN_PRESSED:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:15:SCROLLBAR_DOWN_PRESSED:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:13:SCROLLBAR_SMALL_SCROLLER:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:13:SCROLLBAR_SMALL_SCROLLER:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:14:SCROLLBAR_SMALL_SCROLLER:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:14:SCROLLBAR_SMALL_SCROLLER:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:13:SCROLLBAR_SMALL_SCROLLER_HOVER:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:13:SCROLLBAR_SMALL_SCROLLER_HOVER:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:14:SCROLLBAR_SMALL_SCROLLER_HOVER:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:14:SCROLLBAR_SMALL_SCROLLER_HOVER:1:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:15:SCROLLBAR_TOP_SCROLLER:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:15:SCROLLBAR_TOP_SCROLLER:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:15:SCROLLBAR_TOP_SCROLLER_HOVER:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:15:SCROLLBAR_TOP_SCROLLER_HOVER:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:16:SCROLLBAR_CENTER_SCROLLER:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:16:SCROLLBAR_CENTER_SCROLLER:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:16:SCROLLBAR_CENTER_SCROLLER_HOVER:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:16:SCROLLBAR_CENTER_SCROLLER_HOVER:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:17:SCROLLBAR_BLANK_SCROLLER:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:17:SCROLLBAR_BLANK_SCROLLER:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:17:SCROLLBAR_BLANK_SCROLLER_HOVER:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:17:SCROLLBAR_BLANK_SCROLLER_HOVER:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:18:SCROLLBAR_BOTTOM_SCROLLER:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:18:SCROLLBAR_BOTTOM_SCROLLER:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:18:SCROLLBAR_BOTTOM_SCROLLER_HOVER:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:18:SCROLLBAR_BOTTOM_SCROLLER_HOVER:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:15:SCROLLBAR_OFFCENTER_SCROLLER:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:15:SCROLLBAR_OFFCENTER_SCROLLER:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:16:SCROLLBAR_OFFCENTER_SCROLLER:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:16:SCROLLBAR_OFFCENTER_SCROLLER:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:17:SCROLLBAR_OFFCENTER_SCROLLER_HOVER:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:17:SCROLLBAR_OFFCENTER_SCROLLER_HOVER:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:18:SCROLLBAR_OFFCENTER_SCROLLER_HOVER:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:18:SCROLLBAR_OFFCENTER_SCROLLER_HOVER:1:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:13:SCROLLBAR_SKY:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:13:SCROLLBAR_SKY:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:14:SCROLLBAR_GROUND:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:14:SCROLLBAR_GROUND:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:15:SCROLLBAR_UNDERGROUND:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:15:SCROLLBAR_UNDERGROUND:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:6:TAB_SELECTED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:6:TAB_SELECTED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:6:TAB_SELECTED:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:6:TAB_SELECTED:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:6:TAB_SELECTED:4:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:7:TAB_SELECTED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:7:TAB_SELECTED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:7:TAB_SELECTED:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:7:TAB_SELECTED:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:7:TAB_SELECTED:4:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:8:TAB_SELECTED:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:8:TAB_SELECTED:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:8:TAB_SELECTED:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:8:TAB_SELECTED:3:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:8:TAB_SELECTED:4:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:6:TAB:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:6:TAB:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:6:TAB:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:6:TAB:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:6:TAB:4:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:7:TAB:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:7:TAB:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:7:TAB:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:7:TAB:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:7:TAB:4:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:8:TAB:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:8:TAB:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:8:TAB:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:8:TAB:3:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:8:TAB:4:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:10:SORT_ASCENDING_INACTIVE:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:10:SORT_ASCENDING_INACTIVE:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:10:SORT_ASCENDING_INACTIVE:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:10:SORT_ASCENDING_INACTIVE:3]<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:11:SORT_ASCENDING_ACTIVE:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:11:SORT_ASCENDING_ACTIVE:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:11:SORT_ASCENDING_ACTIVE:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:11:SORT_ASCENDING_ACTIVE:3]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:10:SORT_DESCENDING_INACTIVE:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:10:SORT_DESCENDING_INACTIVE:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:10:SORT_DESCENDING_INACTIVE:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:10:SORT_DESCENDING_INACTIVE:3]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:11:SORT_DESCENDING_ACTIVE:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:11:SORT_DESCENDING_ACTIVE:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:11:SORT_DESCENDING_ACTIVE:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:11:SORT_DESCENDING_ACTIVE:3]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:10:SORT_TEXT_INACTIVE:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:10:SORT_TEXT_INACTIVE:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:42:10:SORT_TEXT_INACTIVE:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:11:SORT_TEXT_ACTIVE:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:11:SORT_TEXT_ACTIVE:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:42:11:SORT_TEXT_ACTIVE:2]<br />
<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:13:BUTTON_CATEGORY_RECTANGLE_SELECTED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:13:BUTTON_CATEGORY_RECTANGLE_SELECTED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:13:BUTTON_CATEGORY_RECTANGLE_SELECTED:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:14:BUTTON_CATEGORY_RECTANGLE_SELECTED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:14:BUTTON_CATEGORY_RECTANGLE_SELECTED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:14:BUTTON_CATEGORY_RECTANGLE_SELECTED:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:15:BUTTON_CATEGORY_RECTANGLE_SELECTED:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:15:BUTTON_CATEGORY_RECTANGLE_SELECTED:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:15:BUTTON_CATEGORY_RECTANGLE_SELECTED:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:16:BUTTON_CATEGORY_RECTANGLE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:16:BUTTON_CATEGORY_RECTANGLE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:16:BUTTON_CATEGORY_RECTANGLE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:17:BUTTON_CATEGORY_RECTANGLE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:17:BUTTON_CATEGORY_RECTANGLE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:17:BUTTON_CATEGORY_RECTANGLE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:18:BUTTON_CATEGORY_RECTANGLE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:18:BUTTON_CATEGORY_RECTANGLE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:18:BUTTON_CATEGORY_RECTANGLE:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:6:BUTTON_CATEGORY_RECTANGLE_ON_SELECTED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:6:BUTTON_CATEGORY_RECTANGLE_ON_SELECTED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:6:BUTTON_CATEGORY_RECTANGLE_ON_SELECTED:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:7:BUTTON_CATEGORY_RECTANGLE_ON_SELECTED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:7:BUTTON_CATEGORY_RECTANGLE_ON_SELECTED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:7:BUTTON_CATEGORY_RECTANGLE_ON_SELECTED:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:8:BUTTON_CATEGORY_RECTANGLE_ON_SELECTED:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:8:BUTTON_CATEGORY_RECTANGLE_ON_SELECTED:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:8:BUTTON_CATEGORY_RECTANGLE_ON_SELECTED:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:9:BUTTON_CATEGORY_RECTANGLE_ON:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:9:BUTTON_CATEGORY_RECTANGLE_ON:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:9:BUTTON_CATEGORY_RECTANGLE_ON:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:10:BUTTON_CATEGORY_RECTANGLE_ON:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:10:BUTTON_CATEGORY_RECTANGLE_ON:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:10:BUTTON_CATEGORY_RECTANGLE_ON:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:11:BUTTON_CATEGORY_RECTANGLE_ON:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:11:BUTTON_CATEGORY_RECTANGLE_ON:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:11:BUTTON_CATEGORY_RECTANGLE_ON:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:6:BUTTON_CATEGORY_RECTANGLE_OFF_SELECTED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:6:BUTTON_CATEGORY_RECTANGLE_OFF_SELECTED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:6:BUTTON_CATEGORY_RECTANGLE_OFF_SELECTED:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:7:BUTTON_CATEGORY_RECTANGLE_OFF_SELECTED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:7:BUTTON_CATEGORY_RECTANGLE_OFF_SELECTED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:7:BUTTON_CATEGORY_RECTANGLE_OFF_SELECTED:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:8:BUTTON_CATEGORY_RECTANGLE_OFF_SELECTED:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:8:BUTTON_CATEGORY_RECTANGLE_OFF_SELECTED:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:8:BUTTON_CATEGORY_RECTANGLE_OFF_SELECTED:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:9:BUTTON_CATEGORY_RECTANGLE_OFF:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:9:BUTTON_CATEGORY_RECTANGLE_OFF:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:9:BUTTON_CATEGORY_RECTANGLE_OFF:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:10:BUTTON_CATEGORY_RECTANGLE_OFF:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:10:BUTTON_CATEGORY_RECTANGLE_OFF:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:10:BUTTON_CATEGORY_RECTANGLE_OFF:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:11:BUTTON_CATEGORY_RECTANGLE_OFF:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:11:BUTTON_CATEGORY_RECTANGLE_OFF:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:11:BUTTON_CATEGORY_RECTANGLE_OFF:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:16:SLIDER_BACKGROUND:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:16:SLIDER_BACKGROUND:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:16:SLIDER_BACKGROUND:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:17:SLIDER_BACKGROUND:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:17:SLIDER_BACKGROUND:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:17:SLIDER_BACKGROUND:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:18:SLIDER_BACKGROUND:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:18:SLIDER_BACKGROUND:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:18:SLIDER_BACKGROUND:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:16:SLIDER:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:16:SLIDER:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:17:SLIDER:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:17:SLIDER:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:18:SLIDER:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:18:SLIDER:1:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:16:SLIDER_HOVER:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:16:SLIDER_HOVER:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:17:SLIDER_HOVER:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:17:SLIDER_HOVER:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:18:SLIDER_HOVER:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:18:SLIDER_HOVER:1:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:16:BUTTON_FILTER:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:17:BUTTON_FILTER:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:18:BUTTON_FILTER:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:16:BUTTON_FILTER:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:17:BUTTON_FILTER:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:18:BUTTON_FILTER:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:16:BUTTON_FILTER:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:17:BUTTON_FILTER:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:18:BUTTON_FILTER:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:16:BUTTON_FILTER:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:17:BUTTON_FILTER:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:18:BUTTON_FILTER:3:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:16:BUTTON_FILTER:4:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:17:BUTTON_FILTER:4:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:18:BUTTON_FILTER:4:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:16:BUTTON_FILTER:5:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:17:BUTTON_FILTER:5:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:18:BUTTON_FILTER:5:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:16:BUTTON_FILTER_NO_MAG_RIGHT:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:17:BUTTON_FILTER_NO_MAG_RIGHT:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:18:BUTTON_FILTER_NO_MAG_RIGHT:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:6:BUTTON_STRESS_0:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:6:BUTTON_STRESS_0:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:7:BUTTON_STRESS_0:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:7:BUTTON_STRESS_0:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:6:BUTTON_STRESS_1:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:6:BUTTON_STRESS_1:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:7:BUTTON_STRESS_1:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:7:BUTTON_STRESS_1:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:6:BUTTON_STRESS_2:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:6:BUTTON_STRESS_2:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:7:BUTTON_STRESS_2:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:7:BUTTON_STRESS_2:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:6:BUTTON_STRESS_3:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:6:BUTTON_STRESS_3:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:7:BUTTON_STRESS_3:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:7:BUTTON_STRESS_3:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:6:BUTTON_STRESS_4:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:6:BUTTON_STRESS_4:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:7:BUTTON_STRESS_4:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:7:BUTTON_STRESS_4:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:42:6:BUTTON_STRESS_5:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:43:6:BUTTON_STRESS_5:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:42:7:BUTTON_STRESS_5:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:43:7:BUTTON_STRESS_5:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:44:6:BUTTON_STRESS_6:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:45:6:BUTTON_STRESS_6:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:44:7:BUTTON_STRESS_6:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:45:7:BUTTON_STRESS_6:1:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:8:SHORT_TAB:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:8:SHORT_TAB:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:8:SHORT_TAB:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:8:SHORT_TAB:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:8:SHORT_TAB:4:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:9:SHORT_TAB:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:9:SHORT_TAB:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:9:SHORT_TAB:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:9:SHORT_TAB:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:9:SHORT_TAB:4:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:8:SHORT_TAB_SELECTED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:8:SHORT_TAB_SELECTED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:8:SHORT_TAB_SELECTED:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:8:SHORT_TAB_SELECTED:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:8:SHORT_TAB_SELECTED:4:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:9:SHORT_TAB_SELECTED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:9:SHORT_TAB_SELECTED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:9:SHORT_TAB_SELECTED:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:9:SHORT_TAB_SELECTED:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:9:SHORT_TAB_SELECTED:4:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:42:SHORT_SUBTAB:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:42:SHORT_SUBTAB:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:42:SHORT_SUBTAB:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:42:SHORT_SUBTAB:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:42:SHORT_SUBTAB:4:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:43:SHORT_SUBTAB:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:43:SHORT_SUBTAB:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:43:SHORT_SUBTAB:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:43:SHORT_SUBTAB:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:43:SHORT_SUBTAB:4:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:42:SHORT_SUBTAB_SELECTED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:42:SHORT_SUBTAB_SELECTED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:42:SHORT_SUBTAB_SELECTED:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:42:SHORT_SUBTAB_SELECTED:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:42:SHORT_SUBTAB_SELECTED:4:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:43:SHORT_SUBTAB_SELECTED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:43:SHORT_SUBTAB_SELECTED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:43:SHORT_SUBTAB_SELECTED:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:43:SHORT_SUBTAB_SELECTED:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:43:SHORT_SUBTAB_SELECTED:4:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:44:SHORT_SUBSUBTAB:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:44:SHORT_SUBSUBTAB:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:44:SHORT_SUBSUBTAB:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:44:SHORT_SUBSUBTAB:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:44:SHORT_SUBSUBTAB:4:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:45:SHORT_SUBSUBTAB:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:45:SHORT_SUBSUBTAB:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:45:SHORT_SUBSUBTAB:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:45:SHORT_SUBSUBTAB:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:45:SHORT_SUBSUBTAB:4:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:44:SHORT_SUBSUBTAB_SELECTED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:44:SHORT_SUBSUBTAB_SELECTED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:44:SHORT_SUBSUBTAB_SELECTED:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:44:SHORT_SUBSUBTAB_SELECTED:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:44:SHORT_SUBSUBTAB_SELECTED:4:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:45:SHORT_SUBSUBTAB_SELECTED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:45:SHORT_SUBSUBTAB_SELECTED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:45:SHORT_SUBSUBTAB_SELECTED:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:45:SHORT_SUBSUBTAB_SELECTED:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:45:SHORT_SUBSUBTAB_SELECTED:4:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:44:8:INTERIOR_BORDER_N_S_W_E]<br />
[TILE_GRAPHICS:INTERFACE_BITS:42:9:INTERIOR_BORDER_N_W_E]<br />
[TILE_GRAPHICS:INTERFACE_BITS:43:9:INTERIOR_BORDER_S_W_E]<br />
[TILE_GRAPHICS:INTERFACE_BITS:42:8:INTERIOR_BORDER_W_E]<br />
[TILE_GRAPHICS:INTERFACE_BITS:43:8:INTERIOR_BORDER_N_S]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:19:BUTTON_SETTINGS:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:19:BUTTON_SETTINGS:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:20:BUTTON_SETTINGS:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:20:BUTTON_SETTINGS:1:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:19:BUTTON_HELP:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:19:BUTTON_HELP:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:20:BUTTON_HELP:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:20:BUTTON_HELP:1:1]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:32:22:4:3:BUTTON_INFO_CREATURES]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:36:22:4:3:BUTTON_INFO_TASKS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:40:22:4:3:BUTTON_INFO_PLACES]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:32:25:4:3:BUTTON_INFO_LABOR]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:24:19:4:3:BUTTON_INFO_WORK_ORDERS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:36:25:4:3:BUTTON_INFO_NOBLES]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:40:25:4:3:BUTTON_INFO_OBJECTS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:32:28:4:3:BUTTON_INFO_JUSTICE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:40:46:4:3:BUTTON_INFO_CREATURES_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:44:46:4:3:BUTTON_INFO_TASKS_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:48:46:4:3:BUTTON_INFO_PLACES_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:40:49:4:3:BUTTON_INFO_LABOR_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:44:52:4:3:BUTTON_INFO_WORK_ORDERS_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:44:49:4:3:BUTTON_INFO_NOBLES_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:48:49:4:3:BUTTON_INFO_OBJECTS_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:40:52:4:3:BUTTON_INFO_JUSTICE_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:24:16:4:3:BUTTON_SQUADS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:28:16:4:3:BUTTON_WORLD]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:33:12:3:3:GRID_CELL_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:36:12:3:3:GRID_CELL_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:39:12:3:3:GRID_CELL_BUTTON]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:28:BUTTON_PAUSE_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:28:BUTTON_PAUSE_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:29:BUTTON_PAUSE_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:29:BUTTON_PAUSE_INACTIVE:1:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:28:BUTTON_PAUSE_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:28:BUTTON_PAUSE_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:29:BUTTON_PAUSE_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:29:BUTTON_PAUSE_ACTIVE:1:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:28:BUTTON_PLAY_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:28:BUTTON_PLAY_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:29:BUTTON_PLAY_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:29:BUTTON_PLAY_INACTIVE:1:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:28:BUTTON_PLAY_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:28:BUTTON_PLAY_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:29:BUTTON_PLAY_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:29:BUTTON_PLAY_ACTIVE:1:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:31:BUTTON_BUILDING_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:31:BUTTON_BUILDING_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:31:BUTTON_BUILDING_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:31:BUTTON_BUILDING_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:32:BUTTON_BUILDING_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:32:BUTTON_BUILDING_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:32:BUTTON_BUILDING_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:32:BUTTON_BUILDING_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:33:BUTTON_BUILDING_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:33:BUTTON_BUILDING_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:33:BUTTON_BUILDING_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:33:BUTTON_BUILDING_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:31:BUTTON_BUILDING_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:31:BUTTON_BUILDING_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:31:BUTTON_BUILDING_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:31:BUTTON_BUILDING_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:32:BUTTON_BUILDING_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:32:BUTTON_BUILDING_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:32:BUTTON_BUILDING_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:32:BUTTON_BUILDING_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:33:BUTTON_BUILDING_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:33:BUTTON_BUILDING_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:33:BUTTON_BUILDING_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:33:BUTTON_BUILDING_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:16:34:4:3:BUTTON_STOCKPILE_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:20:34:4:3:BUTTON_STOCKPILE_ACTIVE]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:37:BUTTON_ZONE_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:37:BUTTON_ZONE_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:37:BUTTON_ZONE_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:37:BUTTON_ZONE_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:38:BUTTON_ZONE_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:38:BUTTON_ZONE_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:38:BUTTON_ZONE_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:38:BUTTON_ZONE_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:39:BUTTON_ZONE_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:39:BUTTON_ZONE_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:39:BUTTON_ZONE_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:39:BUTTON_ZONE_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:37:BUTTON_ZONE_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:37:BUTTON_ZONE_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:37:BUTTON_ZONE_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:37:BUTTON_ZONE_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:38:BUTTON_ZONE_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:38:BUTTON_ZONE_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:38:BUTTON_ZONE_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:38:BUTTON_ZONE_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:39:BUTTON_ZONE_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:39:BUTTON_ZONE_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:39:BUTTON_ZONE_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:39:BUTTON_ZONE_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:40:BUTTON_BURROW_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:40:BUTTON_BURROW_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:40:BUTTON_BURROW_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:40:BUTTON_BURROW_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:41:BUTTON_BURROW_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:41:BUTTON_BURROW_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:41:BUTTON_BURROW_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:41:BUTTON_BURROW_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:42:BUTTON_BURROW_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:42:BUTTON_BURROW_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:42:BUTTON_BURROW_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:42:BUTTON_BURROW_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:40:BUTTON_BURROW_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:40:BUTTON_BURROW_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:40:BUTTON_BURROW_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:40:BUTTON_BURROW_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:41:BUTTON_BURROW_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:41:BUTTON_BURROW_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:41:BUTTON_BURROW_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:41:BUTTON_BURROW_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:42:BUTTON_BURROW_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:42:BUTTON_BURROW_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:42:BUTTON_BURROW_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:42:BUTTON_BURROW_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:43:BUTTON_HAULING_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:43:BUTTON_HAULING_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:43:BUTTON_HAULING_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:43:BUTTON_HAULING_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:44:BUTTON_HAULING_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:44:BUTTON_HAULING_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:44:BUTTON_HAULING_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:44:BUTTON_HAULING_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:45:BUTTON_HAULING_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:45:BUTTON_HAULING_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:45:BUTTON_HAULING_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:45:BUTTON_HAULING_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:43:BUTTON_HAULING_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:43:BUTTON_HAULING_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:43:BUTTON_HAULING_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:43:BUTTON_HAULING_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:44:BUTTON_HAULING_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:44:BUTTON_HAULING_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:44:BUTTON_HAULING_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:44:BUTTON_HAULING_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:45:BUTTON_HAULING_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:45:BUTTON_HAULING_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:45:BUTTON_HAULING_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:45:BUTTON_HAULING_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:19:BUTTON_DIG:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:19:BUTTON_DIG:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:19:BUTTON_DIG:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:19:BUTTON_DIG:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:20:BUTTON_DIG:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:20:BUTTON_DIG:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:20:BUTTON_DIG:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:20:BUTTON_DIG:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:21:BUTTON_DIG:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:21:BUTTON_DIG:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:21:BUTTON_DIG:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:21:BUTTON_DIG:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:19:BUTTON_LOWER_MENU:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:19:BUTTON_LOWER_MENU:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:19:BUTTON_LOWER_MENU:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:19:BUTTON_LOWER_MENU:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:20:BUTTON_LOWER_MENU:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:20:BUTTON_LOWER_MENU:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:20:BUTTON_LOWER_MENU:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:20:BUTTON_LOWER_MENU:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:21:BUTTON_LOWER_MENU:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:21:BUTTON_LOWER_MENU:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:21:BUTTON_LOWER_MENU:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:21:BUTTON_LOWER_MENU:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:22:BUTTON_DIG_DIG_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:22:BUTTON_DIG_DIG_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:22:BUTTON_DIG_DIG_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:22:BUTTON_DIG_DIG_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:23:BUTTON_DIG_DIG_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:23:BUTTON_DIG_DIG_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:23:BUTTON_DIG_DIG_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:23:BUTTON_DIG_DIG_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:24:BUTTON_DIG_DIG_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:24:BUTTON_DIG_DIG_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:24:BUTTON_DIG_DIG_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:24:BUTTON_DIG_DIG_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:22:BUTTON_DIG_DIG_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:22:BUTTON_DIG_DIG_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:22:BUTTON_DIG_DIG_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:22:BUTTON_DIG_DIG_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:23:BUTTON_DIG_DIG_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:23:BUTTON_DIG_DIG_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:23:BUTTON_DIG_DIG_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:23:BUTTON_DIG_DIG_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:24:BUTTON_DIG_DIG_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:24:BUTTON_DIG_DIG_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:24:BUTTON_DIG_DIG_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:24:BUTTON_DIG_DIG_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:22:BUTTON_DIG_STAIRS_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:22:BUTTON_DIG_STAIRS_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:22:BUTTON_DIG_STAIRS_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:22:BUTTON_DIG_STAIRS_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:23:BUTTON_DIG_STAIRS_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:23:BUTTON_DIG_STAIRS_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:23:BUTTON_DIG_STAIRS_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:23:BUTTON_DIG_STAIRS_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:24:BUTTON_DIG_STAIRS_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:24:BUTTON_DIG_STAIRS_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:24:BUTTON_DIG_STAIRS_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:24:BUTTON_DIG_STAIRS_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:22:BUTTON_DIG_STAIRS_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:22:BUTTON_DIG_STAIRS_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:22:BUTTON_DIG_STAIRS_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:22:BUTTON_DIG_STAIRS_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:23:BUTTON_DIG_STAIRS_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:23:BUTTON_DIG_STAIRS_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:23:BUTTON_DIG_STAIRS_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:23:BUTTON_DIG_STAIRS_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:24:BUTTON_DIG_STAIRS_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:24:BUTTON_DIG_STAIRS_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:24:BUTTON_DIG_STAIRS_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:24:BUTTON_DIG_STAIRS_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:25:BUTTON_DIG_RAMP_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:25:BUTTON_DIG_RAMP_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:25:BUTTON_DIG_RAMP_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:25:BUTTON_DIG_RAMP_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:26:BUTTON_DIG_RAMP_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:26:BUTTON_DIG_RAMP_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:26:BUTTON_DIG_RAMP_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:26:BUTTON_DIG_RAMP_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:27:BUTTON_DIG_RAMP_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:27:BUTTON_DIG_RAMP_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:27:BUTTON_DIG_RAMP_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:27:BUTTON_DIG_RAMP_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:25:BUTTON_DIG_RAMP_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:25:BUTTON_DIG_RAMP_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:25:BUTTON_DIG_RAMP_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:25:BUTTON_DIG_RAMP_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:26:BUTTON_DIG_RAMP_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:26:BUTTON_DIG_RAMP_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:26:BUTTON_DIG_RAMP_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:26:BUTTON_DIG_RAMP_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:27:BUTTON_DIG_RAMP_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:27:BUTTON_DIG_RAMP_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:27:BUTTON_DIG_RAMP_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:27:BUTTON_DIG_RAMP_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:25:BUTTON_DIG_CHANNEL_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:25:BUTTON_DIG_CHANNEL_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:25:BUTTON_DIG_CHANNEL_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:25:BUTTON_DIG_CHANNEL_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:26:BUTTON_DIG_CHANNEL_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:26:BUTTON_DIG_CHANNEL_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:26:BUTTON_DIG_CHANNEL_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:26:BUTTON_DIG_CHANNEL_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:27:BUTTON_DIG_CHANNEL_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:27:BUTTON_DIG_CHANNEL_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:27:BUTTON_DIG_CHANNEL_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:27:BUTTON_DIG_CHANNEL_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:25:BUTTON_DIG_CHANNEL_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:25:BUTTON_DIG_CHANNEL_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:25:BUTTON_DIG_CHANNEL_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:25:BUTTON_DIG_CHANNEL_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:26:BUTTON_DIG_CHANNEL_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:26:BUTTON_DIG_CHANNEL_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:26:BUTTON_DIG_CHANNEL_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:26:BUTTON_DIG_CHANNEL_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:27:BUTTON_DIG_CHANNEL_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:27:BUTTON_DIG_CHANNEL_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:27:BUTTON_DIG_CHANNEL_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:27:BUTTON_DIG_CHANNEL_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:28:BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:28:BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:28:BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:28:BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:29:BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:29:BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:29:BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:29:BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:30:BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:30:BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:30:BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:30:BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:28:BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:28:BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:28:BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:28:BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:29:BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:29:BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:29:BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:29:BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:30:BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:30:BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:30:BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:30:BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:8:19:4:3:BUTTON_FREE_PAINT_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:8:28:4:3:BUTTON_FREE_PAINT_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:12:19:4:3:BUTTON_PAINT_RECTANGLE_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:12:28:4:3:BUTTON_PAINT_RECTANGLE_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:32:31:4:3:BUTTON_CLICK_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:36:31:4:3:BUTTON_CLICK_ACTIVE]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:32:46:4:3:BUTTON_FREE_PAINT_BORDER_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:32:49:4:3:BUTTON_FREE_PAINT_BORDER_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:36:46:4:3:BUTTON_PAINT_RECTANGLE_BORDER_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:36:49:4:3:BUTTON_PAINT_RECTANGLE_BORDER_ACTIVE]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:31:BUTTON_DIG_MODE_ALL_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:31:BUTTON_DIG_MODE_ALL_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:31:BUTTON_DIG_MODE_ALL_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:31:BUTTON_DIG_MODE_ALL_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:32:BUTTON_DIG_MODE_ALL_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:32:BUTTON_DIG_MODE_ALL_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:32:BUTTON_DIG_MODE_ALL_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:32:BUTTON_DIG_MODE_ALL_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:33:BUTTON_DIG_MODE_ALL_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:33:BUTTON_DIG_MODE_ALL_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:33:BUTTON_DIG_MODE_ALL_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:33:BUTTON_DIG_MODE_ALL_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:31:BUTTON_DIG_MODE_ALL_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:31:BUTTON_DIG_MODE_ALL_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:31:BUTTON_DIG_MODE_ALL_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:31:BUTTON_DIG_MODE_ALL_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:32:BUTTON_DIG_MODE_ALL_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:32:BUTTON_DIG_MODE_ALL_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:32:BUTTON_DIG_MODE_ALL_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:32:BUTTON_DIG_MODE_ALL_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:33:BUTTON_DIG_MODE_ALL_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:33:BUTTON_DIG_MODE_ALL_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:33:BUTTON_DIG_MODE_ALL_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:33:BUTTON_DIG_MODE_ALL_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:31:BUTTON_DIG_MODE_AUTO_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:31:BUTTON_DIG_MODE_AUTO_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:31:BUTTON_DIG_MODE_AUTO_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:31:BUTTON_DIG_MODE_AUTO_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:32:BUTTON_DIG_MODE_AUTO_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:32:BUTTON_DIG_MODE_AUTO_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:32:BUTTON_DIG_MODE_AUTO_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:32:BUTTON_DIG_MODE_AUTO_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:33:BUTTON_DIG_MODE_AUTO_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:33:BUTTON_DIG_MODE_AUTO_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:33:BUTTON_DIG_MODE_AUTO_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:33:BUTTON_DIG_MODE_AUTO_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:31:BUTTON_DIG_MODE_AUTO_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:31:BUTTON_DIG_MODE_AUTO_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:31:BUTTON_DIG_MODE_AUTO_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:31:BUTTON_DIG_MODE_AUTO_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:32:BUTTON_DIG_MODE_AUTO_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:32:BUTTON_DIG_MODE_AUTO_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:32:BUTTON_DIG_MODE_AUTO_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:32:BUTTON_DIG_MODE_AUTO_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:33:BUTTON_DIG_MODE_AUTO_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:33:BUTTON_DIG_MODE_AUTO_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:33:BUTTON_DIG_MODE_AUTO_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:33:BUTTON_DIG_MODE_AUTO_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:34:BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:34:BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:34:BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:34:BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:35:BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:35:BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:35:BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:35:BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:36:BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:36:BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:36:BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:36:BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:34:BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:34:BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:34:BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:34:BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:35:BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:35:BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:35:BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:35:BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:36:BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:36:BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:36:BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:36:BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:34:BUTTON_DIG_MODE_ONLY_GEM_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:34:BUTTON_DIG_MODE_ONLY_GEM_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:34:BUTTON_DIG_MODE_ONLY_GEM_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:34:BUTTON_DIG_MODE_ONLY_GEM_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:35:BUTTON_DIG_MODE_ONLY_GEM_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:35:BUTTON_DIG_MODE_ONLY_GEM_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:35:BUTTON_DIG_MODE_ONLY_GEM_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:35:BUTTON_DIG_MODE_ONLY_GEM_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:36:BUTTON_DIG_MODE_ONLY_GEM_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:36:BUTTON_DIG_MODE_ONLY_GEM_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:36:BUTTON_DIG_MODE_ONLY_GEM_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:36:BUTTON_DIG_MODE_ONLY_GEM_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:34:BUTTON_DIG_MODE_ONLY_GEM_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:34:BUTTON_DIG_MODE_ONLY_GEM_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:34:BUTTON_DIG_MODE_ONLY_GEM_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:34:BUTTON_DIG_MODE_ONLY_GEM_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:35:BUTTON_DIG_MODE_ONLY_GEM_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:35:BUTTON_DIG_MODE_ONLY_GEM_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:35:BUTTON_DIG_MODE_ONLY_GEM_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:35:BUTTON_DIG_MODE_ONLY_GEM_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:36:BUTTON_DIG_MODE_ONLY_GEM_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:36:BUTTON_DIG_MODE_ONLY_GEM_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:36:BUTTON_DIG_MODE_ONLY_GEM_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:36:BUTTON_DIG_MODE_ONLY_GEM_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:37:BUTTON_PRIORITY_1_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:37:BUTTON_PRIORITY_1_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:37:BUTTON_PRIORITY_1_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:37:BUTTON_PRIORITY_1_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:38:BUTTON_PRIORITY_1_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:38:BUTTON_PRIORITY_1_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:38:BUTTON_PRIORITY_1_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:38:BUTTON_PRIORITY_1_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:39:BUTTON_PRIORITY_1_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:39:BUTTON_PRIORITY_1_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:39:BUTTON_PRIORITY_1_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:39:BUTTON_PRIORITY_1_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:37:BUTTON_PRIORITY_1_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:37:BUTTON_PRIORITY_1_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:37:BUTTON_PRIORITY_1_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:37:BUTTON_PRIORITY_1_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:38:BUTTON_PRIORITY_1_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:38:BUTTON_PRIORITY_1_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:38:BUTTON_PRIORITY_1_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:38:BUTTON_PRIORITY_1_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:39:BUTTON_PRIORITY_1_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:39:BUTTON_PRIORITY_1_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:39:BUTTON_PRIORITY_1_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:39:BUTTON_PRIORITY_1_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:37:BUTTON_PRIORITY_2_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:37:BUTTON_PRIORITY_2_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:37:BUTTON_PRIORITY_2_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:37:BUTTON_PRIORITY_2_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:38:BUTTON_PRIORITY_2_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:38:BUTTON_PRIORITY_2_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:38:BUTTON_PRIORITY_2_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:38:BUTTON_PRIORITY_2_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:39:BUTTON_PRIORITY_2_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:39:BUTTON_PRIORITY_2_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:39:BUTTON_PRIORITY_2_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:39:BUTTON_PRIORITY_2_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:37:BUTTON_PRIORITY_2_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:37:BUTTON_PRIORITY_2_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:37:BUTTON_PRIORITY_2_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:37:BUTTON_PRIORITY_2_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:38:BUTTON_PRIORITY_2_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:38:BUTTON_PRIORITY_2_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:38:BUTTON_PRIORITY_2_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:38:BUTTON_PRIORITY_2_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:39:BUTTON_PRIORITY_2_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:39:BUTTON_PRIORITY_2_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:39:BUTTON_PRIORITY_2_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:39:BUTTON_PRIORITY_2_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:40:BUTTON_PRIORITY_3_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:40:BUTTON_PRIORITY_3_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:40:BUTTON_PRIORITY_3_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:40:BUTTON_PRIORITY_3_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:41:BUTTON_PRIORITY_3_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:41:BUTTON_PRIORITY_3_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:41:BUTTON_PRIORITY_3_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:41:BUTTON_PRIORITY_3_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:42:BUTTON_PRIORITY_3_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:42:BUTTON_PRIORITY_3_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:42:BUTTON_PRIORITY_3_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:42:BUTTON_PRIORITY_3_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:40:BUTTON_PRIORITY_3_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:40:BUTTON_PRIORITY_3_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:40:BUTTON_PRIORITY_3_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:40:BUTTON_PRIORITY_3_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:41:BUTTON_PRIORITY_3_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:41:BUTTON_PRIORITY_3_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:41:BUTTON_PRIORITY_3_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:41:BUTTON_PRIORITY_3_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:42:BUTTON_PRIORITY_3_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:42:BUTTON_PRIORITY_3_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:42:BUTTON_PRIORITY_3_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:42:BUTTON_PRIORITY_3_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:40:BUTTON_PRIORITY_4_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:40:BUTTON_PRIORITY_4_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:40:BUTTON_PRIORITY_4_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:40:BUTTON_PRIORITY_4_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:41:BUTTON_PRIORITY_4_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:41:BUTTON_PRIORITY_4_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:41:BUTTON_PRIORITY_4_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:41:BUTTON_PRIORITY_4_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:42:BUTTON_PRIORITY_4_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:42:BUTTON_PRIORITY_4_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:42:BUTTON_PRIORITY_4_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:42:BUTTON_PRIORITY_4_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:40:BUTTON_PRIORITY_4_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:40:BUTTON_PRIORITY_4_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:40:BUTTON_PRIORITY_4_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:40:BUTTON_PRIORITY_4_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:41:BUTTON_PRIORITY_4_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:41:BUTTON_PRIORITY_4_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:41:BUTTON_PRIORITY_4_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:41:BUTTON_PRIORITY_4_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:42:BUTTON_PRIORITY_4_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:42:BUTTON_PRIORITY_4_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:42:BUTTON_PRIORITY_4_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:42:BUTTON_PRIORITY_4_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:43:BUTTON_PRIORITY_5_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:43:BUTTON_PRIORITY_5_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:43:BUTTON_PRIORITY_5_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:43:BUTTON_PRIORITY_5_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:44:BUTTON_PRIORITY_5_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:44:BUTTON_PRIORITY_5_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:44:BUTTON_PRIORITY_5_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:44:BUTTON_PRIORITY_5_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:45:BUTTON_PRIORITY_5_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:45:BUTTON_PRIORITY_5_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:45:BUTTON_PRIORITY_5_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:45:BUTTON_PRIORITY_5_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:43:BUTTON_PRIORITY_5_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:43:BUTTON_PRIORITY_5_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:43:BUTTON_PRIORITY_5_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:43:BUTTON_PRIORITY_5_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:44:BUTTON_PRIORITY_5_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:44:BUTTON_PRIORITY_5_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:44:BUTTON_PRIORITY_5_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:44:BUTTON_PRIORITY_5_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:45:BUTTON_PRIORITY_5_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:45:BUTTON_PRIORITY_5_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:45:BUTTON_PRIORITY_5_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:45:BUTTON_PRIORITY_5_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:43:BUTTON_PRIORITY_6_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:43:BUTTON_PRIORITY_6_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:43:BUTTON_PRIORITY_6_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:43:BUTTON_PRIORITY_6_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:44:BUTTON_PRIORITY_6_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:44:BUTTON_PRIORITY_6_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:44:BUTTON_PRIORITY_6_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:44:BUTTON_PRIORITY_6_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:45:BUTTON_PRIORITY_6_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:45:BUTTON_PRIORITY_6_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:45:BUTTON_PRIORITY_6_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:45:BUTTON_PRIORITY_6_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:43:BUTTON_PRIORITY_6_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:43:BUTTON_PRIORITY_6_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:43:BUTTON_PRIORITY_6_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:43:BUTTON_PRIORITY_6_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:44:BUTTON_PRIORITY_6_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:44:BUTTON_PRIORITY_6_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:44:BUTTON_PRIORITY_6_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:44:BUTTON_PRIORITY_6_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:45:BUTTON_PRIORITY_6_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:45:BUTTON_PRIORITY_6_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:45:BUTTON_PRIORITY_6_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:45:BUTTON_PRIORITY_6_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:46:BUTTON_PRIORITY_7_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:46:BUTTON_PRIORITY_7_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:46:BUTTON_PRIORITY_7_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:46:BUTTON_PRIORITY_7_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:47:BUTTON_PRIORITY_7_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:47:BUTTON_PRIORITY_7_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:47:BUTTON_PRIORITY_7_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:47:BUTTON_PRIORITY_7_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:48:BUTTON_PRIORITY_7_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:48:BUTTON_PRIORITY_7_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:48:BUTTON_PRIORITY_7_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:48:BUTTON_PRIORITY_7_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:46:BUTTON_PRIORITY_7_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:46:BUTTON_PRIORITY_7_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:46:BUTTON_PRIORITY_7_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:46:BUTTON_PRIORITY_7_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:47:BUTTON_PRIORITY_7_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:47:BUTTON_PRIORITY_7_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:47:BUTTON_PRIORITY_7_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:47:BUTTON_PRIORITY_7_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:48:BUTTON_PRIORITY_7_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:48:BUTTON_PRIORITY_7_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:48:BUTTON_PRIORITY_7_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:48:BUTTON_PRIORITY_7_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:46:BUTTON_OPEN_RIGHT:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:46:BUTTON_OPEN_RIGHT:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:46:BUTTON_OPEN_RIGHT:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:46:BUTTON_OPEN_RIGHT:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:47:BUTTON_OPEN_RIGHT:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:47:BUTTON_OPEN_RIGHT:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:47:BUTTON_OPEN_RIGHT:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:47:BUTTON_OPEN_RIGHT:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:48:BUTTON_OPEN_RIGHT:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:48:BUTTON_OPEN_RIGHT:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:48:BUTTON_OPEN_RIGHT:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:48:BUTTON_OPEN_RIGHT:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:46:BUTTON_CLOSE_LEFT:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:46:BUTTON_CLOSE_LEFT:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:46:BUTTON_CLOSE_LEFT:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:46:BUTTON_CLOSE_LEFT:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:47:BUTTON_CLOSE_LEFT:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:47:BUTTON_CLOSE_LEFT:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:47:BUTTON_CLOSE_LEFT:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:47:BUTTON_CLOSE_LEFT:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:48:BUTTON_CLOSE_LEFT:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:48:BUTTON_CLOSE_LEFT:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:48:BUTTON_CLOSE_LEFT:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:48:BUTTON_CLOSE_LEFT:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:49:BUTTON_DES_BLUEPRINT_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:49:BUTTON_DES_BLUEPRINT_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:49:BUTTON_DES_BLUEPRINT_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:49:BUTTON_DES_BLUEPRINT_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:50:BUTTON_DES_BLUEPRINT_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:50:BUTTON_DES_BLUEPRINT_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:50:BUTTON_DES_BLUEPRINT_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:50:BUTTON_DES_BLUEPRINT_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:51:BUTTON_DES_BLUEPRINT_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:51:BUTTON_DES_BLUEPRINT_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:51:BUTTON_DES_BLUEPRINT_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:51:BUTTON_DES_BLUEPRINT_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:49:BUTTON_DES_BLUEPRINT_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:49:BUTTON_DES_BLUEPRINT_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:49:BUTTON_DES_BLUEPRINT_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:49:BUTTON_DES_BLUEPRINT_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:50:BUTTON_DES_BLUEPRINT_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:50:BUTTON_DES_BLUEPRINT_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:50:BUTTON_DES_BLUEPRINT_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:50:BUTTON_DES_BLUEPRINT_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:51:BUTTON_DES_BLUEPRINT_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:51:BUTTON_DES_BLUEPRINT_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:51:BUTTON_DES_BLUEPRINT_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:51:BUTTON_DES_BLUEPRINT_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:49:BUTTON_DES_TO_BLUEPRINT_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:49:BUTTON_DES_TO_BLUEPRINT_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:49:BUTTON_DES_TO_BLUEPRINT_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:49:BUTTON_DES_TO_BLUEPRINT_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:50:BUTTON_DES_TO_BLUEPRINT_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:50:BUTTON_DES_TO_BLUEPRINT_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:50:BUTTON_DES_TO_BLUEPRINT_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:50:BUTTON_DES_TO_BLUEPRINT_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:51:BUTTON_DES_TO_BLUEPRINT_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:51:BUTTON_DES_TO_BLUEPRINT_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:51:BUTTON_DES_TO_BLUEPRINT_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:51:BUTTON_DES_TO_BLUEPRINT_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:49:BUTTON_DES_TO_BLUEPRINT_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:49:BUTTON_DES_TO_BLUEPRINT_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:49:BUTTON_DES_TO_BLUEPRINT_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:49:BUTTON_DES_TO_BLUEPRINT_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:50:BUTTON_DES_TO_BLUEPRINT_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:50:BUTTON_DES_TO_BLUEPRINT_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:50:BUTTON_DES_TO_BLUEPRINT_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:50:BUTTON_DES_TO_BLUEPRINT_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:51:BUTTON_DES_TO_BLUEPRINT_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:51:BUTTON_DES_TO_BLUEPRINT_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:51:BUTTON_DES_TO_BLUEPRINT_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:51:BUTTON_DES_TO_BLUEPRINT_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:49:BUTTON_DES_FROM_BLUEPRINT_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:49:BUTTON_DES_FROM_BLUEPRINT_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:49:BUTTON_DES_FROM_BLUEPRINT_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:49:BUTTON_DES_FROM_BLUEPRINT_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:50:BUTTON_DES_FROM_BLUEPRINT_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:50:BUTTON_DES_FROM_BLUEPRINT_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:50:BUTTON_DES_FROM_BLUEPRINT_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:50:BUTTON_DES_FROM_BLUEPRINT_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:51:BUTTON_DES_FROM_BLUEPRINT_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:51:BUTTON_DES_FROM_BLUEPRINT_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:51:BUTTON_DES_FROM_BLUEPRINT_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:51:BUTTON_DES_FROM_BLUEPRINT_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:49:BUTTON_DES_FROM_BLUEPRINT_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:49:BUTTON_DES_FROM_BLUEPRINT_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:49:BUTTON_DES_FROM_BLUEPRINT_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:49:BUTTON_DES_FROM_BLUEPRINT_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:50:BUTTON_DES_FROM_BLUEPRINT_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:50:BUTTON_DES_FROM_BLUEPRINT_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:50:BUTTON_DES_FROM_BLUEPRINT_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:50:BUTTON_DES_FROM_BLUEPRINT_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:51:BUTTON_DES_FROM_BLUEPRINT_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:51:BUTTON_DES_FROM_BLUEPRINT_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:51:BUTTON_DES_FROM_BLUEPRINT_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:51:BUTTON_DES_FROM_BLUEPRINT_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:52:BUTTON_DES_CHOP_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:52:BUTTON_DES_CHOP_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:52:BUTTON_DES_CHOP_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:52:BUTTON_DES_CHOP_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:53:BUTTON_DES_CHOP_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:53:BUTTON_DES_CHOP_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:53:BUTTON_DES_CHOP_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:53:BUTTON_DES_CHOP_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:54:BUTTON_DES_CHOP_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:54:BUTTON_DES_CHOP_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:54:BUTTON_DES_CHOP_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:54:BUTTON_DES_CHOP_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:52:BUTTON_DES_CHOP_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:52:BUTTON_DES_CHOP_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:52:BUTTON_DES_CHOP_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:52:BUTTON_DES_CHOP_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:53:BUTTON_DES_CHOP_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:53:BUTTON_DES_CHOP_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:53:BUTTON_DES_CHOP_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:53:BUTTON_DES_CHOP_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:54:BUTTON_DES_CHOP_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:54:BUTTON_DES_CHOP_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:54:BUTTON_DES_CHOP_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:54:BUTTON_DES_CHOP_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:52:BUTTON_DES_GATHER_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:52:BUTTON_DES_GATHER_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:52:BUTTON_DES_GATHER_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:52:BUTTON_DES_GATHER_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:53:BUTTON_DES_GATHER_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:53:BUTTON_DES_GATHER_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:53:BUTTON_DES_GATHER_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:53:BUTTON_DES_GATHER_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:54:BUTTON_DES_GATHER_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:54:BUTTON_DES_GATHER_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:54:BUTTON_DES_GATHER_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:54:BUTTON_DES_GATHER_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:52:BUTTON_DES_GATHER_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:52:BUTTON_DES_GATHER_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:52:BUTTON_DES_GATHER_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:52:BUTTON_DES_GATHER_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:53:BUTTON_DES_GATHER_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:53:BUTTON_DES_GATHER_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:53:BUTTON_DES_GATHER_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:53:BUTTON_DES_GATHER_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:54:BUTTON_DES_GATHER_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:54:BUTTON_DES_GATHER_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:54:BUTTON_DES_GATHER_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:54:BUTTON_DES_GATHER_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:55:BUTTON_DES_SMOOTH_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:55:BUTTON_DES_SMOOTH_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:55:BUTTON_DES_SMOOTH_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:55:BUTTON_DES_SMOOTH_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:56:BUTTON_DES_SMOOTH_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:56:BUTTON_DES_SMOOTH_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:56:BUTTON_DES_SMOOTH_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:56:BUTTON_DES_SMOOTH_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:57:BUTTON_DES_SMOOTH_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:57:BUTTON_DES_SMOOTH_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:57:BUTTON_DES_SMOOTH_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:57:BUTTON_DES_SMOOTH_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:55:BUTTON_DES_SMOOTH_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:55:BUTTON_DES_SMOOTH_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:55:BUTTON_DES_SMOOTH_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:55:BUTTON_DES_SMOOTH_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:56:BUTTON_DES_SMOOTH_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:56:BUTTON_DES_SMOOTH_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:56:BUTTON_DES_SMOOTH_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:56:BUTTON_DES_SMOOTH_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:57:BUTTON_DES_SMOOTH_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:57:BUTTON_DES_SMOOTH_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:57:BUTTON_DES_SMOOTH_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:57:BUTTON_DES_SMOOTH_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:55:BUTTON_DES_SMOOTH_SMOOTH_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:55:BUTTON_DES_SMOOTH_SMOOTH_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:55:BUTTON_DES_SMOOTH_SMOOTH_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:55:BUTTON_DES_SMOOTH_SMOOTH_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:56:BUTTON_DES_SMOOTH_SMOOTH_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:56:BUTTON_DES_SMOOTH_SMOOTH_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:56:BUTTON_DES_SMOOTH_SMOOTH_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:56:BUTTON_DES_SMOOTH_SMOOTH_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:57:BUTTON_DES_SMOOTH_SMOOTH_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:57:BUTTON_DES_SMOOTH_SMOOTH_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:57:BUTTON_DES_SMOOTH_SMOOTH_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:57:BUTTON_DES_SMOOTH_SMOOTH_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:55:BUTTON_DES_SMOOTH_SMOOTH_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:55:BUTTON_DES_SMOOTH_SMOOTH_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:55:BUTTON_DES_SMOOTH_SMOOTH_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:55:BUTTON_DES_SMOOTH_SMOOTH_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:56:BUTTON_DES_SMOOTH_SMOOTH_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:56:BUTTON_DES_SMOOTH_SMOOTH_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:56:BUTTON_DES_SMOOTH_SMOOTH_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:56:BUTTON_DES_SMOOTH_SMOOTH_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:57:BUTTON_DES_SMOOTH_SMOOTH_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:57:BUTTON_DES_SMOOTH_SMOOTH_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:57:BUTTON_DES_SMOOTH_SMOOTH_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:57:BUTTON_DES_SMOOTH_SMOOTH_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:58:BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:58:BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:58:BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:58:BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:59:BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:59:BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:59:BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:59:BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:0:60:BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:1:60:BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:2:60:BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:3:60:BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:58:BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:58:BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:58:BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:58:BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:59:BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:59:BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:59:BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:59:BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:4:60:BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:5:60:BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:6:60:BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:7:60:BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:58:BUTTON_DES_SMOOTH_FORTIFY_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:58:BUTTON_DES_SMOOTH_FORTIFY_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:58:BUTTON_DES_SMOOTH_FORTIFY_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:58:BUTTON_DES_SMOOTH_FORTIFY_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:59:BUTTON_DES_SMOOTH_FORTIFY_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:59:BUTTON_DES_SMOOTH_FORTIFY_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:59:BUTTON_DES_SMOOTH_FORTIFY_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:59:BUTTON_DES_SMOOTH_FORTIFY_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:8:60:BUTTON_DES_SMOOTH_FORTIFY_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:9:60:BUTTON_DES_SMOOTH_FORTIFY_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:10:60:BUTTON_DES_SMOOTH_FORTIFY_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:11:60:BUTTON_DES_SMOOTH_FORTIFY_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:58:BUTTON_DES_SMOOTH_FORTIFY_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:58:BUTTON_DES_SMOOTH_FORTIFY_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:58:BUTTON_DES_SMOOTH_FORTIFY_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:58:BUTTON_DES_SMOOTH_FORTIFY_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:59:BUTTON_DES_SMOOTH_FORTIFY_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:59:BUTTON_DES_SMOOTH_FORTIFY_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:59:BUTTON_DES_SMOOTH_FORTIFY_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:59:BUTTON_DES_SMOOTH_FORTIFY_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:12:60:BUTTON_DES_SMOOTH_FORTIFY_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:60:BUTTON_DES_SMOOTH_FORTIFY_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:60:BUTTON_DES_SMOOTH_FORTIFY_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:60:BUTTON_DES_SMOOTH_FORTIFY_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:49:BUTTON_DES_ITEM_BUILDING:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:49:BUTTON_DES_ITEM_BUILDING:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:49:BUTTON_DES_ITEM_BUILDING:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:49:BUTTON_DES_ITEM_BUILDING:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:50:BUTTON_DES_ITEM_BUILDING:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:50:BUTTON_DES_ITEM_BUILDING:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:50:BUTTON_DES_ITEM_BUILDING:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:50:BUTTON_DES_ITEM_BUILDING:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:51:BUTTON_DES_ITEM_BUILDING:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:51:BUTTON_DES_ITEM_BUILDING:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:51:BUTTON_DES_ITEM_BUILDING:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:51:BUTTON_DES_ITEM_BUILDING:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:46:BUTTON_DES_CLAIM_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:46:BUTTON_DES_CLAIM_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:46:BUTTON_DES_CLAIM_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:46:BUTTON_DES_CLAIM_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:47:BUTTON_DES_CLAIM_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:47:BUTTON_DES_CLAIM_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:47:BUTTON_DES_CLAIM_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:47:BUTTON_DES_CLAIM_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:48:BUTTON_DES_CLAIM_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:48:BUTTON_DES_CLAIM_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:48:BUTTON_DES_CLAIM_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:48:BUTTON_DES_CLAIM_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:46:BUTTON_DES_CLAIM_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:46:BUTTON_DES_CLAIM_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:46:BUTTON_DES_CLAIM_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:46:BUTTON_DES_CLAIM_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:47:BUTTON_DES_CLAIM_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:47:BUTTON_DES_CLAIM_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:47:BUTTON_DES_CLAIM_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:47:BUTTON_DES_CLAIM_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:48:BUTTON_DES_CLAIM_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:48:BUTTON_DES_CLAIM_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:48:BUTTON_DES_CLAIM_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:48:BUTTON_DES_CLAIM_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:46:BUTTON_DES_FORBID_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:46:BUTTON_DES_FORBID_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:46:BUTTON_DES_FORBID_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:46:BUTTON_DES_FORBID_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:47:BUTTON_DES_FORBID_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:47:BUTTON_DES_FORBID_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:47:BUTTON_DES_FORBID_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:47:BUTTON_DES_FORBID_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:48:BUTTON_DES_FORBID_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:48:BUTTON_DES_FORBID_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:48:BUTTON_DES_FORBID_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:48:BUTTON_DES_FORBID_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:46:BUTTON_DES_FORBID_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:46:BUTTON_DES_FORBID_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:46:BUTTON_DES_FORBID_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:46:BUTTON_DES_FORBID_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:47:BUTTON_DES_FORBID_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:47:BUTTON_DES_FORBID_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:47:BUTTON_DES_FORBID_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:47:BUTTON_DES_FORBID_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:48:BUTTON_DES_FORBID_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:48:BUTTON_DES_FORBID_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:48:BUTTON_DES_FORBID_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:48:BUTTON_DES_FORBID_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:52:BUTTON_DES_DUMP_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:52:BUTTON_DES_DUMP_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:52:BUTTON_DES_DUMP_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:52:BUTTON_DES_DUMP_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:53:BUTTON_DES_DUMP_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:53:BUTTON_DES_DUMP_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:53:BUTTON_DES_DUMP_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:53:BUTTON_DES_DUMP_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:54:BUTTON_DES_DUMP_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:54:BUTTON_DES_DUMP_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:54:BUTTON_DES_DUMP_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:54:BUTTON_DES_DUMP_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:52:BUTTON_DES_DUMP_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:52:BUTTON_DES_DUMP_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:52:BUTTON_DES_DUMP_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:52:BUTTON_DES_DUMP_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:53:BUTTON_DES_DUMP_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:53:BUTTON_DES_DUMP_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:53:BUTTON_DES_DUMP_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:53:BUTTON_DES_DUMP_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:54:BUTTON_DES_DUMP_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:54:BUTTON_DES_DUMP_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:54:BUTTON_DES_DUMP_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:54:BUTTON_DES_DUMP_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:52:BUTTON_DES_UNDUMP_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:52:BUTTON_DES_UNDUMP_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:52:BUTTON_DES_UNDUMP_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:52:BUTTON_DES_UNDUMP_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:53:BUTTON_DES_UNDUMP_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:53:BUTTON_DES_UNDUMP_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:53:BUTTON_DES_UNDUMP_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:53:BUTTON_DES_UNDUMP_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:54:BUTTON_DES_UNDUMP_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:54:BUTTON_DES_UNDUMP_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:54:BUTTON_DES_UNDUMP_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:54:BUTTON_DES_UNDUMP_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:52:BUTTON_DES_UNDUMP_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:52:BUTTON_DES_UNDUMP_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:52:BUTTON_DES_UNDUMP_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:52:BUTTON_DES_UNDUMP_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:53:BUTTON_DES_UNDUMP_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:53:BUTTON_DES_UNDUMP_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:53:BUTTON_DES_UNDUMP_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:53:BUTTON_DES_UNDUMP_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:54:BUTTON_DES_UNDUMP_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:54:BUTTON_DES_UNDUMP_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:54:BUTTON_DES_UNDUMP_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:54:BUTTON_DES_UNDUMP_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:55:BUTTON_DES_MELT_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:55:BUTTON_DES_MELT_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:55:BUTTON_DES_MELT_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:55:BUTTON_DES_MELT_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:56:BUTTON_DES_MELT_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:56:BUTTON_DES_MELT_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:56:BUTTON_DES_MELT_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:56:BUTTON_DES_MELT_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:57:BUTTON_DES_MELT_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:57:BUTTON_DES_MELT_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:57:BUTTON_DES_MELT_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:57:BUTTON_DES_MELT_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:55:BUTTON_DES_MELT_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:55:BUTTON_DES_MELT_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:55:BUTTON_DES_MELT_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:55:BUTTON_DES_MELT_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:56:BUTTON_DES_MELT_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:56:BUTTON_DES_MELT_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:56:BUTTON_DES_MELT_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:56:BUTTON_DES_MELT_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:57:BUTTON_DES_MELT_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:57:BUTTON_DES_MELT_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:57:BUTTON_DES_MELT_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:57:BUTTON_DES_MELT_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:55:BUTTON_DES_UNMELT_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:55:BUTTON_DES_UNMELT_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:55:BUTTON_DES_UNMELT_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:55:BUTTON_DES_UNMELT_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:56:BUTTON_DES_UNMELT_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:56:BUTTON_DES_UNMELT_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:56:BUTTON_DES_UNMELT_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:56:BUTTON_DES_UNMELT_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:57:BUTTON_DES_UNMELT_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:57:BUTTON_DES_UNMELT_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:57:BUTTON_DES_UNMELT_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:57:BUTTON_DES_UNMELT_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:55:BUTTON_DES_UNMELT_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:55:BUTTON_DES_UNMELT_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:55:BUTTON_DES_UNMELT_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:55:BUTTON_DES_UNMELT_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:56:BUTTON_DES_UNMELT_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:56:BUTTON_DES_UNMELT_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:56:BUTTON_DES_UNMELT_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:56:BUTTON_DES_UNMELT_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:57:BUTTON_DES_UNMELT_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:57:BUTTON_DES_UNMELT_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:57:BUTTON_DES_UNMELT_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:57:BUTTON_DES_UNMELT_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:58:BUTTON_DES_UNHIDE_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:58:BUTTON_DES_UNHIDE_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:58:BUTTON_DES_UNHIDE_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:58:BUTTON_DES_UNHIDE_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:59:BUTTON_DES_UNHIDE_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:59:BUTTON_DES_UNHIDE_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:59:BUTTON_DES_UNHIDE_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:59:BUTTON_DES_UNHIDE_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:60:BUTTON_DES_UNHIDE_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:60:BUTTON_DES_UNHIDE_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:60:BUTTON_DES_UNHIDE_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:60:BUTTON_DES_UNHIDE_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:58:BUTTON_DES_UNHIDE_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:58:BUTTON_DES_UNHIDE_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:58:BUTTON_DES_UNHIDE_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:58:BUTTON_DES_UNHIDE_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:59:BUTTON_DES_UNHIDE_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:59:BUTTON_DES_UNHIDE_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:59:BUTTON_DES_UNHIDE_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:59:BUTTON_DES_UNHIDE_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:60:BUTTON_DES_UNHIDE_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:60:BUTTON_DES_UNHIDE_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:60:BUTTON_DES_UNHIDE_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:60:BUTTON_DES_UNHIDE_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:58:BUTTON_DES_HIDE_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:58:BUTTON_DES_HIDE_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:58:BUTTON_DES_HIDE_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:58:BUTTON_DES_HIDE_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:59:BUTTON_DES_HIDE_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:59:BUTTON_DES_HIDE_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:59:BUTTON_DES_HIDE_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:59:BUTTON_DES_HIDE_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:60:BUTTON_DES_HIDE_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:60:BUTTON_DES_HIDE_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:60:BUTTON_DES_HIDE_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:60:BUTTON_DES_HIDE_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:58:BUTTON_DES_HIDE_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:58:BUTTON_DES_HIDE_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:58:BUTTON_DES_HIDE_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:58:BUTTON_DES_HIDE_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:59:BUTTON_DES_HIDE_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:59:BUTTON_DES_HIDE_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:59:BUTTON_DES_HIDE_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:59:BUTTON_DES_HIDE_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:60:BUTTON_DES_HIDE_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:60:BUTTON_DES_HIDE_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:60:BUTTON_DES_HIDE_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:60:BUTTON_DES_HIDE_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:58:BUTTON_DES_SMOOTH_TRACK_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:58:BUTTON_DES_SMOOTH_TRACK_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:58:BUTTON_DES_SMOOTH_TRACK_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:58:BUTTON_DES_SMOOTH_TRACK_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:59:BUTTON_DES_SMOOTH_TRACK_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:59:BUTTON_DES_SMOOTH_TRACK_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:59:BUTTON_DES_SMOOTH_TRACK_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:59:BUTTON_DES_SMOOTH_TRACK_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:60:BUTTON_DES_SMOOTH_TRACK_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:60:BUTTON_DES_SMOOTH_TRACK_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:60:BUTTON_DES_SMOOTH_TRACK_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:60:BUTTON_DES_SMOOTH_TRACK_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:58:BUTTON_DES_SMOOTH_TRACK_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:58:BUTTON_DES_SMOOTH_TRACK_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:58:BUTTON_DES_SMOOTH_TRACK_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:58:BUTTON_DES_SMOOTH_TRACK_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:59:BUTTON_DES_SMOOTH_TRACK_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:59:BUTTON_DES_SMOOTH_TRACK_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:59:BUTTON_DES_SMOOTH_TRACK_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:59:BUTTON_DES_SMOOTH_TRACK_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:60:BUTTON_DES_SMOOTH_TRACK_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:60:BUTTON_DES_SMOOTH_TRACK_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:60:BUTTON_DES_SMOOTH_TRACK_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:60:BUTTON_DES_SMOOTH_TRACK_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:19:BUTTON_DES_TRAFFIC:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:19:BUTTON_DES_TRAFFIC:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:19:BUTTON_DES_TRAFFIC:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:19:BUTTON_DES_TRAFFIC:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:20:BUTTON_DES_TRAFFIC:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:20:BUTTON_DES_TRAFFIC:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:20:BUTTON_DES_TRAFFIC:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:20:BUTTON_DES_TRAFFIC:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:21:BUTTON_DES_TRAFFIC:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:21:BUTTON_DES_TRAFFIC:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:21:BUTTON_DES_TRAFFIC:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:21:BUTTON_DES_TRAFFIC:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:22:BUTTON_DES_TRAFFIC_HIGH_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:22:BUTTON_DES_TRAFFIC_HIGH_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:22:BUTTON_DES_TRAFFIC_HIGH_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:22:BUTTON_DES_TRAFFIC_HIGH_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:23:BUTTON_DES_TRAFFIC_HIGH_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:23:BUTTON_DES_TRAFFIC_HIGH_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:23:BUTTON_DES_TRAFFIC_HIGH_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:23:BUTTON_DES_TRAFFIC_HIGH_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:24:BUTTON_DES_TRAFFIC_HIGH_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:24:BUTTON_DES_TRAFFIC_HIGH_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:24:BUTTON_DES_TRAFFIC_HIGH_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:24:BUTTON_DES_TRAFFIC_HIGH_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:22:BUTTON_DES_TRAFFIC_HIGH_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:22:BUTTON_DES_TRAFFIC_HIGH_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:22:BUTTON_DES_TRAFFIC_HIGH_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:22:BUTTON_DES_TRAFFIC_HIGH_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:23:BUTTON_DES_TRAFFIC_HIGH_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:23:BUTTON_DES_TRAFFIC_HIGH_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:23:BUTTON_DES_TRAFFIC_HIGH_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:23:BUTTON_DES_TRAFFIC_HIGH_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:24:BUTTON_DES_TRAFFIC_HIGH_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:24:BUTTON_DES_TRAFFIC_HIGH_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:24:BUTTON_DES_TRAFFIC_HIGH_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:24:BUTTON_DES_TRAFFIC_HIGH_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:22:BUTTON_DES_TRAFFIC_NORMAL_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:22:BUTTON_DES_TRAFFIC_NORMAL_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:22:BUTTON_DES_TRAFFIC_NORMAL_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:22:BUTTON_DES_TRAFFIC_NORMAL_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:23:BUTTON_DES_TRAFFIC_NORMAL_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:23:BUTTON_DES_TRAFFIC_NORMAL_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:23:BUTTON_DES_TRAFFIC_NORMAL_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:23:BUTTON_DES_TRAFFIC_NORMAL_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:24:BUTTON_DES_TRAFFIC_NORMAL_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:24:BUTTON_DES_TRAFFIC_NORMAL_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:24:BUTTON_DES_TRAFFIC_NORMAL_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:24:BUTTON_DES_TRAFFIC_NORMAL_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:22:BUTTON_DES_TRAFFIC_NORMAL_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:22:BUTTON_DES_TRAFFIC_NORMAL_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:22:BUTTON_DES_TRAFFIC_NORMAL_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:22:BUTTON_DES_TRAFFIC_NORMAL_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:23:BUTTON_DES_TRAFFIC_NORMAL_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:23:BUTTON_DES_TRAFFIC_NORMAL_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:23:BUTTON_DES_TRAFFIC_NORMAL_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:23:BUTTON_DES_TRAFFIC_NORMAL_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:24:BUTTON_DES_TRAFFIC_NORMAL_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:24:BUTTON_DES_TRAFFIC_NORMAL_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:24:BUTTON_DES_TRAFFIC_NORMAL_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:24:BUTTON_DES_TRAFFIC_NORMAL_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:25:BUTTON_DES_TRAFFIC_LOW_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:25:BUTTON_DES_TRAFFIC_LOW_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:25:BUTTON_DES_TRAFFIC_LOW_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:25:BUTTON_DES_TRAFFIC_LOW_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:26:BUTTON_DES_TRAFFIC_LOW_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:26:BUTTON_DES_TRAFFIC_LOW_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:26:BUTTON_DES_TRAFFIC_LOW_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:26:BUTTON_DES_TRAFFIC_LOW_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:27:BUTTON_DES_TRAFFIC_LOW_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:27:BUTTON_DES_TRAFFIC_LOW_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:27:BUTTON_DES_TRAFFIC_LOW_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:27:BUTTON_DES_TRAFFIC_LOW_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:25:BUTTON_DES_TRAFFIC_LOW_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:25:BUTTON_DES_TRAFFIC_LOW_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:25:BUTTON_DES_TRAFFIC_LOW_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:25:BUTTON_DES_TRAFFIC_LOW_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:26:BUTTON_DES_TRAFFIC_LOW_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:26:BUTTON_DES_TRAFFIC_LOW_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:26:BUTTON_DES_TRAFFIC_LOW_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:26:BUTTON_DES_TRAFFIC_LOW_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:27:BUTTON_DES_TRAFFIC_LOW_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:27:BUTTON_DES_TRAFFIC_LOW_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:27:BUTTON_DES_TRAFFIC_LOW_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:27:BUTTON_DES_TRAFFIC_LOW_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:25:BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:25:BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:25:BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:25:BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:26:BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:26:BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:26:BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:26:BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:27:BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:27:BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:27:BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:27:BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:25:BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:25:BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:25:BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:25:BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:26:BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:26:BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:26:BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:26:BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:27:BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:27:BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:27:BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:27:BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:28:BUTTON_DES_ERASE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:28:BUTTON_DES_ERASE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:28:BUTTON_DES_ERASE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:28:BUTTON_DES_ERASE:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:29:BUTTON_DES_ERASE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:29:BUTTON_DES_ERASE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:29:BUTTON_DES_ERASE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:29:BUTTON_DES_ERASE:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:30:BUTTON_DES_ERASE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:30:BUTTON_DES_ERASE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:30:BUTTON_DES_ERASE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:30:BUTTON_DES_ERASE:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:0:HOVER_RECTANGLE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:0:HOVER_RECTANGLE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:0:HOVER_RECTANGLE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:1:HOVER_RECTANGLE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:1:HOVER_RECTANGLE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:1:HOVER_RECTANGLE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:2:HOVER_RECTANGLE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:2:HOVER_RECTANGLE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:2:HOVER_RECTANGLE:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:9:HOVER_CLOSE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:9:HOVER_CLOSE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:9:HOVER_CLOSE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:10:HOVER_CLOSE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:10:HOVER_CLOSE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:10:HOVER_CLOSE:2:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:3:HOVER_TAB:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:3:HOVER_TAB:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:3:HOVER_TAB:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:4:HOVER_TAB:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:4:HOVER_TAB:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:4:HOVER_TAB:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:5:HOVER_TAB:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:5:HOVER_TAB:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:5:HOVER_TAB:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:6:HOVER_TAB_INACTIVE:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:7:HOVER_TAB_INACTIVE:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:15:8:HOVER_TAB_INACTIVE:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:13:6:HOVER_TAB_INSIDE_CORNER_TOP]<br />
[TILE_GRAPHICS:INTERFACE_BITS:14:6:HOVER_TAB_INSIDE_CORNER_BOTTOM]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:0:HOVER_RECTANGLE_JOIN_W_SW]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:1:HOVER_RECTANGLE_JOIN_W_S]<br />
[TILE_GRAPHICS:INTERFACE_BITS:24:0:HOVER_RECTANGLE_JOIN_E_S]<br />
[TILE_GRAPHICS:INTERFACE_BITS:16:2:HOVER_RECTANGLE_JOIN_E_SE]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:26:12:3:3:SIEGE_LIGHT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:29:12:3:3:DIPLOMACY_LIGHT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:42:12:3:3:PETITIONS_LIGHT]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:0:HORIZONTAL_OPTION_LEFT_ORNAMENT:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:0:HORIZONTAL_OPTION_LEFT_ORNAMENT:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:0:HORIZONTAL_OPTION_LEFT_ORNAMENT:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:0:HORIZONTAL_OPTION_LEFT_ORNAMENT:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:1:HORIZONTAL_OPTION_LEFT_ORNAMENT:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:1:HORIZONTAL_OPTION_LEFT_ORNAMENT:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:1:HORIZONTAL_OPTION_LEFT_ORNAMENT:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:1:HORIZONTAL_OPTION_LEFT_ORNAMENT:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:17:2:HORIZONTAL_OPTION_LEFT_ORNAMENT:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:18:2:HORIZONTAL_OPTION_LEFT_ORNAMENT:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:19:2:HORIZONTAL_OPTION_LEFT_ORNAMENT:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:20:2:HORIZONTAL_OPTION_LEFT_ORNAMENT:3:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:0:HORIZONTAL_OPTION_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:0:HORIZONTAL_OPTION_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:0:HORIZONTAL_OPTION_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:1:HORIZONTAL_OPTION_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:1:HORIZONTAL_OPTION_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:1:HORIZONTAL_OPTION_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:21:2:HORIZONTAL_OPTION_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:22:2:HORIZONTAL_OPTION_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:23:2:HORIZONTAL_OPTION_ACTIVE:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:0:HORIZONTAL_OPTION_INACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:0:HORIZONTAL_OPTION_INACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:0:HORIZONTAL_OPTION_INACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:1:HORIZONTAL_OPTION_INACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:1:HORIZONTAL_OPTION_INACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:1:HORIZONTAL_OPTION_INACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:25:2:HORIZONTAL_OPTION_INACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:26:2:HORIZONTAL_OPTION_INACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:27:2:HORIZONTAL_OPTION_INACTIVE:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:0:HORIZONTAL_OPTION_RIGHT_ORNAMENT:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:0:HORIZONTAL_OPTION_RIGHT_ORNAMENT:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:0:HORIZONTAL_OPTION_RIGHT_ORNAMENT:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:0:HORIZONTAL_OPTION_RIGHT_ORNAMENT:3:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:1:HORIZONTAL_OPTION_RIGHT_ORNAMENT:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:1:HORIZONTAL_OPTION_RIGHT_ORNAMENT:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:1:HORIZONTAL_OPTION_RIGHT_ORNAMENT:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:1:HORIZONTAL_OPTION_RIGHT_ORNAMENT:3:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:2:HORIZONTAL_OPTION_RIGHT_ORNAMENT:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:2:HORIZONTAL_OPTION_RIGHT_ORNAMENT:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:2:HORIZONTAL_OPTION_RIGHT_ORNAMENT:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:31:2:HORIZONTAL_OPTION_RIGHT_ORNAMENT:3:2]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ANNOUNCEMENTS:0:0:3:3:ANNOUNCEMENT_OPEN_ALL_ANNOUNCEMENTS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ANNOUNCEMENTS:3:0:3:3:ANNOUNCEMENT_NOT_PAUSING_ON_NEW_REPORT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ANNOUNCEMENTS:6:0:3:3:ANNOUNCEMENT_PAUSING_ON_NEW_REPORT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ANNOUNCEMENTS:9:0:3:3:ANNOUNCEMENT_OPEN_FROM_MAIN]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:0:STOCKS_RECENTER:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:0:STOCKS_RECENTER:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:0:STOCKS_RECENTER:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:1:STOCKS_RECENTER:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:1:STOCKS_RECENTER:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:1:STOCKS_RECENTER:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:2:STOCKS_RECENTER:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:2:STOCKS_RECENTER:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:2:STOCKS_RECENTER:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:0:STOCKS_VIEW_ITEM:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:0:STOCKS_VIEW_ITEM:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:0:STOCKS_VIEW_ITEM:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:1:STOCKS_VIEW_ITEM:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:1:STOCKS_VIEW_ITEM:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:1:STOCKS_VIEW_ITEM:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:2:STOCKS_VIEW_ITEM:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:2:STOCKS_VIEW_ITEM:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:2:STOCKS_VIEW_ITEM:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:0:STOCKS_FORBID:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:0:STOCKS_FORBID:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:0:STOCKS_FORBID:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:1:STOCKS_FORBID:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:1:STOCKS_FORBID:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:1:STOCKS_FORBID:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:2:STOCKS_FORBID:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:2:STOCKS_FORBID:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:2:STOCKS_FORBID:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:3:STOCKS_FORBID_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:3:STOCKS_FORBID_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:3:STOCKS_FORBID_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:4:STOCKS_FORBID_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:4:STOCKS_FORBID_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:4:STOCKS_FORBID_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:5:STOCKS_FORBID_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:5:STOCKS_FORBID_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:5:STOCKS_FORBID_ACTIVE:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:0:STOCKS_DUMP:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:42:0:STOCKS_DUMP:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:43:0:STOCKS_DUMP:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:1:STOCKS_DUMP:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:42:1:STOCKS_DUMP:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:43:1:STOCKS_DUMP:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:2:STOCKS_DUMP:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:42:2:STOCKS_DUMP:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:43:2:STOCKS_DUMP:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:3:STOCKS_DUMP_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:42:3:STOCKS_DUMP_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:43:3:STOCKS_DUMP_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:4:STOCKS_DUMP_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:42:4:STOCKS_DUMP_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:43:4:STOCKS_DUMP_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:5:STOCKS_DUMP_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:42:5:STOCKS_DUMP_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:43:5:STOCKS_DUMP_ACTIVE:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:44:0:STOCKS_MELT:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:45:0:STOCKS_MELT:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:46:0:STOCKS_MELT:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:44:1:STOCKS_MELT:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:45:1:STOCKS_MELT:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:46:1:STOCKS_MELT:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:44:2:STOCKS_MELT:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:45:2:STOCKS_MELT:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:46:2:STOCKS_MELT:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:44:3:STOCKS_MELT_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:45:3:STOCKS_MELT_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:46:3:STOCKS_MELT_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:44:4:STOCKS_MELT_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:45:4:STOCKS_MELT_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:46:4:STOCKS_MELT_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:44:5:STOCKS_MELT_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:45:5:STOCKS_MELT_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:46:5:STOCKS_MELT_ACTIVE:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:47:0:STOCKS_HIDE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:48:0:STOCKS_HIDE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:49:0:STOCKS_HIDE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:47:1:STOCKS_HIDE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:48:1:STOCKS_HIDE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:49:1:STOCKS_HIDE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:47:2:STOCKS_HIDE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:48:2:STOCKS_HIDE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:49:2:STOCKS_HIDE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:47:3:STOCKS_HIDE_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:48:3:STOCKS_HIDE_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:49:3:STOCKS_HIDE_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:47:4:STOCKS_HIDE_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:48:4:STOCKS_HIDE_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:49:4:STOCKS_HIDE_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:47:5:STOCKS_HIDE_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:48:5:STOCKS_HIDE_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:49:5:STOCKS_HIDE_ACTIVE:2:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:47:6:BUILDING_JOBS_REPEAT:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:48:6:BUILDING_JOBS_REPEAT:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:49:6:BUILDING_JOBS_REPEAT:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:47:7:BUILDING_JOBS_REPEAT:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:48:7:BUILDING_JOBS_REPEAT:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:49:7:BUILDING_JOBS_REPEAT:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:47:8:BUILDING_JOBS_REPEAT:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:48:8:BUILDING_JOBS_REPEAT:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:49:8:BUILDING_JOBS_REPEAT:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:47:9:BUILDING_JOBS_REPEAT_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:48:9:BUILDING_JOBS_REPEAT_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:49:9:BUILDING_JOBS_REPEAT_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:47:10:BUILDING_JOBS_REPEAT_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:48:10:BUILDING_JOBS_REPEAT_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:49:10:BUILDING_JOBS_REPEAT_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:47:11:BUILDING_JOBS_REPEAT_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:48:11:BUILDING_JOBS_REPEAT_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:49:11:BUILDING_JOBS_REPEAT_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:50:6:BUILDING_JOBS_DO_NOW:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:51:6:BUILDING_JOBS_DO_NOW:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:52:6:BUILDING_JOBS_DO_NOW:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:50:7:BUILDING_JOBS_DO_NOW:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:51:7:BUILDING_JOBS_DO_NOW:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:52:7:BUILDING_JOBS_DO_NOW:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:50:8:BUILDING_JOBS_DO_NOW:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:51:8:BUILDING_JOBS_DO_NOW:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:52:8:BUILDING_JOBS_DO_NOW:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:50:9:BUILDING_JOBS_DO_NOW_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:51:9:BUILDING_JOBS_DO_NOW_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:52:9:BUILDING_JOBS_DO_NOW_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:50:10:BUILDING_JOBS_DO_NOW_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:51:10:BUILDING_JOBS_DO_NOW_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:52:10:BUILDING_JOBS_DO_NOW_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:50:11:BUILDING_JOBS_DO_NOW_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:51:11:BUILDING_JOBS_DO_NOW_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:52:11:BUILDING_JOBS_DO_NOW_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:53:6:BUILDING_JOBS_SUSPENDED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:54:6:BUILDING_JOBS_SUSPENDED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:55:6:BUILDING_JOBS_SUSPENDED:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:53:7:BUILDING_JOBS_SUSPENDED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:54:7:BUILDING_JOBS_SUSPENDED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:55:7:BUILDING_JOBS_SUSPENDED:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:53:8:BUILDING_JOBS_SUSPENDED:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:54:8:BUILDING_JOBS_SUSPENDED:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:55:8:BUILDING_JOBS_SUSPENDED:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:53:9:BUILDING_JOBS_SUSPENDED_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:54:9:BUILDING_JOBS_SUSPENDED_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:55:9:BUILDING_JOBS_SUSPENDED_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:53:10:BUILDING_JOBS_SUSPENDED_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:54:10:BUILDING_JOBS_SUSPENDED_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:55:10:BUILDING_JOBS_SUSPENDED_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:53:11:BUILDING_JOBS_SUSPENDED_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:54:11:BUILDING_JOBS_SUSPENDED_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:55:11:BUILDING_JOBS_SUSPENDED_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:56:6:BUILDING_JOBS_PRIORITY_UP:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:57:6:BUILDING_JOBS_PRIORITY_UP:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:58:6:BUILDING_JOBS_PRIORITY_UP:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:56:7:BUILDING_JOBS_PRIORITY_UP:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:57:7:BUILDING_JOBS_PRIORITY_UP:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:58:7:BUILDING_JOBS_PRIORITY_UP:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:56:8:BUILDING_JOBS_PRIORITY_UP:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:57:8:BUILDING_JOBS_PRIORITY_UP:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:58:8:BUILDING_JOBS_PRIORITY_UP:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:56:9:BUILDING_JOBS_REMOVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:57:9:BUILDING_JOBS_REMOVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:58:9:BUILDING_JOBS_REMOVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:56:10:BUILDING_JOBS_REMOVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:57:10:BUILDING_JOBS_REMOVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:58:10:BUILDING_JOBS_REMOVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:56:11:BUILDING_JOBS_REMOVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:57:11:BUILDING_JOBS_REMOVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:58:11:BUILDING_JOBS_REMOVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:59:6:BUILDING_JOBS_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:60:6:BUILDING_JOBS_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:61:6:BUILDING_JOBS_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:59:7:BUILDING_JOBS_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:60:7:BUILDING_JOBS_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:61:7:BUILDING_JOBS_ACTIVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:59:8:BUILDING_JOBS_ACTIVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:60:8:BUILDING_JOBS_ACTIVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:61:8:BUILDING_JOBS_ACTIVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:59:9:BUILDING_JOBS_QUOTA:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:60:9:BUILDING_JOBS_QUOTA:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:61:9:BUILDING_JOBS_QUOTA:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:59:10:BUILDING_JOBS_QUOTA:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:60:10:BUILDING_JOBS_QUOTA:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:61:10:BUILDING_JOBS_QUOTA:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:59:11:BUILDING_JOBS_QUOTA:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:60:11:BUILDING_JOBS_QUOTA:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:61:11:BUILDING_JOBS_QUOTA:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:47:24:BUILDING_JOBS_REMOVE_WORKER:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:48:24:BUILDING_JOBS_REMOVE_WORKER:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:49:24:BUILDING_JOBS_REMOVE_WORKER:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:47:25:BUILDING_JOBS_REMOVE_WORKER:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:48:25:BUILDING_JOBS_REMOVE_WORKER:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:49:25:BUILDING_JOBS_REMOVE_WORKER:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:47:26:BUILDING_JOBS_REMOVE_WORKER:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:48:26:BUILDING_JOBS_REMOVE_WORKER:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:49:26:BUILDING_JOBS_REMOVE_WORKER:2:2]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:47:12:3:3:BUILDING_INFO_DOOR_FORBIDDEN_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:50:12:3:3:BUILDING_INFO_DOOR_FORBIDDEN]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:53:12:3:3:BUILDING_INFO_DOOR_PERMITTED_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:56:12:3:3:BUILDING_INFO_DOOR_PERMITTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:47:15:3:3:BUILDING_INFO_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:50:15:3:3:BUILDING_INFO_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:53:15:3:3:BUILDING_INFO_SIEGE_ENGINE_FIRE_AT_WILL_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:53:18:3:3:BUILDING_INFO_SIEGE_ENGINE_FIRE_AT_WILL]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:56:15:3:3:BUILDING_INFO_SIEGE_ENGINE_PREPARE_TO_FIRE_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:56:18:3:3:BUILDING_INFO_SIEGE_ENGINE_PREPARE_TO_FIRE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:59:15:3:3:BUILDING_INFO_SIEGE_ENGINE_NOT_IN_USE_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:59:18:3:3:BUILDING_INFO_SIEGE_ENGINE_NOT_IN_USE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:47:18:3:3:BUILDING_INFO_ANIMAL_TRAP_MEAT_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:47:21:3:3:BUILDING_INFO_ANIMAL_TRAP_MEAT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:50:18:3:3:BUILDING_INFO_ANIMAL_TRAP_FISH_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:50:21:3:3:BUILDING_INFO_ANIMAL_TRAP_FISH]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:53:21:3:3:BUILDING_INFO_ANIMAL_TRAP_GEM_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:53:24:3:3:BUILDING_INFO_ANIMAL_TRAP_GEM]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:56:21:3:3:BUILDING_INFO_ANIMAL_TRAP_NONE_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:56:24:3:3:BUILDING_INFO_ANIMAL_TRAP_NONE]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:0:4:3:BUILDING_SHEET_ASSIGN_WORKER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:3:4:3:BUILDING_SHEET_CLEAR_WORKER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_SHEET:0:0:4:3:BUILDING_SHEET_REMOVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:6:4:3:BUILDING_SHEET_FARM_ACTIVE_OPTION]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:6:4:3:BUILDING_SHEET_FARM_INACTIVE_OPTION]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:6:4:3:BUILDING_SHEET_DISPLAY_FURNITURE_ITEM_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:6:4:3:BUILDING_SHEET_DISPLAY_FURNITURE_ITEM_OFF]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:21:4:3:UNIT_SHEET_CUSTOMIZE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_UNIT_SHEET:4:0:4:3:UNIT_SHEET_EXPEL]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:8:12:4:3:UNIT_SHEET_CAMERA_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:12:12:4:3:UNIT_SHEET_CAMERA_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ANNOUNCEMENTS:12:0:4:3:UNIT_SHEET_VIEW_REPORTS]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:47:27:3:3:ASSIGN_TRADE_SELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:50:27:3:3:ASSIGN_TRADE_NOT_SELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:53:27:3:3:ASSIGN_TRADE_IN_DEPOT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:56:27:3:3:ASSIGN_TRADE_BEING_BROUGHT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:59:27:3:3:ASSIGN_TRADE_PROHIBITED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:32:16:4:3:ASSIGN_TRADE_CULLING_MANDATES_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:32:19:4:3:ASSIGN_TRADE_CULLING_MANDATES_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:36:16:4:3:ASSIGN_TRADE_SORT_BY_VALUE_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:36:19:4:3:ASSIGN_TRADE_SORT_BY_VALUE_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:40:16:4:3:ASSIGN_TRADE_SORT_BY_DISTANCE_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:40:19:4:3:ASSIGN_TRADE_SORT_BY_DISTANCE_OFF]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:47:30:3:3:INVENTORY_ASSIGNED_SQUAD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:50:30:3:3:INVENTORY_ASSIGNED_CLOTHING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:53:30:3:3:INVENTORY_ASSIGNED_TOOL]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:56:30:3:3:INVENTORY_ASSIGNED_SYMBOL]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:41:33:3:3:PETS_LIVESTOCK_ASSIGN_TRAINER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:44:33:3:3:PETS_LIVESTOCK_WAR_TRAINING_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:44:36:3:3:PETS_LIVESTOCK_WAR_TRAINING_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:47:33:3:3:PETS_LIVESTOCK_HUNT_TRAINING_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:47:36:3:3:PETS_LIVESTOCK_HUNT_TRAINING_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:50:33:3:3:PETS_LIVESTOCK_ASSIGN_WORK_ANIMAL]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:53:33:3:3:PETS_LIVESTOCK_UNAVAILABLE_AS_PET]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:53:36:3:3:PETS_LIVESTOCK_AVAILABLE_AS_PET]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:56:33:3:3:PETS_LIVESTOCK_SLAUGHTER_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:56:36:3:3:PETS_LIVESTOCK_SLAUGHTER_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:59:33:3:3:PETS_LIVESTOCK_GELD_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS:59:36:3:3:PETS_LIVESTOCK_GELD_ACTIVE]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:40:BUILDING_SHORT_ITEM_TASK:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:40:BUILDING_SHORT_ITEM_TASK:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:40:BUILDING_SHORT_ITEM_TASK:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:41:BUILDING_SHORT_ITEM_TASK:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:41:BUILDING_SHORT_ITEM_TASK:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:41:BUILDING_SHORT_ITEM_TASK:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:50:0:BUILDING_ITEM_TASK:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:51:0:BUILDING_ITEM_TASK:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:52:0:BUILDING_ITEM_TASK:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:50:1:BUILDING_ITEM_TASK:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:51:1:BUILDING_ITEM_TASK:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:52:1:BUILDING_ITEM_TASK:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:50:2:BUILDING_ITEM_TASK:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:51:2:BUILDING_ITEM_TASK:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:52:2:BUILDING_ITEM_TASK:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:53:0:BUILDING_ITEM_INCORPORATED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:54:0:BUILDING_ITEM_INCORPORATED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:55:0:BUILDING_ITEM_INCORPORATED:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:53:1:BUILDING_ITEM_INCORPORATED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:54:1:BUILDING_ITEM_INCORPORATED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:55:1:BUILDING_ITEM_INCORPORATED:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:53:2:BUILDING_ITEM_INCORPORATED:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:54:2:BUILDING_ITEM_INCORPORATED:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:55:2:BUILDING_ITEM_INCORPORATED:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:56:0:BUILDING_ITEM_TRADE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:57:0:BUILDING_ITEM_TRADE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:58:0:BUILDING_ITEM_TRADE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:56:1:BUILDING_ITEM_TRADE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:57:1:BUILDING_ITEM_TRADE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:58:1:BUILDING_ITEM_TRADE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:56:2:BUILDING_ITEM_TRADE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:57:2:BUILDING_ITEM_TRADE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:58:2:BUILDING_ITEM_TRADE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:59:0:BUILDING_ITEM_ANIMAL:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:60:0:BUILDING_ITEM_ANIMAL:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:61:0:BUILDING_ITEM_ANIMAL:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:59:1:BUILDING_ITEM_ANIMAL:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:60:1:BUILDING_ITEM_ANIMAL:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:61:1:BUILDING_ITEM_ANIMAL:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:59:2:BUILDING_ITEM_ANIMAL:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:60:2:BUILDING_ITEM_ANIMAL:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:61:2:BUILDING_ITEM_ANIMAL:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:50:3:BUILDING_ITEM_BAIT:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:51:3:BUILDING_ITEM_BAIT:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:52:3:BUILDING_ITEM_BAIT:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:50:4:BUILDING_ITEM_BAIT:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:51:4:BUILDING_ITEM_BAIT:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:52:4:BUILDING_ITEM_BAIT:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:50:5:BUILDING_ITEM_BAIT:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:51:5:BUILDING_ITEM_BAIT:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:52:5:BUILDING_ITEM_BAIT:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:53:3:BUILDING_ITEM_LOADED:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:54:3:BUILDING_ITEM_LOADED:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:55:3:BUILDING_ITEM_LOADED:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:53:4:BUILDING_ITEM_LOADED:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:54:4:BUILDING_ITEM_LOADED:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:55:4:BUILDING_ITEM_LOADED:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:53:5:BUILDING_ITEM_LOADED:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:54:5:BUILDING_ITEM_LOADED:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:55:5:BUILDING_ITEM_LOADED:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:56:3:BUILDING_ITEM_DEAD:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:57:3:BUILDING_ITEM_DEAD:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:58:3:BUILDING_ITEM_DEAD:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:56:4:BUILDING_ITEM_DEAD:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:57:4:BUILDING_ITEM_DEAD:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:58:4:BUILDING_ITEM_DEAD:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:56:5:BUILDING_ITEM_DEAD:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:57:5:BUILDING_ITEM_DEAD:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:58:5:BUILDING_ITEM_DEAD:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:59:3:BUILDING_ITEM_OTHER:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:60:3:BUILDING_ITEM_OTHER:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:61:3:BUILDING_ITEM_OTHER:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:59:4:BUILDING_ITEM_OTHER:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:60:4:BUILDING_ITEM_OTHER:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:61:4:BUILDING_ITEM_OTHER:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:59:5:BUILDING_ITEM_OTHER:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:60:5:BUILDING_ITEM_OTHER:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS:61:5:BUILDING_ITEM_OTHER:2:2]<br />
<br />
[TILE_GRAPHICS:CURSORS:0:0:LOOK_CURSOR]<br />
[TILE_GRAPHICS:CURSORS:1:0:TALK_CURSOR]<br />
[TILE_GRAPHICS:CURSORS:2:0:LEGAL_JUMP_CURSOR]<br />
[TILE_GRAPHICS:CURSORS:3:0:ILLEGAL_JUMP_CURSOR]<br />
[TILE_GRAPHICS:CURSORS:4:0:ERROR_CURSOR_CURSOR]<br />
[TILE_GRAPHICS:CURSORS:5:0:OUT_OF_BOUNDS_CURSOR]<br />
<br />
[TILE_GRAPHICS:CURSORS:0:1:RECTANGLE_CURSOR_N_W]<br />
[TILE_GRAPHICS:CURSORS:1:1:RECTANGLE_CURSOR_N]<br />
[TILE_GRAPHICS:CURSORS:2:1:RECTANGLE_CURSOR_N_E]<br />
[TILE_GRAPHICS:CURSORS:3:1:RECTANGLE_CURSOR_N_S_W]<br />
[TILE_GRAPHICS:CURSORS:4:1:RECTANGLE_CURSOR_N_S]<br />
[TILE_GRAPHICS:CURSORS:5:1:RECTANGLE_CURSOR_N_S_E]<br />
[TILE_GRAPHICS:CURSORS:0:2:RECTANGLE_CURSOR_W]<br />
[TILE_GRAPHICS:CURSORS:1:2:RECTANGLE_CURSOR_INTERIOR]<br />
[TILE_GRAPHICS:CURSORS:2:2:RECTANGLE_CURSOR_E]<br />
[TILE_GRAPHICS:CURSORS:3:2:RECTANGLE_CURSOR_N_W_E]<br />
[TILE_GRAPHICS:CURSORS:4:2:RECTANGLE_CURSOR_S_W_E]<br />
[TILE_GRAPHICS:CURSORS:0:3:RECTANGLE_CURSOR_S_W]<br />
[TILE_GRAPHICS:CURSORS:1:3:RECTANGLE_CURSOR_S]<br />
[TILE_GRAPHICS:CURSORS:2:3:RECTANGLE_CURSOR_S_E]<br />
[TILE_GRAPHICS:CURSORS:3:3:RECTANGLE_CURSOR_W_E]<br />
[TILE_GRAPHICS:CURSORS:4:3:RECTANGLE_CURSOR_N_S_W_E]<br />
<br />
[TILE_GRAPHICS:CURSORS:0:4:RECTANGLE_CURSOR_UNPASSABLE_N_W]<br />
[TILE_GRAPHICS:CURSORS:1:4:RECTANGLE_CURSOR_UNPASSABLE_N]<br />
[TILE_GRAPHICS:CURSORS:2:4:RECTANGLE_CURSOR_UNPASSABLE_N_E]<br />
[TILE_GRAPHICS:CURSORS:3:4:RECTANGLE_CURSOR_UNPASSABLE_N_S_W]<br />
[TILE_GRAPHICS:CURSORS:4:4:RECTANGLE_CURSOR_UNPASSABLE_N_S]<br />
[TILE_GRAPHICS:CURSORS:5:4:RECTANGLE_CURSOR_UNPASSABLE_N_S_E]<br />
[TILE_GRAPHICS:CURSORS:0:5:RECTANGLE_CURSOR_UNPASSABLE_W]<br />
[TILE_GRAPHICS:CURSORS:1:5:RECTANGLE_CURSOR_UNPASSABLE_INTERIOR]<br />
[TILE_GRAPHICS:CURSORS:2:5:RECTANGLE_CURSOR_UNPASSABLE_E]<br />
[TILE_GRAPHICS:CURSORS:3:5:RECTANGLE_CURSOR_UNPASSABLE_N_W_E]<br />
[TILE_GRAPHICS:CURSORS:4:5:RECTANGLE_CURSOR_UNPASSABLE_S_W_E]<br />
[TILE_GRAPHICS:CURSORS:0:6:RECTANGLE_CURSOR_UNPASSABLE_S_W]<br />
[TILE_GRAPHICS:CURSORS:1:6:RECTANGLE_CURSOR_UNPASSABLE_S]<br />
[TILE_GRAPHICS:CURSORS:2:6:RECTANGLE_CURSOR_UNPASSABLE_S_E]<br />
[TILE_GRAPHICS:CURSORS:3:6:RECTANGLE_CURSOR_UNPASSABLE_W_E]<br />
[TILE_GRAPHICS:CURSORS:4:6:RECTANGLE_CURSOR_UNPASSABLE_N_S_W_E]<br />
<br />
[TILE_GRAPHICS:CURSORS:0:7:RECTANGLE_CURSOR_WATER_N_W]<br />
[TILE_GRAPHICS:CURSORS:1:7:RECTANGLE_CURSOR_WATER_N]<br />
[TILE_GRAPHICS:CURSORS:2:7:RECTANGLE_CURSOR_WATER_N_E]<br />
[TILE_GRAPHICS:CURSORS:3:7:RECTANGLE_CURSOR_WATER_N_S_W]<br />
[TILE_GRAPHICS:CURSORS:4:7:RECTANGLE_CURSOR_WATER_N_S]<br />
[TILE_GRAPHICS:CURSORS:5:7:RECTANGLE_CURSOR_WATER_N_S_E]<br />
[TILE_GRAPHICS:CURSORS:0:8:RECTANGLE_CURSOR_WATER_W]<br />
[TILE_GRAPHICS:CURSORS:1:8:RECTANGLE_CURSOR_WATER_INTERIOR]<br />
[TILE_GRAPHICS:CURSORS:2:8:RECTANGLE_CURSOR_WATER_E]<br />
[TILE_GRAPHICS:CURSORS:3:8:RECTANGLE_CURSOR_WATER_N_W_E]<br />
[TILE_GRAPHICS:CURSORS:4:8:RECTANGLE_CURSOR_WATER_S_W_E]<br />
[TILE_GRAPHICS:CURSORS:0:9:RECTANGLE_CURSOR_WATER_S_W]<br />
[TILE_GRAPHICS:CURSORS:1:9:RECTANGLE_CURSOR_WATER_S]<br />
[TILE_GRAPHICS:CURSORS:2:9:RECTANGLE_CURSOR_WATER_S_E]<br />
[TILE_GRAPHICS:CURSORS:3:9:RECTANGLE_CURSOR_WATER_W_E]<br />
[TILE_GRAPHICS:CURSORS:4:9:RECTANGLE_CURSOR_WATER_N_S_W_E]<br />
<br />
[TILE_GRAPHICS:CURSORS:0:10:RECTANGLE_CURSOR_FAILURE_N_W]<br />
[TILE_GRAPHICS:CURSORS:1:10:RECTANGLE_CURSOR_FAILURE_N]<br />
[TILE_GRAPHICS:CURSORS:2:10:RECTANGLE_CURSOR_FAILURE_N_E]<br />
[TILE_GRAPHICS:CURSORS:3:10:RECTANGLE_CURSOR_FAILURE_N_S_W]<br />
[TILE_GRAPHICS:CURSORS:4:10:RECTANGLE_CURSOR_FAILURE_N_S]<br />
[TILE_GRAPHICS:CURSORS:5:10:RECTANGLE_CURSOR_FAILURE_N_S_E]<br />
[TILE_GRAPHICS:CURSORS:0:11:RECTANGLE_CURSOR_FAILURE_W]<br />
[TILE_GRAPHICS:CURSORS:1:11:RECTANGLE_CURSOR_FAILURE_INTERIOR]<br />
[TILE_GRAPHICS:CURSORS:2:11:RECTANGLE_CURSOR_FAILURE_E]<br />
[TILE_GRAPHICS:CURSORS:3:11:RECTANGLE_CURSOR_FAILURE_N_W_E]<br />
[TILE_GRAPHICS:CURSORS:4:11:RECTANGLE_CURSOR_FAILURE_S_W_E]<br />
[TILE_GRAPHICS:CURSORS:0:12:RECTANGLE_CURSOR_FAILURE_S_W]<br />
[TILE_GRAPHICS:CURSORS:1:12:RECTANGLE_CURSOR_FAILURE_S]<br />
[TILE_GRAPHICS:CURSORS:2:12:RECTANGLE_CURSOR_FAILURE_S_E]<br />
[TILE_GRAPHICS:CURSORS:3:12:RECTANGLE_CURSOR_FAILURE_W_E]<br />
[TILE_GRAPHICS:CURSORS:4:12:RECTANGLE_CURSOR_FAILURE_N_S_W_E]<br />
<br />
[TILE_GRAPHICS:CURSORS:0:13:RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_W]<br />
[TILE_GRAPHICS:CURSORS:1:13:RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N]<br />
[TILE_GRAPHICS:CURSORS:2:13:RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_E]<br />
[TILE_GRAPHICS:CURSORS:3:13:RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S_W]<br />
[TILE_GRAPHICS:CURSORS:4:13:RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S]<br />
[TILE_GRAPHICS:CURSORS:5:13:RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S_E]<br />
[TILE_GRAPHICS:CURSORS:0:14:RECTANGLE_CURSOR_FAILURE_UNPASSABLE_W]<br />
[TILE_GRAPHICS:CURSORS:1:14:RECTANGLE_CURSOR_FAILURE_UNPASSABLE_INTERIOR]<br />
[TILE_GRAPHICS:CURSORS:2:14:RECTANGLE_CURSOR_FAILURE_UNPASSABLE_E]<br />
[TILE_GRAPHICS:CURSORS:3:14:RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_W_E]<br />
[TILE_GRAPHICS:CURSORS:4:14:RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S_W_E]<br />
[TILE_GRAPHICS:CURSORS:0:15:RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S_W]<br />
[TILE_GRAPHICS:CURSORS:1:15:RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S]<br />
[TILE_GRAPHICS:CURSORS:2:15:RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S_E]<br />
[TILE_GRAPHICS:CURSORS:3:15:RECTANGLE_CURSOR_FAILURE_UNPASSABLE_W_E]<br />
[TILE_GRAPHICS:CURSORS:4:15:RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S_W_E]<br />
<br />
[TILE_GRAPHICS:CURSORS:0:16:RECTANGLE_CURSOR_FAILURE_WATER_N_W]<br />
[TILE_GRAPHICS:CURSORS:1:16:RECTANGLE_CURSOR_FAILURE_WATER_N]<br />
[TILE_GRAPHICS:CURSORS:2:16:RECTANGLE_CURSOR_FAILURE_WATER_N_E]<br />
[TILE_GRAPHICS:CURSORS:3:16:RECTANGLE_CURSOR_FAILURE_WATER_N_S_W]<br />
[TILE_GRAPHICS:CURSORS:4:16:RECTANGLE_CURSOR_FAILURE_WATER_N_S]<br />
[TILE_GRAPHICS:CURSORS:5:16:RECTANGLE_CURSOR_FAILURE_WATER_N_S_E]<br />
[TILE_GRAPHICS:CURSORS:0:17:RECTANGLE_CURSOR_FAILURE_WATER_W]<br />
[TILE_GRAPHICS:CURSORS:1:17:RECTANGLE_CURSOR_FAILURE_WATER_INTERIOR]<br />
[TILE_GRAPHICS:CURSORS:2:17:RECTANGLE_CURSOR_FAILURE_WATER_E]<br />
[TILE_GRAPHICS:CURSORS:3:17:RECTANGLE_CURSOR_FAILURE_WATER_N_W_E]<br />
[TILE_GRAPHICS:CURSORS:4:17:RECTANGLE_CURSOR_FAILURE_WATER_S_W_E]<br />
[TILE_GRAPHICS:CURSORS:0:18:RECTANGLE_CURSOR_FAILURE_WATER_S_W]<br />
[TILE_GRAPHICS:CURSORS:1:18:RECTANGLE_CURSOR_FAILURE_WATER_S]<br />
[TILE_GRAPHICS:CURSORS:2:18:RECTANGLE_CURSOR_FAILURE_WATER_S_E]<br />
[TILE_GRAPHICS:CURSORS:3:18:RECTANGLE_CURSOR_FAILURE_WATER_W_E]<br />
[TILE_GRAPHICS:CURSORS:4:18:RECTANGLE_CURSOR_FAILURE_WATER_N_S_W_E]<br />
<br />
[TILE_GRAPHICS:CURSORS:0:19:RECTANGLE_CURSOR_BAD_N_W]<br />
[TILE_GRAPHICS:CURSORS:1:19:RECTANGLE_CURSOR_BAD_N]<br />
[TILE_GRAPHICS:CURSORS:2:19:RECTANGLE_CURSOR_BAD_N_E]<br />
[TILE_GRAPHICS:CURSORS:3:19:RECTANGLE_CURSOR_BAD_N_S_W]<br />
[TILE_GRAPHICS:CURSORS:4:19:RECTANGLE_CURSOR_BAD_N_S]<br />
[TILE_GRAPHICS:CURSORS:5:19:RECTANGLE_CURSOR_BAD_N_S_E]<br />
[TILE_GRAPHICS:CURSORS:0:20:RECTANGLE_CURSOR_BAD_W]<br />
[TILE_GRAPHICS:CURSORS:1:20:RECTANGLE_CURSOR_BAD_INTERIOR]<br />
[TILE_GRAPHICS:CURSORS:2:20:RECTANGLE_CURSOR_BAD_E]<br />
[TILE_GRAPHICS:CURSORS:3:20:RECTANGLE_CURSOR_BAD_N_W_E]<br />
[TILE_GRAPHICS:CURSORS:4:20:RECTANGLE_CURSOR_BAD_S_W_E]<br />
[TILE_GRAPHICS:CURSORS:0:21:RECTANGLE_CURSOR_BAD_S_W]<br />
[TILE_GRAPHICS:CURSORS:1:21:RECTANGLE_CURSOR_BAD_S]<br />
[TILE_GRAPHICS:CURSORS:2:21:RECTANGLE_CURSOR_BAD_S_E]<br />
[TILE_GRAPHICS:CURSORS:3:21:RECTANGLE_CURSOR_BAD_W_E]<br />
[TILE_GRAPHICS:CURSORS:4:21:RECTANGLE_CURSOR_BAD_N_S_W_E]<br />
<br />
[TILE_GRAPHICS:CURSORS:0:22:VIEWPORT_GRID]<br />
[TILE_GRAPHICS:CURSORS:1:22:RECENTER_INDICATOR_1]<br />
[TILE_GRAPHICS:CURSORS:2:22:RECENTER_INDICATOR_2]<br />
[TILE_GRAPHICS:CURSORS:3:22:RECENTER_INDICATOR_3]<br />
[TILE_GRAPHICS:CURSORS:0:23:KEYBOARD_CURSOR]<br />
[TILE_GRAPHICS:CURSORS:1:23:TARGET_INDICATOR_1]<br />
[TILE_GRAPHICS:CURSORS:2:23:TARGET_INDICATOR_2]<br />
[TILE_GRAPHICS:CURSORS:3:23:TARGET_INDICATOR_3]<br />
[TILE_GRAPHICS:CURSORS:4:22:PATROL_ROUTE_POINT]<br />
[TILE_GRAPHICS:CURSORS:5:22:PATROL_ROUTE_LINE]<br />
<br />
[TILE_GRAPHICS:MOON_WEATHER:0:0:MOON_WAXING_CRESCENT]<br />
[TILE_GRAPHICS:MOON_WEATHER:1:0:MOON_WAXING_HALF_MOON]<br />
[TILE_GRAPHICS:MOON_WEATHER:2:0:MOON_WAXING_GIBBOUS]<br />
[TILE_GRAPHICS:MOON_WEATHER:3:0:MOON_FULL_MOON]<br />
[TILE_GRAPHICS:MOON_WEATHER:4:0:MOON_WANING_GIBBOUS]<br />
[TILE_GRAPHICS:MOON_WEATHER:5:0:MOON_WANING_HALF_MOON]<br />
[TILE_GRAPHICS:MOON_WEATHER:6:0:MOON_WANING_CRESCENT]<br />
[TILE_GRAPHICS:MOON_WEATHER:7:0:MOON_NEW_MOON]<br />
[TILE_GRAPHICS:MOON_WEATHER:8:0:MOON_SNOW]<br />
[TILE_GRAPHICS:MOON_WEATHER:9:0:MOON_RAIN]<br />
<br />
[TILE_GRAPHICS:UNIT_STATUS:0:0:UNIT_STATUS:MIGRANT]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:1:UNIT_STATUS:NO_JOB]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:2:UNIT_STATUS:NO_DESTINATION]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:3:UNIT_STATUS:HUNGRY]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:4:UNIT_STATUS:THIRSTY]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:5:UNIT_STATUS:DROWSY]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:6:UNIT_STATUS:STRESSED]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:7:UNIT_STATUS:DISTRACTED]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:8:UNIT_STATUS:SLEEPING]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:9:UNIT_STATUS:FEY_MOOD]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:10:UNIT_STATUS:POSSESSED]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:11:UNIT_STATUS:SECRETIVE_MOOD]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:12:UNIT_STATUS:FELL_MOOD]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:13:UNIT_STATUS:MACABRE_MOOD]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:14:UNIT_STATUS:TANTRUM]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:15:UNIT_STATUS:OBLIVIOUS]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:16:UNIT_STATUS:DEPRESSION]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:17:UNIT_STATUS:MADNESS]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:18:UNIT_STATUS:MELANCHOLY]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:19:UNIT_STATUS:BERSERK]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:20:UNIT_STATUS:ENRAGED]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:21:UNIT_STATUS:MARTIAL_TRANCE]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:22:UNIT_STATUS:TERRIFIED]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:23:UNIT_STATUS:WRESTLING]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:24:UNIT_STATUS:MINOR_INJURY]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:25:UNIT_STATUS:MAJOR_INJURY]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:26:UNIT_STATUS:PARALYZED]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:27:UNIT_STATUS:STUNNED]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:28:UNIT_STATUS:NAUSEA]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:29:UNIT_STATUS:WINDED]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:30:UNIT_STATUS:UNCONSCIOUS]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:31:UNIT_STATUS:FEVERED]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:32:UNIT_STATUS:YIELDING]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:33:UNIT_STATUS:PLAYING_MAKE_BELIEVE]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:34:UNIT_STATUS:TELLING_A_STORY]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:35:UNIT_STATUS:RECITING_POETRY]<br />
[TILE_GRAPHICS:UNIT_STATUS:0:36:UNIT_STATUS:PERFORMING]<br />
<br />
[TILE_GRAPHICS:ICONS_UNIT_SELECTOR:0:0:UNIT_SELECTOR_PASTURE]<br />
[TILE_GRAPHICS:ICONS_UNIT_SELECTOR:1:0:UNIT_SELECTOR_PIT]<br />
[TILE_GRAPHICS:ICONS_UNIT_SELECTOR:2:0:UNIT_SELECTOR_POND]<br />
[TILE_GRAPHICS:ICONS_UNIT_SELECTOR:3:0:CREATURE_IS_TRAVELING]<br />
<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:0:STOCKPILE_ICON_BLANK]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:1:STOCKPILE_ICON_AMMO]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:2:STOCKPILE_ICON_ANIMALS]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:3:STOCKPILE_ICON_ARMOR]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:4:STOCKPILE_ICON_BARS]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:5:STOCKPILE_ICON_CLOTH]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:6:STOCKPILE_ICON_COINS]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:7:STOCKPILE_ICON_CORPSES]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:8:STOCKPILE_ICON_FINISHED_GOODS]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:9:STOCKPILE_ICON_FOOD]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:10:STOCKPILE_ICON_FURNITURE]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:11:STOCKPILE_ICON_GEMS]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:12:STOCKPILE_ICON_LEATHER]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:13:STOCKPILE_ICON_REFUSE]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:14:STOCKPILE_ICON_SHEETS]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:15:STOCKPILE_ICON_STONE]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:16:STOCKPILE_ICON_WEAPONS]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:17:STOCKPILE_ICON_WOOD]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:18:STOCKPILE_ICON_CUSTOM]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS:0:19:STOCKPILE_ICON_ALL]<br />
<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:0:STOCKPILE_ICON_SIGNLESS_BLANK]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:1:STOCKPILE_ICON_SIGNLESS_AMMO]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:2:STOCKPILE_ICON_SIGNLESS_ANIMALS]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:3:STOCKPILE_ICON_SIGNLESS_ARMOR]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:4:STOCKPILE_ICON_SIGNLESS_BARS]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:5:STOCKPILE_ICON_SIGNLESS_CLOTH]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:6:STOCKPILE_ICON_SIGNLESS_COINS]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:7:STOCKPILE_ICON_SIGNLESS_CORPSES]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:8:STOCKPILE_ICON_SIGNLESS_FINISHED_GOODS]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:9:STOCKPILE_ICON_SIGNLESS_FOOD]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:10:STOCKPILE_ICON_SIGNLESS_FURNITURE]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:11:STOCKPILE_ICON_SIGNLESS_GEMS]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:12:STOCKPILE_ICON_SIGNLESS_LEATHER]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:13:STOCKPILE_ICON_SIGNLESS_REFUSE]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:14:STOCKPILE_ICON_SIGNLESS_SHEETS]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:15:STOCKPILE_ICON_SIGNLESS_STONE]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:16:STOCKPILE_ICON_SIGNLESS_WEAPONS]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:17:STOCKPILE_ICON_SIGNLESS_WOOD]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:18:STOCKPILE_ICON_SIGNLESS_CUSTOM]<br />
[TILE_GRAPHICS:STOCKPILE_ICONS_SIGNLESS:0:19:STOCKPILE_ICON_SIGNLESS_ALL]<br />
<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:0:0:ZONE_INACTIVE_N_S_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:0:1:ZONE_INACTIVE_N_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:0:2:ZONE_INACTIVE_N_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:0:3:ZONE_INACTIVE_S_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:0:4:ZONE_INACTIVE_S_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:0:5:ZONE_INACTIVE_N]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:0:6:ZONE_INACTIVE_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:0:7:ZONE_INACTIVE_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:0:8:ZONE_INACTIVE_S]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:0:9:ZONE_INACTIVE_N_S]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:0:10:ZONE_INACTIVE_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:0:11:ZONE_INACTIVE_N_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:0:12:ZONE_INACTIVE_S_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:0:13:ZONE_INACTIVE_N_S_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:0:14:ZONE_INACTIVE_N_S_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:0:15:ZONE_INACTIVE]<br />
<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:1:0:ZONE_INACTIVE_SELECTED_N_S_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:1:1:ZONE_INACTIVE_SELECTED_N_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:1:2:ZONE_INACTIVE_SELECTED_N_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:1:3:ZONE_INACTIVE_SELECTED_S_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:1:4:ZONE_INACTIVE_SELECTED_S_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:1:5:ZONE_INACTIVE_SELECTED_N]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:1:6:ZONE_INACTIVE_SELECTED_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:1:7:ZONE_INACTIVE_SELECTED_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:1:8:ZONE_INACTIVE_SELECTED_S]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:1:9:ZONE_INACTIVE_SELECTED_N_S]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:1:10:ZONE_INACTIVE_SELECTED_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:1:11:ZONE_INACTIVE_SELECTED_N_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:1:12:ZONE_INACTIVE_SELECTED_S_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:1:13:ZONE_INACTIVE_SELECTED_N_S_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:1:14:ZONE_INACTIVE_SELECTED_N_S_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:1:15:ZONE_INACTIVE_SELECTED]<br />
<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:2:0:ZONE_ACTIVE_N_S_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:2:1:ZONE_ACTIVE_N_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:2:2:ZONE_ACTIVE_N_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:2:3:ZONE_ACTIVE_S_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:2:4:ZONE_ACTIVE_S_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:2:5:ZONE_ACTIVE_N]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:2:6:ZONE_ACTIVE_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:2:7:ZONE_ACTIVE_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:2:8:ZONE_ACTIVE_S]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:2:9:ZONE_ACTIVE_N_S]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:2:10:ZONE_ACTIVE_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:2:11:ZONE_ACTIVE_N_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:2:12:ZONE_ACTIVE_S_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:2:13:ZONE_ACTIVE_N_S_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:2:14:ZONE_ACTIVE_N_S_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:2:15:ZONE_ACTIVE]<br />
<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:3:0:ZONE_SELECTED_N_S_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:3:1:ZONE_SELECTED_N_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:3:2:ZONE_SELECTED_N_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:3:3:ZONE_SELECTED_S_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:3:4:ZONE_SELECTED_S_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:3:5:ZONE_SELECTED_N]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:3:6:ZONE_SELECTED_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:3:7:ZONE_SELECTED_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:3:8:ZONE_SELECTED_S]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:3:9:ZONE_SELECTED_N_S]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:3:10:ZONE_SELECTED_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:3:11:ZONE_SELECTED_N_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:3:12:ZONE_SELECTED_S_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:3:13:ZONE_SELECTED_N_S_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:3:14:ZONE_SELECTED_N_S_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:3:15:ZONE_SELECTED]<br />
<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:4:0:ZONE_GENERAL_N_S_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:4:1:ZONE_GENERAL_N_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:4:2:ZONE_GENERAL_N_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:4:3:ZONE_GENERAL_S_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:4:4:ZONE_GENERAL_S_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:4:5:ZONE_GENERAL_N]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:4:6:ZONE_GENERAL_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:4:7:ZONE_GENERAL_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:4:8:ZONE_GENERAL_S]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:4:9:ZONE_GENERAL_N_S]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:4:10:ZONE_GENERAL_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:4:11:ZONE_GENERAL_N_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:4:12:ZONE_GENERAL_S_W_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:4:13:ZONE_GENERAL_N_S_W]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:4:14:ZONE_GENERAL_N_S_E]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:4:15:ZONE_GENERAL]<br />
<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:6:7:ZONE_BEDROOM]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:6:8:ZONE_DINING_HALL]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:6:9:ZONE_OFFICE]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:6:10:ZONE_ARCHERY_RANGE]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:6:11:ZONE_BARRACKS]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:6:12:ZONE_DORMITORY]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:6:13:ZONE_DUNGEON]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:6:14:ZONE_TOMB]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:5:2:ZONE_WATER_SOURCE]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:5:3:ZONE_FISHING]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:5:4:ZONE_GATHER]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:5:5:ZONE_DUMP]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:5:6:ZONE_PEN]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:5:7:ZONE_PIT]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:5:8:ZONE_SAND]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:5:9:ZONE_CLAY]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:5:10:ZONE_MEETING]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:5:11:ZONE_HOSPITAL]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:5:12:ZONE_ANIMAL_TRAINING]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:5:13:ZONE_MULTI]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:6:0:ZONE_TAVERN]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:6:1:ZONE_LIBRARY]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:6:2:ZONE_GUILDHALL]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:6:3:ZONE_GRAND_GUILDHALL]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:6:4:ZONE_SHRINE]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:6:5:ZONE_TEMPLE]<br />
[TILE_GRAPHICS:ACTIVITY_ZONES:6:6:ZONE_TEMPLE_COMPLEX]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:21:4:3:BUTTON_FILTER_NAME]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:4:0:4:3:BUTTON_ZONE_REMOVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:4:0:4:3:ZONE_REMOVE_EXISTING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:0:3:4:3:ZONE_TYPE_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:4:3:4:3:ZONE_TYPE_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:0:6:4:3:ZONE_PREVIOUS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:4:6:4:3:ZONE_NEXT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:8:9:4:3:ZONE_SUSPEND_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:12:9:4:3:ZONE_SUSPEND]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:0:9:4:3:ZONE_REPAINT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:18:4:3:ZONE_ERASE_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:18:4:3:ZONE_ERASE_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:4:9:4:3:ZONE_GATHER_TREE_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:8:9:4:3:ZONE_GATHER_SHRUB_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:12:9:4:3:ZONE_GATHER_FALLEN_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:0:12:4:3:ZONE_PICK_ANIMALS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:4:12:4:3:ZONE_GATHER_TREE_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:8:12:4:3:ZONE_GATHER_SHRUB_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:12:12:4:3:ZONE_GATHER_FALLEN_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:0:15:4:3:ZONE_PIT_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:4:15:4:3:ZONE_PIT_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:8:15:4:3:ZONE_POND_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:12:15:4:3:ZONE_POND_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:0:18:4:3:ZONE_LOCATION_ASSIGN]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:4:18:4:3:ZONE_LOCATION_DETAILS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:0:4:3:ZONE_ASSIGN_UNIT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:8:0:4:3:ZONE_SQUAD_LIST]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:16:0:4:3:ZONE_SHOOT_LEFT_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:20:0:4:3:ZONE_SHOOT_RIGHT_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:24:0:4:3:ZONE_SHOOT_UP_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:28:0:4:3:ZONE_SHOOT_DOWN_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:16:3:4:3:ZONE_SHOOT_LEFT_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:20:3:4:3:ZONE_SHOOT_RIGHT_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:24:3:4:3:ZONE_SHOOT_UP_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:28:3:4:3:ZONE_SHOOT_DOWN_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:16:6:4:3:ZONE_SQUAD_SLEEP_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:20:6:4:3:ZONE_SQUAD_TRAIN_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:24:6:4:3:ZONE_SQUAD_INDIV_EQ_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:28:6:4:3:ZONE_SQUAD_SQUAD_EQ_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:16:9:4:3:ZONE_SQUAD_SLEEP_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:20:9:4:3:ZONE_SQUAD_TRAIN_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:24:9:4:3:ZONE_SQUAD_INDIV_EQ_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:28:9:4:3:ZONE_SQUAD_SQUAD_EQ_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:16:12:4:3:ZONE_TOMB_CITIZEN_BURIAL_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:20:12:4:3:ZONE_TOMB_CITIZEN_BURIAL_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:24:12:4:3:ZONE_TOMB_PET_BURIAL_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ZONES:28:12:4:3:ZONE_TOMB_PET_BURIAL_ACTIVE]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:0:0:HORIZONTAL_OPTION_REMOVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:1:0:HORIZONTAL_OPTION_REMOVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:2:0:HORIZONTAL_OPTION_REMOVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:0:1:HORIZONTAL_OPTION_REMOVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:1:1:HORIZONTAL_OPTION_REMOVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:2:1:HORIZONTAL_OPTION_REMOVE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:0:2:HORIZONTAL_OPTION_REMOVE:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:1:2:HORIZONTAL_OPTION_REMOVE:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:2:2:HORIZONTAL_OPTION_REMOVE:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:3:0:HORIZONTAL_OPTION_CONFIRM:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:4:0:HORIZONTAL_OPTION_CONFIRM:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:5:0:HORIZONTAL_OPTION_CONFIRM:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:3:1:HORIZONTAL_OPTION_CONFIRM:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:4:1:HORIZONTAL_OPTION_CONFIRM:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:5:1:HORIZONTAL_OPTION_CONFIRM:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:3:2:HORIZONTAL_OPTION_CONFIRM:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:4:2:HORIZONTAL_OPTION_CONFIRM:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_2:5:2:HORIZONTAL_OPTION_CONFIRM:2:2]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:0:0:4:3:BUTTON_STOCKPILE_NEW]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:4:0:4:3:STOCKPILE_CONNECTIONS_GIVE_LINK]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:8:0:4:3:STOCKPILE_CONNECTIONS_TAKE_LINK]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:12:0:4:3:BUTTON_STOCKPILE_REMOVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:0:3:4:3:STOCKPILE_TYPE_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:4:3:4:3:STOCKPILE_TYPE_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:8:3:4:3:STOCKPILE_REPAINT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:18:4:3:STOCKPILE_ERASE_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:18:4:3:STOCKPILE_ERASE_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:12:0:4:3:STOCKPILE_REMOVE_EXISTING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:0:6:4:3:STOCKPILE_TAKE_FROM_ANYWHERE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:4:6:4:3:STOCKPILE_TAKE_FROM_LINKS_ONLY]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:8:6:4:3:STOCKPILE_SET_CONNECTIONS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:3:4:3:STOCKPILE_CONNECTIONS_REMOVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:4:9:4:3:STOCKPILE_CONNECTIONS_ADD_GIVE_LINK]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:8:9:4:3:STOCKPILE_CONNECTIONS_ADD_TAKE_LINK]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:0:12:4:3:STOCKPILE_CONNECTIONS_WORKSHOP_GIVE_LINK]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:4:12:4:3:STOCKPILE_CONNECTIONS_WORKSHOP_TAKE_LINK]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:8:12:4:3:STOCKPILE_CONNECTIONS_WORKSHOP_ADD_GIVE_LINK]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:12:12:4:3:STOCKPILE_CONNECTIONS_WORKSHOP_ADD_TAKE_LINK]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:0:9:4:3:STOCKPILE_TOOL_SETTINGS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:8:15:4:3:STOCKPILE_TOOLS_ENTER_AMOUNT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:15:4:3:STOCKPILE_TOOLS_INCREASE_AMOUNT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:15:4:3:STOCKPILE_TOOLS_DECREASE_AMOUNT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:16:12:4:3:STOCKPILE_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:20:12:4:3:STOCKPILE_PARTIAL]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:24:12:4:3:STOCKPILE_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:16:0:4:3:CUSTOM_STOCKPILE_ORGANIC_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:16:3:4:3:CUSTOM_STOCKPILE_ORGANIC_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:16:6:4:3:CUSTOM_STOCKPILE_INORGANIC_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:16:9:4:3:CUSTOM_STOCKPILE_INORGANIC_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:20:0:4:3:CUSTOM_STOCKPILE_EMPTY_CAGE_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:20:3:4:3:CUSTOM_STOCKPILE_EMPTY_CAGE_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:20:6:4:3:CUSTOM_STOCKPILE_EMPTY_ANIMAL_TRAP_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:20:9:4:3:CUSTOM_STOCKPILE_EMPTY_ANIMAL_TRAP_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:24:0:4:3:CUSTOM_STOCKPILE_PREPARED_FOOD_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:24:3:4:3:CUSTOM_STOCKPILE_PREPARED_FOOD_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:24:6:4:3:CUSTOM_STOCKPILE_USABLE_ARMOR_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:24:9:4:3:CUSTOM_STOCKPILE_USABLE_ARMOR_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:28:0:4:3:CUSTOM_STOCKPILE_USABLE_WEAPON_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:28:3:4:3:CUSTOM_STOCKPILE_USABLE_WEAPON_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:28:6:4:3:CUSTOM_STOCKPILE_UNUSABLE_ARMOR_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:28:9:4:3:CUSTOM_STOCKPILE_UNUSABLE_ARMOR_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:32:0:4:3:CUSTOM_STOCKPILE_UNUSABLE_WEAPON_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:32:3:4:3:CUSTOM_STOCKPILE_UNUSABLE_WEAPON_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:32:6:4:3:CUSTOM_STOCKPILE_CORPSES_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_STOCKPILES:32:9:4:3:CUSTOM_STOCKPILE_CORPSES_OFF]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:0:0:4:3:BUILDING_PLACEMENT_INACTIVE_BUTTON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:4:0:4:3:BUILDING_PLACEMENT_ACTIVE_BUTTON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:8:0:4:3:BUILDING_PLACEMENT_BRIDGE_N]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:12:0:4:3:BUILDING_PLACEMENT_BRIDGE_S]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:16:0:4:3:BUILDING_PLACEMENT_BRIDGE_W]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:20:0:4:3:BUILDING_PLACEMENT_BRIDGE_E]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:24:0:4:3:BUILDING_PLACEMENT_BRIDGE_RETRACT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:0:3:4:3:BUILDING_PLACEMENT_NS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:4:3:4:3:BUILDING_PLACEMENT_WE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:8:3:4:3:BUILDING_PLACEMENT_SCREW_PUMP_N]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:12:3:4:3:BUILDING_PLACEMENT_SCREW_PUMP_E]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:16:3:4:3:BUILDING_PLACEMENT_SCREW_PUMP_S]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:20:3:4:3:BUILDING_PLACEMENT_SCREW_PUMP_W]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:0:6:4:3:BUILDING_PLACEMENT_N]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:4:6:4:3:BUILDING_PLACEMENT_S]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:8:6:4:3:BUILDING_PLACEMENT_W]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:12:6:4:3:BUILDING_PLACEMENT_E]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:6:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_ACTIVE_TRIGGER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:6:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_INACTIVE_TRIGGER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:0:9:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_1_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:4:9:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_2_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:8:9:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_3_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:12:9:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_4_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:16:9:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_5_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:20:9:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_6_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:24:9:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_7_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:0:12:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_1_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:4:12:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_2_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:8:12:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_3_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:12:12:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_4_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:16:12:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_5_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:20:12:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_6_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:24:12:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_7_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:0:15:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_1_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:4:15:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_2_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:8:15:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_3_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:12:15:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_4_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:16:15:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_5_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:20:15:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_6_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:24:15:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_7_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:0:18:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_1_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:4:18:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_2_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:8:18:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_3_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:12:18:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_4_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:16:18:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_5_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:20:18:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_6_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:24:18:4:3:BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_7_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:16:6:4:3:BUILDING_PLACEMENT_TRACK_STOP_NO_DUMPING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:0:21:4:3:BUILDING_PLACEMENT_TRACK_STOP_FRICTION_LOWEST]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:4:21:4:3:BUILDING_PLACEMENT_TRACK_STOP_FRICTION_LOW]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:8:21:4:3:BUILDING_PLACEMENT_TRACK_STOP_FRICTION_MIDDLE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:12:21:4:3:BUILDING_PLACEMENT_TRACK_STOP_FRICTION_HIGH]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:16:21:4:3:BUILDING_PLACEMENT_TRACK_STOP_FRICTION_HIGHEST]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:0:24:4:3:BUILDING_PLACEMENT_ROLLERS_SPEED_1]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:4:24:4:3:BUILDING_PLACEMENT_ROLLERS_SPEED_2]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:8:24:4:3:BUILDING_PLACEMENT_ROLLERS_SPEED_3]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:12:24:4:3:BUILDING_PLACEMENT_ROLLERS_SPEED_4]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BUILDING_PLACEMENT:16:24:4:3:BUILDING_PLACEMENT_ROLLERS_SPEED_5]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:0:0:4:3:WORK_ORDERS_CREATE_NEW]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:4:0:4:3:WORK_ORDERS_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:8:0:4:3:WORK_ORDERS_WAITING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:12:0:4:3:WORK_ORDERS_CHECKING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:16:0:4:3:WORK_ORDERS_READY]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:20:0:4:3:WORK_ORDERS_VALIDATED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:24:0:4:3:WORK_ORDERS_NOT_VALIDATED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:0:3:4:3:WORK_ORDERS_PRIORITY_UP]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:4:3:4:3:WORK_ORDERS_PRIORITY_DOWN]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:12:4:3:WORK_ORDERS_DETAILS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:12:3:4:3:WORK_ORDERS_CONDITIONS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:3:4:3:WORK_ORDERS_REMOVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:20:3:4:3:WORK_ORDERS_ADD_ITEM_CONDITION]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:24:3:4:3:WORK_ORDERS_ADD_ORDER_CONDITION]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:0:6:4:3:WORK_ORDERS_CHANGE_TYPE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:4:6:4:3:WORK_ORDERS_CHANGE_MAT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:8:6:4:3:WORK_ORDERS_CHANGE_ADJ]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:15:4:3:WORK_ORDERS_ADD_SUGGESTED_CONDITION]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:16:6:4:3:WORK_ORDERS_CHANGE_FREQUENCY]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:8:15:4:3:WORK_ORDERS_ENTER_AMOUNT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:15:4:3:WORK_ORDERS_INCREASE_AMOUNT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:15:4:3:WORK_ORDERS_DECREASE_AMOUNT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_WORK_ORDERS:0:9:4:3:WORK_ORDERS_CHANGE_ORDER_CONDITION_CHECK_TYPE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:6:4:3:WORK_ORDERS_ADJECTIVE_SELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:6:4:3:WORK_ORDERS_ADJECTIVE_NOT_SELECTED]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:0:0:4:3:NOBLES_BEDROOM_NA]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:0:6:4:3:NOBLES_BEDROOM_MISSING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:0:3:4:3:NOBLES_BEDROOM_PARTIAL]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:0:9:4:3:NOBLES_BEDROOM_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:4:0:4:3:NOBLES_OFFICE_NA]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:4:6:4:3:NOBLES_OFFICE_MISSING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:4:3:4:3:NOBLES_OFFICE_PARTIAL]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:4:9:4:3:NOBLES_OFFICE_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:8:0:4:3:NOBLES_DINING_NA]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:8:6:4:3:NOBLES_DINING_MISSING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:8:3:4:3:NOBLES_DINING_PARTIAL]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:8:9:4:3:NOBLES_DINING_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:12:0:4:3:NOBLES_TOMB_NA]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:12:6:4:3:NOBLES_TOMB_MISSING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:12:3:4:3:NOBLES_TOMB_PARTIAL]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:12:9:4:3:NOBLES_TOMB_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:16:0:4:3:NOBLES_FURN_NA]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:16:6:4:3:NOBLES_FURN_MISSING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:16:3:4:3:NOBLES_FURN_PARTIAL]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:16:9:4:3:NOBLES_FURN_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:20:0:4:3:NOBLES_DEMANDS_NA]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:24:0:4:3:NOBLES_DEMANDS_TIME_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:28:0:4:3:NOBLES_DEMANDS_TIME_WARN_1]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:32:0:4:3:NOBLES_DEMANDS_TIME_WARN_2]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:20:3:4:3:NOBLES_DEMANDS_TIME_WARN_3]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:24:3:4:3:NOBLES_MANDATES_NA]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:28:3:4:3:NOBLES_MANDATES_TIME_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:32:3:4:3:NOBLES_MANDATES_TIME_WARN_1]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:20:6:4:3:NOBLES_MANDATES_TIME_WARN_2]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:24:6:4:3:NOBLES_MANDATES_TIME_WARN_3]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:28:6:4:3:NOBLES_ADD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:36:0:4:3:NOBLES_ACCOUNTING_1_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:36:3:4:3:NOBLES_ACCOUNTING_2_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:36:6:4:3:NOBLES_ACCOUNTING_3_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:36:9:4:3:NOBLES_ACCOUNTING_4_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:32:6:4:3:NOBLES_ACCOUNTING_5_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:40:0:4:3:NOBLES_ACCOUNTING_1_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:40:3:4:3:NOBLES_ACCOUNTING_2_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:40:6:4:3:NOBLES_ACCOUNTING_3_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:40:9:4:3:NOBLES_ACCOUNTING_4_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:32:9:4:3:NOBLES_ACCOUNTING_5_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_NOBLES:20:9:4:3:NOBLES_ASSIGN_SYMBOL]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:0:0:4:3:LABOR_KITCHEN_COOK_CANNOT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:0:3:4:3:LABOR_KITCHEN_COOK_ALLOWED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:0:6:4:3:LABOR_KITCHEN_COOK_RESTRICTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:4:0:4:3:LABOR_KITCHEN_BREW_CANNOT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:4:3:4:3:LABOR_KITCHEN_BREW_ALLOWED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:4:6:4:3:LABOR_KITCHEN_BREW_RESTRICTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:8:0:4:3:LABOR_STONE_USE_MAGMA_SAFE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:8:3:4:3:LABOR_STONE_USE_MAGMA_UNSAFE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:6:4:3:LABOR_STONE_USE_ALLOWED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:6:4:3:LABOR_STONE_USE_RESTRICTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:16:0:4:3:WORKER_ONLY_DO_ASSIGNED_JOBS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:16:3:4:3:WORKER_DO_ANY_AVAILABLE_JOB]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:6:4:3:LABOR_WORKER_ASSIGNED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:6:4:3:LABOR_WORKER_UNASSIGNED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:8:6:4:3:LABOR_WORKER_ASSIGNED_EVERYBODY]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:12:6:4:3:LABOR_WORKER_ASSIGNED_NOBODY]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:16:6:4:3:LABOR_EDIT_WORK_DETAIL]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:20:0:4:3:WORK_DETAIL_MINERS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:24:0:4:3:WORK_DETAIL_WOODCUTTERS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:28:0:4:3:WORK_DETAIL_HUNTERS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:20:6:4:3:WORK_DETAIL_PLANTERS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:24:6:4:3:WORK_DETAIL_FISHERMEN]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:32:0:4:3:WORK_DETAIL_STONECUTTERS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:36:0:4:3:WORK_DETAIL_ENGRAVERS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:40:0:4:3:WORK_DETAIL_PLANT_GATHERERS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:44:0:4:3:WORK_DETAIL_HAULERS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:48:0:4:3:WORK_DETAIL_ORDERLIES]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:20:3:4:3:WORK_DETAIL_CUSTOM_1]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:24:3:4:3:WORK_DETAIL_CUSTOM_2]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:28:3:4:3:WORK_DETAIL_CUSTOM_3]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:32:3:4:3:WORK_DETAIL_CUSTOM_4]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:36:3:4:3:WORK_DETAIL_CUSTOM_5]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:40:3:4:3:WORK_DETAIL_CUSTOM_6]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:44:3:4:3:WORK_DETAIL_CUSTOM_7]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LABOR:48:3:4:3:WORK_DETAIL_CUSTOM_8]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:15:4:3:LOCATION_RESERVED_INCREASE_AMOUNT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:15:4:3:LOCATION_RESERVED_DECREASE_AMOUNT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:8:15:4:3:LOCATION_RESERVED_ENTER_AMOUNT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:0:4:3:LOCATION_ASSIGN_OCCUPATION]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LOCATIONS:16:0:4:3:LOCATION_OCCUPATION_TAVERN_KEEPER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LOCATIONS:20:0:4:3:LOCATION_OCCUPATION_PERFORMER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LOCATIONS:24:0:4:3:LOCATION_OCCUPATION_MERCENARY]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LOCATIONS:28:0:4:3:LOCATION_OCCUPATION_MONSTER_SLAYER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LOCATIONS:0:3:4:3:LOCATION_OCCUPATION_SCHOLAR]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LOCATIONS:4:3:4:3:LOCATION_OCCUPATION_SCRIBE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LOCATIONS:12:3:4:3:LOCATION_OCCUPATION_DOCTOR]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LOCATIONS:16:3:4:3:LOCATION_POSITION_TEMPLE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LOCATIONS:20:3:4:3:LOCATION_PERMISSION_OFF_MEMBERS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LOCATIONS:24:3:4:3:LOCATION_PERMISSION_ON_MEMBERS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LOCATIONS:28:3:4:3:LOCATION_PERMISSION_OFF_CITIZENS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LOCATIONS:32:3:4:3:LOCATION_PERMISSION_ON_CITIZENS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LOCATIONS:20:6:4:3:LOCATION_PERMISSION_OFF_RESIDENTS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LOCATIONS:24:6:4:3:LOCATION_PERMISSION_ON_RESIDENTS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LOCATIONS:28:6:4:3:LOCATION_PERMISSION_OFF_VISITORS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LOCATIONS:32:6:4:3:LOCATION_PERMISSION_ON_VISITORS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:8:3:4:3:LOCATION_OCCUPATION_REMOVE_WORKER]<br />
<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:0:0:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:1:0:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:2:0:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:3:0:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:4:0:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:5:0:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:6:0:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:7:0:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:8:0:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:9:0:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:10:0:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:11:0:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:0:1:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:1:1:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:2:1:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:3:1:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:4:1:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:5:1:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:6:1:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:7:1:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:8:1:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:9:1:CUSTOM_SYMBOL]<br />
[TILE_GRAPHICS:CUSTOM_SYMBOLS:10:1:CUSTOM_SYMBOL]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:12:4:3:BURROW_RECENTER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:8:9:4:3:BURROW_SUSPEND_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:12:9:4:3:BURROW_SUSPEND_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BURROWS:12:0:4:3:BURROW_REPAINT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BURROWS:0:0:4:3:BURROW_DELETE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:0:4:3:BURROW_ADD_UNIT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BURROWS:24:0:4:3:BURROW_WORKSHOPS_EVERYWHERE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_BURROWS:28:0:4:3:BURROW_WORKSHOPS_BURROW_ONLY]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:0:0:4:3:HAULING_ADD_STOP]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:4:0:4:3:HAULING_ADD_VEHICLE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:8:0:4:3:HAULING_VEHICLE_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:12:0:4:3:HAULING_VEHICLE_MOVING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:16:0:4:3:HAULING_VEHICLE_TROUBLED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:20:0:4:3:HAULING_STOP_ITEMS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:24:0:4:3:HAULING_STOP_LINKS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:28:0:4:3:HAULING_STOP_CONDITIONS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:21:4:3:HAULING_RENAME_ROUTE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:21:4:3:HAULING_RENAME_STOP]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:3:4:3:HAULING_DELETE_ROUTE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:3:4:3:HAULING_DELETE_STOP]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:0:3:4:3:HAULING_STOP_LINKS_GIVE_TO_STOCKPILE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:4:3:4:3:HAULING_STOP_LINKS_TAKE_FROM_STOCKPILE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:8:3:4:3:HAULING_STOP_LINKS_EXCHANGE_WITH_STOCKPILE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:12:3:4:3:HAULING_STOP_LINKS_ADD_GIVE_TO_STOCKPILE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:16:3:4:3:HAULING_STOP_LINKS_ADD_TAKE_FROM_STOCKPILE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:20:3:4:3:HAULING_STOP_LINKS_ADD_EXCHANGE_WITH_STOCKPILE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:0:6:4:3:HAULING_STOP_CONDITIONS_NEW]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:15:4:3:HAULING_STOP_CONDITIONS_INCREASE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:15:4:3:HAULING_STOP_CONDITIONS_DECREASE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:4:6:4:3:HAULING_STOP_CONDITIONS_N]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:8:6:4:3:HAULING_STOP_CONDITIONS_S]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:12:6:4:3:HAULING_STOP_CONDITIONS_W]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:16:6:4:3:HAULING_STOP_CONDITIONS_E]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:20:6:4:3:HAULING_STOP_CONDITIONS_PUSH_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:24:6:4:3:HAULING_STOP_CONDITIONS_GUIDE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:28:6:4:3:HAULING_STOP_CONDITIONS_RIDE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:0:9:4:3:HAULING_STOP_CONDITIONS_AT_MOST]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:4:9:4:3:HAULING_STOP_CONDITIONS_AT_LEAST]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:8:9:4:3:HAULING_STOP_CONDITIONS_DESIRED_ITEMS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HAULING:12:9:4:3:HAULING_STOP_CONDITIONS_ANY_ITEMS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:3:4:3:HAULING_STOP_CONDITIONS_DELETE]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:12:4:3:SQUADS_RECENTER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:0:4:3:SQUADS_POSITIONS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:6:4:3:SQUADS_SELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:6:4:3:SQUADS_NOT_SELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:16:0:4:3:SQUADS_KILL_ORDER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:20:0:4:3:SQUADS_MOVE_ORDER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:24:0:4:3:SQUADS_CHANGE_ALERT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:28:0:4:3:SQUADS_CANCEL_ORDER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:0:3:4:3:SQUADS_PATROL_ORDER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:4:3:4:3:SQUADS_DEFEND_BURROW_ORDER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:8:3:4:3:SQUADS_TRAIN_ORDER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:12:4:3:SQUADS_INSPECT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:8:3:4:3:SQUADS_DISBAND]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:20:3:4:3:SQUADS_LEFT_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:24:3:4:3:SQUADS_RIGHT_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:28:3:4:3:SQUADS_LEFT_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:32:3:4:3:SQUADS_RIGHT_INACTIVE]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:0:6:4:3:SQUADS_EQUIPMENT_WEAPON_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:4:6:4:3:SQUADS_EQUIPMENT_SHIELD_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:8:6:4:3:SQUADS_EQUIPMENT_ARMOR_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:12:6:4:3:SQUADS_EQUIPMENT_PANTS_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:16:6:4:3:SQUADS_EQUIPMENT_HELMET_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:20:6:4:3:SQUADS_EQUIPMENT_GLOVES_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:24:6:4:3:SQUADS_EQUIPMENT_SHOES_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:28:6:4:3:SQUADS_EQUIPMENT_QUIVER_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:32:6:4:3:SQUADS_EQUIPMENT_AMMO_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:36:6:4:3:SQUADS_EQUIPMENT_BACKPACK_GOOD]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:40:6:4:3:SQUADS_EQUIPMENT_FLASK_GOOD]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:0:9:4:3:SQUADS_EQUIPMENT_WEAPON_WARNING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:4:9:4:3:SQUADS_EQUIPMENT_SHIELD_WARNING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:8:9:4:3:SQUADS_EQUIPMENT_ARMOR_WARNING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:12:9:4:3:SQUADS_EQUIPMENT_PANTS_WARNING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:16:9:4:3:SQUADS_EQUIPMENT_HELMET_WARNING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:20:9:4:3:SQUADS_EQUIPMENT_GLOVES_WARNING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:24:9:4:3:SQUADS_EQUIPMENT_SHOES_WARNING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:28:9:4:3:SQUADS_EQUIPMENT_QUIVER_WARNING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:32:9:4:3:SQUADS_EQUIPMENT_AMMO_WARNING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:36:9:4:3:SQUADS_EQUIPMENT_BACKPACK_WARNING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:40:9:4:3:SQUADS_EQUIPMENT_FLASK_WARNING]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:0:12:4:3:SQUADS_EQUIPMENT_WEAPON_MISSING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:4:12:4:3:SQUADS_EQUIPMENT_SHIELD_MISSING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:8:12:4:3:SQUADS_EQUIPMENT_ARMOR_MISSING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:12:12:4:3:SQUADS_EQUIPMENT_PANTS_MISSING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:16:12:4:3:SQUADS_EQUIPMENT_HELMET_MISSING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:20:12:4:3:SQUADS_EQUIPMENT_GLOVES_MISSING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:24:12:4:3:SQUADS_EQUIPMENT_SHOES_MISSING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:28:12:4:3:SQUADS_EQUIPMENT_QUIVER_MISSING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:32:12:4:3:SQUADS_EQUIPMENT_AMMO_MISSING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:36:12:4:3:SQUADS_EQUIPMENT_BACKPACK_MISSING]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SQUADS:40:12:4:3:SQUADS_EQUIPMENT_FLASK_MISSING]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:6:4:3:EMBARK_SELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:6:4:3:EMBARK_NOT_SELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_EMBARK:0:0:2:3:EMBARK_EXPAND_Y_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_EMBARK:2:0:2:3:EMBARK_EXPAND_Y_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_EMBARK:4:0:2:3:EMBARK_CONTRACT_Y_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_EMBARK:6:0:2:3:EMBARK_CONTRACT_Y_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_EMBARK:0:3:4:1:EMBARK_EXPAND_X_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_EMBARK:0:4:4:1:EMBARK_EXPAND_X_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_EMBARK:4:3:4:1:EMBARK_CONTRACT_X_ACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_EMBARK:4:4:4:1:EMBARK_CONTRACT_X_INACTIVE]<br />
<br />
[TILE_GRAPHICS:CALENDAR:0:0:CALENDAR_MONTH:1:0]<br />
[TILE_GRAPHICS:CALENDAR:1:0:CALENDAR_MONTH:1:1]<br />
[TILE_GRAPHICS:CALENDAR:2:0:CALENDAR_MONTH:1:2]<br />
[TILE_GRAPHICS:CALENDAR:0:1:CALENDAR_MONTH:2:0]<br />
[TILE_GRAPHICS:CALENDAR:1:1:CALENDAR_MONTH:2:1]<br />
[TILE_GRAPHICS:CALENDAR:2:1:CALENDAR_MONTH:2:2]<br />
[TILE_GRAPHICS:CALENDAR:0:2:CALENDAR_MONTH:3:0]<br />
[TILE_GRAPHICS:CALENDAR:1:2:CALENDAR_MONTH:3:1]<br />
[TILE_GRAPHICS:CALENDAR:2:2:CALENDAR_MONTH:3:2]<br />
[TILE_GRAPHICS:CALENDAR:3:0:CALENDAR_MONTH:4:0]<br />
[TILE_GRAPHICS:CALENDAR:4:0:CALENDAR_MONTH:4:1]<br />
[TILE_GRAPHICS:CALENDAR:5:0:CALENDAR_MONTH:4:2]<br />
[TILE_GRAPHICS:CALENDAR:3:1:CALENDAR_MONTH:5:0]<br />
[TILE_GRAPHICS:CALENDAR:4:1:CALENDAR_MONTH:5:1]<br />
[TILE_GRAPHICS:CALENDAR:5:1:CALENDAR_MONTH:5:2]<br />
[TILE_GRAPHICS:CALENDAR:3:2:CALENDAR_MONTH:6:0]<br />
[TILE_GRAPHICS:CALENDAR:4:2:CALENDAR_MONTH:6:1]<br />
[TILE_GRAPHICS:CALENDAR:5:2:CALENDAR_MONTH:6:2]<br />
[TILE_GRAPHICS:CALENDAR:6:0:CALENDAR_MONTH:7:0]<br />
[TILE_GRAPHICS:CALENDAR:7:0:CALENDAR_MONTH:7:1]<br />
[TILE_GRAPHICS:CALENDAR:8:0:CALENDAR_MONTH:7:2]<br />
[TILE_GRAPHICS:CALENDAR:6:1:CALENDAR_MONTH:8:0]<br />
[TILE_GRAPHICS:CALENDAR:7:1:CALENDAR_MONTH:8:1]<br />
[TILE_GRAPHICS:CALENDAR:8:1:CALENDAR_MONTH:8:2]<br />
[TILE_GRAPHICS:CALENDAR:6:2:CALENDAR_MONTH:9:0]<br />
[TILE_GRAPHICS:CALENDAR:7:2:CALENDAR_MONTH:9:1]<br />
[TILE_GRAPHICS:CALENDAR:8:2:CALENDAR_MONTH:9:2]<br />
[TILE_GRAPHICS:CALENDAR:9:0:CALENDAR_MONTH:10:0]<br />
[TILE_GRAPHICS:CALENDAR:10:0:CALENDAR_MONTH:10:1]<br />
[TILE_GRAPHICS:CALENDAR:11:0:CALENDAR_MONTH:10:2]<br />
[TILE_GRAPHICS:CALENDAR:9:1:CALENDAR_MONTH:11:0]<br />
[TILE_GRAPHICS:CALENDAR:10:1:CALENDAR_MONTH:11:1]<br />
[TILE_GRAPHICS:CALENDAR:11:1:CALENDAR_MONTH:11:2]<br />
[TILE_GRAPHICS:CALENDAR:9:2:CALENDAR_MONTH:12:0]<br />
[TILE_GRAPHICS:CALENDAR:10:2:CALENDAR_MONTH:12:1]<br />
[TILE_GRAPHICS:CALENDAR:11:2:CALENDAR_MONTH:12:2]<br />
[TILE_GRAPHICS:CALENDAR:12:0:CALENDAR_DAY_PAST:0]<br />
[TILE_GRAPHICS:CALENDAR:13:0:CALENDAR_DAY_PAST:1]<br />
[TILE_GRAPHICS:CALENDAR:14:0:CALENDAR_DAY_PAST:2]<br />
[TILE_GRAPHICS:CALENDAR:12:1:CALENDAR_DAY_FUTURE:0]<br />
[TILE_GRAPHICS:CALENDAR:13:1:CALENDAR_DAY_FUTURE:1]<br />
[TILE_GRAPHICS:CALENDAR:14:1:CALENDAR_DAY_FUTURE:2]<br />
[TILE_GRAPHICS:CALENDAR:12:2:CALENDAR_DAY_CURRENT:0]<br />
[TILE_GRAPHICS:CALENDAR:13:2:CALENDAR_DAY_CURRENT:1]<br />
[TILE_GRAPHICS:CALENDAR:14:2:CALENDAR_DAY_CURRENT:2]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LEGENDS:0:0:3:2:LEGENDS_TAB_PAGE_LEFT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LEGENDS:3:0:3:2:LEGENDS_TAB_PAGE_RIGHT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LEGENDS:6:0:1:2:LEGENDS_TAB_CLOSE_INACTIVE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_LEGENDS:7:0:1:2:LEGENDS_TAB_CLOSE_ACTIVE]<br />
<br />
[TILE_GRAPHICS:DESIGNATIONS:0:1:DESIGNATION_DIG_STANDARD]<br />
[TILE_GRAPHICS:DESIGNATIONS:0:2:DESIGNATION_DIG_CHANNEL]<br />
[TILE_GRAPHICS:DESIGNATIONS:0:3:DESIGNATION_DIG_STAIR_UP]<br />
[TILE_GRAPHICS:DESIGNATIONS:0:4:DESIGNATION_DIG_STAIR_DOWN]<br />
[TILE_GRAPHICS:DESIGNATIONS:0:5:DESIGNATION_DIG_STAIR_UPDOWN]<br />
[TILE_GRAPHICS:DESIGNATIONS:0:6:DESIGNATION_DIG_RAMP]<br />
[TILE_GRAPHICS:DESIGNATIONS:0:7:DESIGNATION_DIG_REMOVE_CONSTRUCTION]<br />
[TILE_GRAPHICS:DESIGNATIONS:0:8:DESIGNATION_CHOP]<br />
[TILE_GRAPHICS:DESIGNATIONS:0:9:DESIGNATION_GATHER]<br />
[TILE_GRAPHICS:DESIGNATIONS:0:10:DESIGNATION_SMOOTH]<br />
[TILE_GRAPHICS:DESIGNATIONS:0:11:DESIGNATION_ENGRAVE]<br />
[TILE_GRAPHICS:DESIGNATIONS:0:12:DESIGNATION_FORTIFY]<br />
[TILE_GRAPHICS:DESIGNATIONS:0:13:DESIGNATION_TRAFFIC_LOW]<br />
[TILE_GRAPHICS:DESIGNATIONS:0:14:DESIGNATION_TRAFFIC_HIGH]<br />
[TILE_GRAPHICS:DESIGNATIONS:0:15:DESIGNATION_TRAFFIC_RESTRICTED]<br />
[TILE_GRAPHICS:DESIGNATIONS:1:0:DESIGNATION_TRACK_N]<br />
[TILE_GRAPHICS:DESIGNATIONS:1:1:DESIGNATION_TRACK_S]<br />
[TILE_GRAPHICS:DESIGNATIONS:1:2:DESIGNATION_TRACK_W]<br />
[TILE_GRAPHICS:DESIGNATIONS:1:3:DESIGNATION_TRACK_E]<br />
[TILE_GRAPHICS:DESIGNATIONS:1:4:DESIGNATION_TRACK_NS]<br />
[TILE_GRAPHICS:DESIGNATIONS:1:5:DESIGNATION_TRACK_NW]<br />
[TILE_GRAPHICS:DESIGNATIONS:1:6:DESIGNATION_TRACK_NE]<br />
[TILE_GRAPHICS:DESIGNATIONS:1:7:DESIGNATION_TRACK_SW]<br />
[TILE_GRAPHICS:DESIGNATIONS:1:8:DESIGNATION_TRACK_SE]<br />
[TILE_GRAPHICS:DESIGNATIONS:1:9:DESIGNATION_TRACK_WE]<br />
[TILE_GRAPHICS:DESIGNATIONS:1:10:DESIGNATION_TRACK_NSW]<br />
[TILE_GRAPHICS:DESIGNATIONS:1:11:DESIGNATION_TRACK_NSE]<br />
[TILE_GRAPHICS:DESIGNATIONS:1:12:DESIGNATION_TRACK_NWE]<br />
[TILE_GRAPHICS:DESIGNATIONS:1:13:DESIGNATION_TRACK_SWE]<br />
[TILE_GRAPHICS:DESIGNATIONS:1:14:DESIGNATION_TRACK_NSWE]<br />
<br />
[TILE_GRAPHICS:DESIGNATION_PRIORITY:0:0:DESIGNATION_PRIORITY:1]<br />
[TILE_GRAPHICS:DESIGNATION_PRIORITY:0:1:DESIGNATION_PRIORITY:2]<br />
[TILE_GRAPHICS:DESIGNATION_PRIORITY:0:2:DESIGNATION_PRIORITY:3]<br />
[TILE_GRAPHICS:DESIGNATION_PRIORITY:0:3:DESIGNATION_PRIORITY:4]<br />
[TILE_GRAPHICS:DESIGNATION_PRIORITY:0:4:DESIGNATION_PRIORITY:5]<br />
[TILE_GRAPHICS:DESIGNATION_PRIORITY:0:5:DESIGNATION_PRIORITY:6]<br />
[TILE_GRAPHICS:DESIGNATION_PRIORITY:0:6:DESIGNATION_PRIORITY:7]<br />
<br />
[TILE_GRAPHICS:DESIGNATION_ITEM:0:0:DESIGNATION_ITEM_MELT]<br />
[TILE_GRAPHICS:DESIGNATION_ITEM:0:1:DESIGNATION_ITEM_DUMP]<br />
[TILE_GRAPHICS:DESIGNATION_ITEM:0:2:DESIGNATION_ITEM_FORBIDDEN]<br />
[TILE_GRAPHICS:DESIGNATION_ITEM:0:3:DESIGNATION_ITEM_HIDDEN]<br />
[TILE_GRAPHICS:DESIGNATION_ITEM:0:4:DESIGNATION_ITEM_FORBIDDEN_MELT]<br />
[TILE_GRAPHICS:DESIGNATION_ITEM:0:5:DESIGNATION_ITEM_FORBIDDEN_DUMP]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_RECENTER:0:0:4:3:RECENTER_HOTKEYS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_RECENTER:4:0:4:3:RECENTER_SURFACE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_RECENTER:8:0:4:3:RECENTER_DEEPEST]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:12:4:3:RECENTER_RECENTER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_RECENTER:12:0:4:3:RECENTER_SET_LOCATION]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:3:4:3:RECENTER_REMOVE_OR_CLEAR]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HELP:0:0:3:3:HELP_BORDER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HELP:3:0:8:6:HELP_CORNER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HELP:11:0:3:2:HELP_CLOSE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HELP:11:2:3:2:HELP_HIDE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_HELP:11:4:3:2:HELP_REVEAL]<br />
<br />
[TILE_GRAPHICS:RAMP_ARROWS:0:0:RAMP_UP_ARROW]<br />
[TILE_GRAPHICS:RAMP_ARROWS:1:0:RAMP_DOWN_ARROW]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_DISPLAY_TOGGLES:0:0:2:2:LIQUID_NUMBERS_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_DISPLAY_TOGGLES:2:0:2:2:LIQUID_NUMBERS_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_DISPLAY_TOGGLES:4:0:2:2:RAMP_ARROWS_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_DISPLAY_TOGGLES:6:0:2:2:RAMP_ARROWS_ON]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_DISPLAY_TOGGLES:0:2:2:2:ZOOM_IN_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_DISPLAY_TOGGLES:2:2:2:2:ZOOM_IN_OFF]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_DISPLAY_TOGGLES:4:2:2:2:ZOOM_OUT_ON]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_DISPLAY_TOGGLES:6:2:2:2:ZOOM_OUT_OFF]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:0:0:BUTTON_RECTANGLE_DARK:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:1:0:BUTTON_RECTANGLE_DARK:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:2:0:BUTTON_RECTANGLE_DARK:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:0:1:BUTTON_RECTANGLE_DARK:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:1:1:BUTTON_RECTANGLE_DARK:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:2:1:BUTTON_RECTANGLE_DARK:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:0:2:BUTTON_RECTANGLE_DARK:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:1:2:BUTTON_RECTANGLE_DARK:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:2:2:BUTTON_RECTANGLE_DARK:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:0:3:BUTTON_PICTURE_BOX_DARK:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:1:3:BUTTON_PICTURE_BOX_DARK:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:2:3:BUTTON_PICTURE_BOX_DARK:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:0:4:BUTTON_PICTURE_BOX_DARK:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:1:4:BUTTON_PICTURE_BOX_DARK:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:2:4:BUTTON_PICTURE_BOX_DARK:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:0:5:BUTTON_PICTURE_BOX_DARK:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:1:5:BUTTON_PICTURE_BOX_DARK:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:2:5:BUTTON_PICTURE_BOX_DARK:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:3:0:BUTTON_RECTANGLE_LIGHT:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:4:0:BUTTON_RECTANGLE_LIGHT:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:5:0:BUTTON_RECTANGLE_LIGHT:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:3:1:BUTTON_RECTANGLE_LIGHT:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:4:1:BUTTON_RECTANGLE_LIGHT:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:5:1:BUTTON_RECTANGLE_LIGHT:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:3:2:BUTTON_RECTANGLE_LIGHT:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:4:2:BUTTON_RECTANGLE_LIGHT:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:5:2:BUTTON_RECTANGLE_LIGHT:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:3:3:BUTTON_PICTURE_BOX_LIGHT:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:4:3:BUTTON_PICTURE_BOX_LIGHT:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:5:3:BUTTON_PICTURE_BOX_LIGHT:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:3:4:BUTTON_PICTURE_BOX_LIGHT:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:4:4:BUTTON_PICTURE_BOX_LIGHT:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:5:4:BUTTON_PICTURE_BOX_LIGHT:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:3:5:BUTTON_PICTURE_BOX_LIGHT:0:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:4:5:BUTTON_PICTURE_BOX_LIGHT:1:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:5:5:BUTTON_PICTURE_BOX_LIGHT:2:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:6:0:BUTTON_RECTANGLE_DIVIDER:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:6:1:BUTTON_RECTANGLE_DIVIDER:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_BUILDING_SELECTION:6:2:BUTTON_RECTANGLE_DIVIDER:2]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:36:SHORT_FORBID:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:36:SHORT_FORBID:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:36:SHORT_FORBID:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:37:SHORT_FORBID:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:37:SHORT_FORBID:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:37:SHORT_FORBID:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:38:SHORT_FORBID_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:38:SHORT_FORBID_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:38:SHORT_FORBID_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:32:39:SHORT_FORBID_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:33:39:SHORT_FORBID_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:34:39:SHORT_FORBID_ACTIVE:2:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:36:SHORT_DUMP:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:36:SHORT_DUMP:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:36:SHORT_DUMP:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:37:SHORT_DUMP:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:37:SHORT_DUMP:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:37:SHORT_DUMP:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:38:SHORT_DUMP_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:38:SHORT_DUMP_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:38:SHORT_DUMP_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:35:39:SHORT_DUMP_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:36:39:SHORT_DUMP_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:37:39:SHORT_DUMP_ACTIVE:2:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:36:SHORT_MELT:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:36:SHORT_MELT:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:36:SHORT_MELT:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:37:SHORT_MELT:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:37:SHORT_MELT:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:37:SHORT_MELT:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:38:SHORT_MELT_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:38:SHORT_MELT_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:38:SHORT_MELT_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:38:39:SHORT_MELT_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:39:39:SHORT_MELT_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:40:39:SHORT_MELT_ACTIVE:2:1]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:36:SHORT_HIDE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:42:36:SHORT_HIDE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:43:36:SHORT_HIDE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:37:SHORT_HIDE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:42:37:SHORT_HIDE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:43:37:SHORT_HIDE:2:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:38:SHORT_HIDE_ACTIVE:0:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:42:38:SHORT_HIDE_ACTIVE:1:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:43:38:SHORT_HIDE_ACTIVE:2:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS:41:39:SHORT_HIDE_ACTIVE:0:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:42:39:SHORT_HIDE_ACTIVE:1:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS:43:39:SHORT_HIDE_ACTIVE:2:1]<br />
<br />
[TILE_GRAPHICS:MINING_INDICATORS:0:0:DAMP_STONE_WARNING]<br />
[TILE_GRAPHICS:MINING_INDICATORS:1:0:WARM_STONE_WARNING]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:28:BOTTOM_BUTTON_BORDER_NW]<br />
[TILE_GRAPHICS:INTERFACE_BITS:28:29:BOTTOM_BUTTON_BORDER_W]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:28:BOTTOM_BUTTON_BORDER_N]<br />
[TILE_GRAPHICS:INTERFACE_BITS:29:29:BOTTOM_BUTTON_BORDER_INTERIOR]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:28:BOTTOM_BUTTON_BORDER_NE]<br />
[TILE_GRAPHICS:INTERFACE_BITS:30:29:BOTTOM_BUTTON_BORDER_E]<br />
<br />
[TILE_GRAPHICS:GENERATED_LIST_ICONS:0:0:FORGOTTEN_BEAST_ICON]<br />
[TILE_GRAPHICS:GENERATED_LIST_ICONS:0:1:TITAN_ICON]<br />
[TILE_GRAPHICS:GENERATED_LIST_ICONS:0:2:DEMON_ICON]<br />
[TILE_GRAPHICS:GENERATED_LIST_ICONS:0:3:NIGHT_CREATURE_ICON]<br />
[TILE_GRAPHICS:GENERATED_LIST_ICONS:0:4:ANGEL_ICON]<br />
<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ARENA:0:0:4:3:ARENA_CREATE_CREATURE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:15:4:3:ARENA_INCREASE_TEAM]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:15:4:3:ARENA_DECREASE_TEAM]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:15:4:3:ARENA_INCREASE_SKILL]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:15:4:3:ARENA_DECREASE_SKILL]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:15:4:3:ARENA_INCREASE_EQUIPMENT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:15:4:3:ARENA_DECREASE_EQUIPMENT]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:6:4:3:ARENA_CONDITION_ASSIGNED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:6:4:3:ARENA_CONDITION_UNASSIGNED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ARENA:4:0:4:3:ARENA_FLUIDS]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ARENA:8:0:4:3:ARENA_FLUIDS_WATER_UNSELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ARENA:12:0:4:3:ARENA_FLUIDS_WATER_SELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ARENA:0:3:4:3:ARENA_FLUIDS_MAGMA_UNSELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ARENA:4:3:4:3:ARENA_FLUIDS_MAGMA_SELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ARENA:8:3:4:3:ARENA_FLUIDS_REMOVE_UNSELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ARENA:12:3:4:3:ARENA_FLUIDS_REMOVE_SELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ARENA:0:6:4:3:ARENA_FLUIDS_SNOW_UNSELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ARENA:4:6:4:3:ARENA_FLUIDS_SNOW_SELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ARENA:8:6:4:3:ARENA_FLUIDS_MUD_UNSELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ARENA:12:6:4:3:ARENA_FLUIDS_MUD_SELECTED]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ARENA:0:9:4:3:ARENA_WEATHER]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_ARENA:4:9:4:3:ARENA_CREATE_TREE]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:8:15:4:3:ARENA_ENTER_AMOUNT]<br />
<br />
[TILE_GRAPHICS:INTERFACE_BITS_SHARED:0:24:TYPE_FILTER_LEFT:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_SHARED:1:24:TYPE_FILTER_LEFT:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_SHARED:2:24:TYPE_FILTER_LEFT:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_SHARED:3:24:TYPE_FILTER_RIGHT:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_SHARED:4:24:TYPE_FILTER_RIGHT:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_SHARED:5:24:TYPE_FILTER_RIGHT:2]<br />
[TILE_GRAPHICS:INTERFACE_BITS_SHARED:6:24:TYPE_FILTER_TEXT:0]<br />
[TILE_GRAPHICS:INTERFACE_BITS_SHARED:7:24:TYPE_FILTER_TEXT:1]<br />
[TILE_GRAPHICS:INTERFACE_BITS_SHARED:8:24:TYPE_FILTER_TEXT:2]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:0:25:4:3:CONTRACT_LIST]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:4:25:4:3:EXPAND_LIST]<br />
[TILE_GRAPHICS_RECTANGLE:INTERFACE_BITS_SHARED:8:25:4:3:SELECT_ALL]<br />
</nowiki></div>Putnam3145http://dwarffortresswiki.org/index.php?title=Graphics_token&diff=297493Graphics token2024-02-07T20:32:57Z<p>Putnam3145: /* Types */</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}<br />
<br />
<br />
The <code>[OBJECT:GRAPHICS]</code> [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam & Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.<br />
<br />
<br />
== Creature Graphics ==<br />
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the <code>[OBJECT:GRAPHICS]</code> type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].<br />
<br />
<br />
=== Types ===<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Type<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|CREATURE_GRAPHICS}}<br />
|<br />
* [[Creature token|creature id]]<br />
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. <br />
<br />
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].<br />
<br />
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CASTE_GRAPHICS}} <br />
|<br />
* [[Creature token|creature id]]<br />
* [[Caste|Caste ID]]<br />
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for each caste.<br />
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].<br />
<br />
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].<br />
<br />
|-<br />
| {{text anchor|STATUE_CREATURE_GRAPHICS}} <br />
|<br />
* [[Creature token|creature id]]<br />
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.<br />
<br />
|-<br />
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}<br />
|<br />
* [[Creature token|creature id]]<br />
| Graphics for a 3x2 rectangle; for creatures, this is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]]. It's also, however, used for interface graphics, see [[graphics_interface.txt]].<br />
<br />
|}<br />
<br />
=== Conditions ===<br />
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all the basic "creature texture" types that can be used as additional conditions to various basic sprites.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Condition<br />
! Description<br />
|-<br />
| {{text anchor|DEFAULT}} || The default condition that will be displayed unless overwritten by a more specific one below.<br />
<br />
|-<br />
| {{text anchor|LAW_ENFORCE}} || Displayed if the unit is law enforcement.<br />
<br />
|-<br />
| {{text anchor|TAX_ESCORT}} || Displayed if the unit escorts a tax collector (unused).<br />
<br />
|-<br />
| {{text anchor|ANIMATED}} || Displayed if the creature is raised from the dead using an I_EFFECT:ANIMATE interaction.<br />
<br />
|-<br />
| {{text anchor|GHOST}} || Displayed if the creature is a ghost.<br />
<br />
|-<br />
| {{text anchor|ADVENTURER}} || Displayed if the creature is an adventurer.<br />
<br />
|-<br />
| {{text anchor|CORPSE}} || Displayed for corpses.<br />
<br />
|}<br />
<br />
=== Basic creature sprite types ===<br />
<br />
An individual sprite can be of any of the following classes. If "accepts secondary" is "yes", it can also have an extra condition tacked on at the end.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Condition<br />
! Description<br />
|-<br />
| {{text_anchor|Basic Condition}} || Any of the [[Graphics token#Conditions|above conditions]] can be used on their own, as the default for that condition class.<br />
<br />
|-<br />
| {{text_anchor|Unit type}} || Any [[Unit type token]] can be used. You may also append a [[Graphics token#Conditions|basic condition as above]] to further specify.<br />
<br />
|-<br />
| {{text_anchor|Position}} || Any [[Position token]] can be used, such as MONARCH, BROKER etc. All position tokens are raw-defined; any modded positions can have their own graphics. You may also append a [[Graphics token#Conditions|basic condition as above]] to further specify.<br />
<br />
|-<br />
| {{text_anchor|LIST_ICON}} || The default icon for this creature in lists, such as [[Arena]] mode or overall training.<br />
<br />
|-<br />
| {{text_anchor|EGG}} || The sprite for a clutch of eggs.<br />
<br />
|-<br />
| {{text_anchor|SKELETON}} || The sprite for a rotten corpse.<br />
<br />
|-<br />
| {{text_anchor|SKELETON_WITH_SKULL}} || The sprite for a rotten corpse that can have a [[totem]] made from it.<br />
<br />
|}<br />
<br />
=== Layered Conditions ===<br />
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Arguments<br />
! Type<br />
! Description<br />
<br />
|-<br />
| {{text_anchor|LAYER_SET}} ||<br />
* condition<br />
| Creature<br>Graphics<br />
| Begins defining a layer set for a creature's graphics. Valid values of ''condition'' are DEFAULT or any valid values <br />
<br />
|-<br />
| {{text_anchor|LAYER_GROUP}} || || Layer<br>Group<br />
| Begins defining a layer group. Only the first layer in a layer group with all its conditions satisfied will be rendered.<br />
<br />
|-<br />
| {{text_anchor|END_LAYER_GROUP}} || || Layer<br>Group<br />
| Explicitly marks the end of a layer group, which allows layers after to not belong to any layer group.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_ITEM_WORN}} ||<br />
* BY_CATEGORY / BY_TOKEN<br />
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]<br />
* Armor type (ARMOR, GLOVES, Etc.)<br />
* Item ID(s)<br />
|| Armor<br>Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item. <br />
For example, a condition representing a right handed mitten or glove would be defined as:<br />
<code>[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_MITTENS]</code><br />
Also accepts the input <code>ANY_HELD</code> or <code>WIELD</code> (e.g. <code>WIELD:WEAPON:ANY</code>).<br />
<br />
|-<br />
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||<br />
* BY_CATEGORY / BY_TOKEN<br />
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]<br />
* Armor type<br />
* Item ID(s)<br />
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input <code>ANY_HELD</code> or <code>WIELD</code> (e.g. <code>WIELD:WEAPON:ANY</code>).<br />
<br />
|-<br />
| {{text_anchor|CONDITION_CASTE}} ||<br />
* caste name(s)<br />
|| General<br />
|| Displays this layer if the creature is this caste. Only one caste is accepted for each condition, but multiple caste conditions can be used in one layer and the layer will be displayed if any of them match.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_DYE}} ||<br />
* dye color<br />
|| Armor<br />
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}<br />
<br />
|-<br />
| {{text_anchor|CONDITION_NOT_DYED}} || || Armor<br />
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}<br />
<br />
|-<br />
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||<br />
* material flag<br />
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:<br />
* WOVEN_ITEM<br />
* ANY_X_MATERIAL<br />
:with X being:<br />
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL<br />
* IS_DIVINE_MATERIAL<br />
* NOT_ARTIFACT<br />
* IS_CRAFTED_ARTIFACT<br />
* METAL_ITEM_MATERIAL<br />
* GLASS_MATERIAL<br />
* FIRE_BUILD_SAFE<br />
* MAGMA_BUILD_SAFE<br />
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]<br />
<br />
|-<br />
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||<br />
* material token<br />
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form <code>METAL:COPPER</code> where copper can be replaced with any weapons-grade metal. General [[material token]]s are '''not''' functional. {{token|CONDITION_MATERIAL_FLAG|g}} is a better option for any material condition other than metal.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||<br />
* [[Unit type token#Profession Categories|profession category token(s)]]<br />
|| General<br />
|| Checks the profession category of the creature to act as a condition. Multiple profession category tokens can be chained together. You can also use multiple of these tokens instead of listing them all in a single one, but this is functionally identical. Valid Profession tokens which are not categories will be ignored; values that do not match any existing Profession will be treated as <code>NONE</code> and thus apply to doctors, military, etc..<br />
<br />
|-<br />
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||<br />
* body part<br />
* integer index<br />
* integer range<br />
|| General<br />
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:<br />
<code>[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]</code><br />
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||<br />
* integer<br />
|| General<br />
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||<br />
* integer<br />
|| General<br />
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_CHILD}} || General ||<br />
|| Checks if the creature is a child or baby.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||<br />
|| Checks if the creature is an adult.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_GHOST}} || General ||<br />
|| Checks if the creature is a ghost.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_SYN_CLASS}} ||<br />
* [[Syndrome#SYN_CLASS|SYN_CLASS]]<br />
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:<br />
* ZOMBIE<br />
* NECROMANCER<br />
* VAMPCURSE<br />
* RAISED_UNDEAD<br />
* GHOUL<br />
<br />
|-<br />
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||<br />
* BY_CATEGORY<br />
* [[Body_token#CATEGORY|body part category]] or ALL<br />
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL<br />
|| Tissue<br />
|| Selects a tissue layer to use for checking other conditions. Ex:<br />
<code>[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]</code><br />
<br />
|-<br />
| {{text_anchor|TISSUE_MIN_LENGTH}} ||<br />
* integer<br />
|| Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_MAX_LENGTH}} ||<br />
* integer<br />
|| Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||<br />
* [[Color#Color_tokens|color token(s)]]<br />
|| Tissue<br />
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||<br />
* styling token<br />
|| Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_SWAP}} ||<br />
* IF_MIN_CURLY<br />
* integer<br />
* tile page id<br />
* x position<br />
* y position<br />
| Tissue<br />
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.<br />
<br />
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.<br />
The current {{token|CONDITION_TISSUE_LAYER|g}} group must also include a {{token|TISSUE_MIN_LENGTH|g}}.<br />
<br />
|}<br />
<br />
=== Vermin Conditions ===<br />
Special Conditions for {{token|VERMIN|c}} creature graphics:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Condition<br />
! Description<br />
|-<br />
| {{text anchor|VERMIN}} || The default graphic for this vermin.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.<br />
<br />
|-<br />
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.<br />
<br />
|-<br />
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.<br />
<br />
|-<br />
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.<br />
<br />
|-<br />
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.<br />
<br />
|-<br />
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.<br />
<br />
|-<br />
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.<br />
<br />
|-<br />
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.<br />
<br />
|-<br />
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.<br />
<br />
|-<br />
| {{text anchor|REMAINS}} || Vermin corpses.<br />
<br />
|-<br />
| {{text anchor|HIVE}} || Vermin hives.<br />
|}<br />
<br />
== Item Graphics ==<br />
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. Descriptions of the token functions is provisional.<br />
<br />
Item graphics currently do not support LARGE_IMAGE.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text_anchor|TILE_GRAPHICS}}<br />
|<br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|BOULDER_GRAPHICS}}<br />
|<br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID<br />
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.<br />
<br />
|-<br />
| {{text_anchor|ROUGH_GEM_GRAPHICS}}<br />
|<br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID<br />
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.<br />
<br />
|-<br />
| {{text_anchor|BARS_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID or item ID<br />
| Defines tile graphics variants to use for BAR items by material.<br />
<br />
|-<br />
| {{text_anchor|FOOD_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for FOOD items.<br />
<br />
|-<br />
| {{text_anchor|CHEESE_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID<br />
| Defines tile graphics variants to use for CHEESE items by material. Unused in vanilla raws.<br />
<br />
|-<br />
| {{text_anchor|ARMOR_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|GLOVES_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|HELM_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for HELM items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|PANTS_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHOES_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHOES_GRAPHICS_METAL}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHIELD_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|TOY_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
* Material ID<br />
| Defines tile graphics for TOY items. Material ID in this case is one of STONE, WOOD, METAL, or GLASS.<br />
<br />
|-<br />
| {{text_anchor|TRAPCOMP_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for TRAPCOMP items.<br />
<br />
|-<br />
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines tile graphics for installed upright spike traps. These comprise two-tile graphics: # is replaced with the number of spikes, 1-10; X is replaced with T (for top graphic tile) or B (bottom graphic tile). This follows the tile graphics definition of either MENACINGSPIKE or SPEAR.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Begins defining graphics for SIEGEAMMO items.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wooden variant of above.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wood variant of above.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Begins defining graphics for AMMO items.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wooden variant of above.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wood variant of above.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Begins defining graphics for WEAPON items.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.<br />
<br />
|-<br />
| {{text_anchor|ADD_TOOL_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_WOOD}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for wooden TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_STONE}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for stone TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_METAL}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for metal TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_GLASS}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for glass TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines the built item graphics for HIVE items.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines the built item graphics for HIVE items that have hives installed.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines the built item graphics for HIVE items that are ready to be harvested.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}<br />
| <br />
* Shape ID<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for shaped items; currently used for dice.<br />
<br />
|}<br />
<br />
== World Map Graphics ==<br />
World map graphics are defined in <code>[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt</code><br />
Tokens that accept variants have 5 of them:<br />
<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:1]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:2]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:3]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:4]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:5]<br />
<br />
Otherwise:<br />
<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>]<br />
<br />
==See Also==<br />
*[[Creature token]]<br />
*[[Syndrome]]<br />
*[[Creature examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Graphics token]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Graphics_token&diff=297492Graphics token2024-02-07T20:14:56Z<p>Putnam3145: /* Basic creature sprite types */</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}<br />
<br />
<br />
The <code>[OBJECT:GRAPHICS]</code> [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam & Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.<br />
<br />
<br />
== Creature Graphics ==<br />
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the <code>[OBJECT:GRAPHICS]</code> type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].<br />
<br />
<br />
=== Types ===<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Type<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|CREATURE_GRAPHICS}}<br />
|<br />
* [[Creature token|creature id]]<br />
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. <br />
<br />
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].<br />
<br />
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CASTE_GRAPHICS}} <br />
|<br />
* [[Creature token|creature id]]<br />
* [[Caste|Caste ID]]<br />
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for each caste.<br />
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].<br />
<br />
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].<br />
<br />
|-<br />
| {{text anchor|STATUE_CREATURE_GRAPHICS}} <br />
|<br />
* [[Creature token|creature id]]<br />
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.<br />
<br />
|-<br />
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}<br />
|<br />
* [[Creature token|creature id]]<br />
| Graphics for a 3x2 rectangle that is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]].<br />
<br />
|}<br />
<br />
=== Conditions ===<br />
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all the basic "creature texture" types that can be used as additional conditions to various basic sprites.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Condition<br />
! Description<br />
|-<br />
| {{text anchor|DEFAULT}} || The default condition that will be displayed unless overwritten by a more specific one below.<br />
<br />
|-<br />
| {{text anchor|LAW_ENFORCE}} || Displayed if the unit is law enforcement.<br />
<br />
|-<br />
| {{text anchor|TAX_ESCORT}} || Displayed if the unit escorts a tax collector (unused).<br />
<br />
|-<br />
| {{text anchor|ANIMATED}} || Displayed if the creature is raised from the dead using an I_EFFECT:ANIMATE interaction.<br />
<br />
|-<br />
| {{text anchor|GHOST}} || Displayed if the creature is a ghost.<br />
<br />
|-<br />
| {{text anchor|ADVENTURER}} || Displayed if the creature is an adventurer.<br />
<br />
|-<br />
| {{text anchor|CORPSE}} || Displayed for corpses.<br />
<br />
|}<br />
<br />
=== Basic creature sprite types ===<br />
<br />
An individual sprite can be of any of the following classes. If "accepts secondary" is "yes", it can also have an extra condition tacked on at the end.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Condition<br />
! Description<br />
|-<br />
| {{text_anchor|Basic Condition}} || Any of the [[Graphics token#Conditions|above conditions]] can be used on their own, as the default for that condition class.<br />
<br />
|-<br />
| {{text_anchor|Unit type}} || Any [[Unit type token]] can be used. You may also append a [[Graphics token#Conditions|basic condition as above]] to further specify.<br />
<br />
|-<br />
| {{text_anchor|Position}} || Any [[Position token]] can be used, such as MONARCH, BROKER etc. All position tokens are raw-defined; any modded positions can have their own graphics. You may also append a [[Graphics token#Conditions|basic condition as above]] to further specify.<br />
<br />
|-<br />
| {{text_anchor|LIST_ICON}} || The default icon for this creature in lists, such as [[Arena]] mode or overall training.<br />
<br />
|-<br />
| {{text_anchor|EGG}} || The sprite for a clutch of eggs.<br />
<br />
|-<br />
| {{text_anchor|SKELETON}} || The sprite for a rotten corpse.<br />
<br />
|-<br />
| {{text_anchor|SKELETON_WITH_SKULL}} || The sprite for a rotten corpse that can have a [[totem]] made from it.<br />
<br />
|}<br />
<br />
=== Layered Conditions ===<br />
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Arguments<br />
! Type<br />
! Description<br />
<br />
|-<br />
| {{text_anchor|LAYER_SET}} ||<br />
* condition<br />
| Creature<br>Graphics<br />
| Begins defining a layer set for a creature's graphics. Valid values of ''condition'' are DEFAULT or any valid values <br />
<br />
|-<br />
| {{text_anchor|LAYER_GROUP}} || || Layer<br>Group<br />
| Begins defining a layer group. Only the first layer in a layer group with all its conditions satisfied will be rendered.<br />
<br />
|-<br />
| {{text_anchor|END_LAYER_GROUP}} || || Layer<br>Group<br />
| Explicitly marks the end of a layer group, which allows layers after to not belong to any layer group.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_ITEM_WORN}} ||<br />
* BY_CATEGORY / BY_TOKEN<br />
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]<br />
* Armor type (ARMOR, GLOVES, Etc.)<br />
* Item ID(s)<br />
|| Armor<br>Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item. <br />
For example, a condition representing a right handed mitten or glove would be defined as:<br />
<code>[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_MITTENS]</code><br />
Also accepts the input <code>ANY_HELD</code> or <code>WIELD</code> (e.g. <code>WIELD:WEAPON:ANY</code>).<br />
<br />
|-<br />
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||<br />
* BY_CATEGORY / BY_TOKEN<br />
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]<br />
* Armor type<br />
* Item ID(s)<br />
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input <code>ANY_HELD</code> or <code>WIELD</code> (e.g. <code>WIELD:WEAPON:ANY</code>).<br />
<br />
|-<br />
| {{text_anchor|CONDITION_CASTE}} ||<br />
* caste name(s)<br />
|| General<br />
|| Displays this layer if the creature is this caste. Only one caste is accepted for each condition, but multiple caste conditions can be used in one layer and the layer will be displayed if any of them match.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_DYE}} ||<br />
* dye color<br />
|| Armor<br />
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}<br />
<br />
|-<br />
| {{text_anchor|CONDITION_NOT_DYED}} || || Armor<br />
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}<br />
<br />
|-<br />
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||<br />
* material flag<br />
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:<br />
* WOVEN_ITEM<br />
* ANY_X_MATERIAL<br />
:with X being:<br />
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL<br />
* IS_DIVINE_MATERIAL<br />
* NOT_ARTIFACT<br />
* IS_CRAFTED_ARTIFACT<br />
* METAL_ITEM_MATERIAL<br />
* GLASS_MATERIAL<br />
* FIRE_BUILD_SAFE<br />
* MAGMA_BUILD_SAFE<br />
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]<br />
<br />
|-<br />
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||<br />
* material token<br />
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form <code>METAL:COPPER</code> where copper can be replaced with any weapons-grade metal. General [[material token]]s are '''not''' functional. {{token|CONDITION_MATERIAL_FLAG|g}} is a better option for any material condition other than metal.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||<br />
* [[Unit type token#Profession Categories|profession category token(s)]]<br />
|| General<br />
|| Checks the profession category of the creature to act as a condition. Multiple profession category tokens can be chained together. You can also use multiple of these tokens instead of listing them all in a single one, but this is functionally identical. Valid Profession tokens which are not categories will be ignored; values that do not match any existing Profession will be treated as <code>NONE</code> and thus apply to doctors, military, etc..<br />
<br />
|-<br />
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||<br />
* body part<br />
* integer index<br />
* integer range<br />
|| General<br />
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:<br />
<code>[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]</code><br />
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||<br />
* integer<br />
|| General<br />
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||<br />
* integer<br />
|| General<br />
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_CHILD}} || General ||<br />
|| Checks if the creature is a child or baby.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||<br />
|| Checks if the creature is an adult.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_GHOST}} || General ||<br />
|| Checks if the creature is a ghost.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_SYN_CLASS}} ||<br />
* [[Syndrome#SYN_CLASS|SYN_CLASS]]<br />
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:<br />
* ZOMBIE<br />
* NECROMANCER<br />
* VAMPCURSE<br />
* RAISED_UNDEAD<br />
* GHOUL<br />
<br />
|-<br />
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||<br />
* BY_CATEGORY<br />
* [[Body_token#CATEGORY|body part category]] or ALL<br />
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL<br />
|| Tissue<br />
|| Selects a tissue layer to use for checking other conditions. Ex:<br />
<code>[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]</code><br />
<br />
|-<br />
| {{text_anchor|TISSUE_MIN_LENGTH}} ||<br />
* integer<br />
|| Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_MAX_LENGTH}} ||<br />
* integer<br />
|| Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||<br />
* [[Color#Color_tokens|color token(s)]]<br />
|| Tissue<br />
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||<br />
* styling token<br />
|| Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_SWAP}} ||<br />
* IF_MIN_CURLY<br />
* integer<br />
* tile page id<br />
* x position<br />
* y position<br />
| Tissue<br />
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.<br />
<br />
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.<br />
The current {{token|CONDITION_TISSUE_LAYER|g}} group must also include a {{token|TISSUE_MIN_LENGTH|g}}.<br />
<br />
|}<br />
<br />
=== Vermin Conditions ===<br />
Special Conditions for {{token|VERMIN|c}} creature graphics:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Condition<br />
! Description<br />
|-<br />
| {{text anchor|VERMIN}} || The default graphic for this vermin.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.<br />
<br />
|-<br />
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.<br />
<br />
|-<br />
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.<br />
<br />
|-<br />
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.<br />
<br />
|-<br />
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.<br />
<br />
|-<br />
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.<br />
<br />
|-<br />
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.<br />
<br />
|-<br />
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.<br />
<br />
|-<br />
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.<br />
<br />
|-<br />
| {{text anchor|REMAINS}} || Vermin corpses.<br />
<br />
|-<br />
| {{text anchor|HIVE}} || Vermin hives.<br />
|}<br />
<br />
== Item Graphics ==<br />
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. Descriptions of the token functions is provisional.<br />
<br />
Item graphics currently do not support LARGE_IMAGE.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text_anchor|TILE_GRAPHICS}}<br />
|<br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|BOULDER_GRAPHICS}}<br />
|<br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID<br />
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.<br />
<br />
|-<br />
| {{text_anchor|ROUGH_GEM_GRAPHICS}}<br />
|<br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID<br />
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.<br />
<br />
|-<br />
| {{text_anchor|BARS_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID or item ID<br />
| Defines tile graphics variants to use for BAR items by material.<br />
<br />
|-<br />
| {{text_anchor|FOOD_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for FOOD items.<br />
<br />
|-<br />
| {{text_anchor|CHEESE_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID<br />
| Defines tile graphics variants to use for CHEESE items by material. Unused in vanilla raws.<br />
<br />
|-<br />
| {{text_anchor|ARMOR_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|GLOVES_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|HELM_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for HELM items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|PANTS_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHOES_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHOES_GRAPHICS_METAL}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHIELD_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|TOY_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
* Material ID<br />
| Defines tile graphics for TOY items. Material ID in this case is one of STONE, WOOD, METAL, or GLASS.<br />
<br />
|-<br />
| {{text_anchor|TRAPCOMP_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for TRAPCOMP items.<br />
<br />
|-<br />
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines tile graphics for installed upright spike traps. These comprise two-tile graphics: # is replaced with the number of spikes, 1-10; X is replaced with T (for top graphic tile) or B (bottom graphic tile). This follows the tile graphics definition of either MENACINGSPIKE or SPEAR.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Begins defining graphics for SIEGEAMMO items.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wooden variant of above.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wood variant of above.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Begins defining graphics for AMMO items.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wooden variant of above.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wood variant of above.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Begins defining graphics for WEAPON items.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.<br />
<br />
|-<br />
| {{text_anchor|ADD_TOOL_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_WOOD}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for wooden TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_STONE}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for stone TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_METAL}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for metal TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_GLASS}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for glass TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines the built item graphics for HIVE items.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines the built item graphics for HIVE items that have hives installed.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines the built item graphics for HIVE items that are ready to be harvested.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}<br />
| <br />
* Shape ID<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for shaped items; currently used for dice.<br />
<br />
|}<br />
<br />
== World Map Graphics ==<br />
World map graphics are defined in <code>[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt</code><br />
Tokens that accept variants have 5 of them:<br />
<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:1]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:2]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:3]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:4]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:5]<br />
<br />
Otherwise:<br />
<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>]<br />
<br />
==See Also==<br />
*[[Creature token]]<br />
*[[Syndrome]]<br />
*[[Creature examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Graphics token]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Graphics_token&diff=297491Graphics token2024-02-07T20:14:13Z<p>Putnam3145: /* Conditions */</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}<br />
<br />
<br />
The <code>[OBJECT:GRAPHICS]</code> [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam & Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.<br />
<br />
<br />
== Creature Graphics ==<br />
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the <code>[OBJECT:GRAPHICS]</code> type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].<br />
<br />
<br />
=== Types ===<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Type<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|CREATURE_GRAPHICS}}<br />
|<br />
* [[Creature token|creature id]]<br />
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. <br />
<br />
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].<br />
<br />
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CASTE_GRAPHICS}} <br />
|<br />
* [[Creature token|creature id]]<br />
* [[Caste|Caste ID]]<br />
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for each caste.<br />
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].<br />
<br />
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].<br />
<br />
|-<br />
| {{text anchor|STATUE_CREATURE_GRAPHICS}} <br />
|<br />
* [[Creature token|creature id]]<br />
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.<br />
<br />
|-<br />
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}<br />
|<br />
* [[Creature token|creature id]]<br />
| Graphics for a 3x2 rectangle that is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]].<br />
<br />
|}<br />
<br />
=== Conditions ===<br />
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all the basic "creature texture" types that can be used as additional conditions to various basic sprites.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Condition<br />
! Description<br />
|-<br />
| {{text anchor|DEFAULT}} || The default condition that will be displayed unless overwritten by a more specific one below.<br />
<br />
|-<br />
| {{text anchor|LAW_ENFORCE}} || Displayed if the unit is law enforcement.<br />
<br />
|-<br />
| {{text anchor|TAX_ESCORT}} || Displayed if the unit escorts a tax collector (unused).<br />
<br />
|-<br />
| {{text anchor|ANIMATED}} || Displayed if the creature is raised from the dead using an I_EFFECT:ANIMATE interaction.<br />
<br />
|-<br />
| {{text anchor|GHOST}} || Displayed if the creature is a ghost.<br />
<br />
|-<br />
| {{text anchor|ADVENTURER}} || Displayed if the creature is an adventurer.<br />
<br />
|-<br />
| {{text anchor|CORPSE}} || Displayed for corpses.<br />
<br />
|}<br />
<br />
=== Basic creature sprite types ===<br />
<br />
An individual sprite can be of any of the following classes. If "accepts secondary" is "yes", it can also have an extra condition tacked on at the end.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Condition<br />
! Description<br />
|-<br />
| {{text_anchor|Basic Condition}} || Any of the [[Graphics token#Conditions|above conditions]] can be used on their own, as the default for that condition class.<br />
<br />
|-<br />
| {{text_anchor|Unit type}} || Any [[Unit type token]] can be used. You may also append a basic condition as above to further specify.<br />
<br />
|-<br />
| {{text_anchor|Position}} || Any [[Position token]] can be used, such as MONARCH, BROKER etc. All position tokens are raw-defined; any modded positions can have their own graphics. You may also append a basic condition as above to further specify.<br />
<br />
|-<br />
| {{text_anchor|LIST_ICON}} || The default icon for this creature in lists, such as [[Arena]] mode or overall training.<br />
<br />
|-<br />
| {{text_anchor|EGG}} || The sprite for a clutch of eggs.<br />
<br />
|-<br />
| {{text_anchor|SKELETON}} || The sprite for a rotten corpse.<br />
<br />
|-<br />
| {{text_anchor|SKELETON_WITH_SKULL}} || The sprite for a rotten corpse that can have a [[totem]] made from it.<br />
<br />
|}<br />
=== Layered Conditions ===<br />
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Arguments<br />
! Type<br />
! Description<br />
<br />
|-<br />
| {{text_anchor|LAYER_SET}} ||<br />
* condition<br />
| Creature<br>Graphics<br />
| Begins defining a layer set for a creature's graphics. Valid values of ''condition'' are DEFAULT or any valid values <br />
<br />
|-<br />
| {{text_anchor|LAYER_GROUP}} || || Layer<br>Group<br />
| Begins defining a layer group. Only the first layer in a layer group with all its conditions satisfied will be rendered.<br />
<br />
|-<br />
| {{text_anchor|END_LAYER_GROUP}} || || Layer<br>Group<br />
| Explicitly marks the end of a layer group, which allows layers after to not belong to any layer group.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_ITEM_WORN}} ||<br />
* BY_CATEGORY / BY_TOKEN<br />
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]<br />
* Armor type (ARMOR, GLOVES, Etc.)<br />
* Item ID(s)<br />
|| Armor<br>Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item. <br />
For example, a condition representing a right handed mitten or glove would be defined as:<br />
<code>[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_MITTENS]</code><br />
Also accepts the input <code>ANY_HELD</code> or <code>WIELD</code> (e.g. <code>WIELD:WEAPON:ANY</code>).<br />
<br />
|-<br />
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||<br />
* BY_CATEGORY / BY_TOKEN<br />
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]<br />
* Armor type<br />
* Item ID(s)<br />
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input <code>ANY_HELD</code> or <code>WIELD</code> (e.g. <code>WIELD:WEAPON:ANY</code>).<br />
<br />
|-<br />
| {{text_anchor|CONDITION_CASTE}} ||<br />
* caste name(s)<br />
|| General<br />
|| Displays this layer if the creature is this caste. Only one caste is accepted for each condition, but multiple caste conditions can be used in one layer and the layer will be displayed if any of them match.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_DYE}} ||<br />
* dye color<br />
|| Armor<br />
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}<br />
<br />
|-<br />
| {{text_anchor|CONDITION_NOT_DYED}} || || Armor<br />
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}<br />
<br />
|-<br />
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||<br />
* material flag<br />
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:<br />
* WOVEN_ITEM<br />
* ANY_X_MATERIAL<br />
:with X being:<br />
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL<br />
* IS_DIVINE_MATERIAL<br />
* NOT_ARTIFACT<br />
* IS_CRAFTED_ARTIFACT<br />
* METAL_ITEM_MATERIAL<br />
* GLASS_MATERIAL<br />
* FIRE_BUILD_SAFE<br />
* MAGMA_BUILD_SAFE<br />
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]<br />
<br />
|-<br />
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||<br />
* material token<br />
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form <code>METAL:COPPER</code> where copper can be replaced with any weapons-grade metal. General [[material token]]s are '''not''' functional. {{token|CONDITION_MATERIAL_FLAG|g}} is a better option for any material condition other than metal.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||<br />
* [[Unit type token#Profession Categories|profession category token(s)]]<br />
|| General<br />
|| Checks the profession category of the creature to act as a condition. Multiple profession category tokens can be chained together. You can also use multiple of these tokens instead of listing them all in a single one, but this is functionally identical. Valid Profession tokens which are not categories will be ignored; values that do not match any existing Profession will be treated as <code>NONE</code> and thus apply to doctors, military, etc..<br />
<br />
|-<br />
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||<br />
* body part<br />
* integer index<br />
* integer range<br />
|| General<br />
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:<br />
<code>[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]</code><br />
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||<br />
* integer<br />
|| General<br />
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||<br />
* integer<br />
|| General<br />
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_CHILD}} || General ||<br />
|| Checks if the creature is a child or baby.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||<br />
|| Checks if the creature is an adult.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_GHOST}} || General ||<br />
|| Checks if the creature is a ghost.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_SYN_CLASS}} ||<br />
* [[Syndrome#SYN_CLASS|SYN_CLASS]]<br />
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:<br />
* ZOMBIE<br />
* NECROMANCER<br />
* VAMPCURSE<br />
* RAISED_UNDEAD<br />
* GHOUL<br />
<br />
|-<br />
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||<br />
* BY_CATEGORY<br />
* [[Body_token#CATEGORY|body part category]] or ALL<br />
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL<br />
|| Tissue<br />
|| Selects a tissue layer to use for checking other conditions. Ex:<br />
<code>[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]</code><br />
<br />
|-<br />
| {{text_anchor|TISSUE_MIN_LENGTH}} ||<br />
* integer<br />
|| Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_MAX_LENGTH}} ||<br />
* integer<br />
|| Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||<br />
* [[Color#Color_tokens|color token(s)]]<br />
|| Tissue<br />
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||<br />
* styling token<br />
|| Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_SWAP}} ||<br />
* IF_MIN_CURLY<br />
* integer<br />
* tile page id<br />
* x position<br />
* y position<br />
| Tissue<br />
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.<br />
<br />
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.<br />
The current {{token|CONDITION_TISSUE_LAYER|g}} group must also include a {{token|TISSUE_MIN_LENGTH|g}}.<br />
<br />
|}<br />
<br />
=== Vermin Conditions ===<br />
Special Conditions for {{token|VERMIN|c}} creature graphics:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Condition<br />
! Description<br />
|-<br />
| {{text anchor|VERMIN}} || The default graphic for this vermin.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.<br />
<br />
|-<br />
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.<br />
<br />
|-<br />
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.<br />
<br />
|-<br />
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.<br />
<br />
|-<br />
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.<br />
<br />
|-<br />
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.<br />
<br />
|-<br />
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.<br />
<br />
|-<br />
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.<br />
<br />
|-<br />
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.<br />
<br />
|-<br />
| {{text anchor|REMAINS}} || Vermin corpses.<br />
<br />
|-<br />
| {{text anchor|HIVE}} || Vermin hives.<br />
|}<br />
<br />
== Item Graphics ==<br />
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. Descriptions of the token functions is provisional.<br />
<br />
Item graphics currently do not support LARGE_IMAGE.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text_anchor|TILE_GRAPHICS}}<br />
|<br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|BOULDER_GRAPHICS}}<br />
|<br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID<br />
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.<br />
<br />
|-<br />
| {{text_anchor|ROUGH_GEM_GRAPHICS}}<br />
|<br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID<br />
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.<br />
<br />
|-<br />
| {{text_anchor|BARS_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID or item ID<br />
| Defines tile graphics variants to use for BAR items by material.<br />
<br />
|-<br />
| {{text_anchor|FOOD_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for FOOD items.<br />
<br />
|-<br />
| {{text_anchor|CHEESE_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID<br />
| Defines tile graphics variants to use for CHEESE items by material. Unused in vanilla raws.<br />
<br />
|-<br />
| {{text_anchor|ARMOR_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|GLOVES_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|HELM_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for HELM items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|PANTS_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHOES_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHOES_GRAPHICS_METAL}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHIELD_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|TOY_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
* Material ID<br />
| Defines tile graphics for TOY items. Material ID in this case is one of STONE, WOOD, METAL, or GLASS.<br />
<br />
|-<br />
| {{text_anchor|TRAPCOMP_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for TRAPCOMP items.<br />
<br />
|-<br />
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines tile graphics for installed upright spike traps. These comprise two-tile graphics: # is replaced with the number of spikes, 1-10; X is replaced with T (for top graphic tile) or B (bottom graphic tile). This follows the tile graphics definition of either MENACINGSPIKE or SPEAR.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Begins defining graphics for SIEGEAMMO items.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wooden variant of above.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wood variant of above.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Begins defining graphics for AMMO items.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wooden variant of above.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wood variant of above.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Begins defining graphics for WEAPON items.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.<br />
<br />
|-<br />
| {{text_anchor|ADD_TOOL_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_WOOD}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for wooden TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_STONE}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for stone TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_METAL}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for metal TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_GLASS}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for glass TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines the built item graphics for HIVE items.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines the built item graphics for HIVE items that have hives installed.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines the built item graphics for HIVE items that are ready to be harvested.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}<br />
| <br />
* Shape ID<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for shaped items; currently used for dice.<br />
<br />
|}<br />
<br />
== World Map Graphics ==<br />
World map graphics are defined in <code>[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt</code><br />
Tokens that accept variants have 5 of them:<br />
<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:1]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:2]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:3]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:4]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:5]<br />
<br />
Otherwise:<br />
<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>]<br />
<br />
==See Also==<br />
*[[Creature token]]<br />
*[[Syndrome]]<br />
*[[Creature examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Graphics token]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Graphics_token&diff=297490Graphics token2024-02-07T20:13:45Z<p>Putnam3145: </p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}<br />
<br />
<br />
The <code>[OBJECT:GRAPHICS]</code> [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam & Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.<br />
<br />
<br />
== Creature Graphics ==<br />
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the <code>[OBJECT:GRAPHICS]</code> type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].<br />
<br />
<br />
=== Types ===<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Type<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|CREATURE_GRAPHICS}}<br />
|<br />
* [[Creature token|creature id]]<br />
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. <br />
<br />
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].<br />
<br />
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CASTE_GRAPHICS}} <br />
|<br />
* [[Creature token|creature id]]<br />
* [[Caste|Caste ID]]<br />
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for each caste.<br />
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].<br />
<br />
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].<br />
<br />
|-<br />
| {{text anchor|STATUE_CREATURE_GRAPHICS}} <br />
|<br />
* [[Creature token|creature id]]<br />
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.<br />
<br />
|-<br />
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}<br />
|<br />
* [[Creature token|creature id]]<br />
| Graphics for a 3x2 rectangle that is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]].<br />
<br />
|}<br />
<br />
=== Conditions ===<br />
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all the basic "creature texture" types that can be used as additional conditions to various basic sprites.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Condition<br />
! Description<br />
|-<br />
| {{text anchor|DEFAULT}} || The default condition that will be displayed unless overwritten by a more specific one below.<br />
<br />
|-<br />
| {{text anchor|LAW_ENFORCE}} || Displayed if the unit is law enforcement.<br />
<br />
|-<br />
| {{text anchor|TAX_ESCORT}} || Displayed if the unit escorts a tax collector (unused).<br />
<br />
|-<br />
| {{text anchor|ANIMATED}} || Displayed if the creature is raised from the using an I_EFFECT:ANIMATE interaction.<br />
<br />
|-<br />
| {{text anchor|GHOST}} || Displayed if the creature is a ghost.<br />
<br />
|-<br />
| {{text anchor|ADVENTURER}} || Displayed if the creature is an adventurer.<br />
<br />
|-<br />
| {{text anchor|CORPSE}} || Displayed for corpses.<br />
<br />
|}<br />
=== Basic creature sprite types ===<br />
<br />
An individual sprite can be of any of the following classes. If "accepts secondary" is "yes", it can also have an extra condition tacked on at the end.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Condition<br />
! Description<br />
|-<br />
| {{text_anchor|Basic Condition}} || Any of the [[Graphics token#Conditions|above conditions]] can be used on their own, as the default for that condition class.<br />
<br />
|-<br />
| {{text_anchor|Unit type}} || Any [[Unit type token]] can be used. You may also append a basic condition as above to further specify.<br />
<br />
|-<br />
| {{text_anchor|Position}} || Any [[Position token]] can be used, such as MONARCH, BROKER etc. All position tokens are raw-defined; any modded positions can have their own graphics. You may also append a basic condition as above to further specify.<br />
<br />
|-<br />
| {{text_anchor|LIST_ICON}} || The default icon for this creature in lists, such as [[Arena]] mode or overall training.<br />
<br />
|-<br />
| {{text_anchor|EGG}} || The sprite for a clutch of eggs.<br />
<br />
|-<br />
| {{text_anchor|SKELETON}} || The sprite for a rotten corpse.<br />
<br />
|-<br />
| {{text_anchor|SKELETON_WITH_SKULL}} || The sprite for a rotten corpse that can have a [[totem]] made from it.<br />
<br />
|}<br />
=== Layered Conditions ===<br />
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Arguments<br />
! Type<br />
! Description<br />
<br />
|-<br />
| {{text_anchor|LAYER_SET}} ||<br />
* condition<br />
| Creature<br>Graphics<br />
| Begins defining a layer set for a creature's graphics. Valid values of ''condition'' are DEFAULT or any valid values <br />
<br />
|-<br />
| {{text_anchor|LAYER_GROUP}} || || Layer<br>Group<br />
| Begins defining a layer group. Only the first layer in a layer group with all its conditions satisfied will be rendered.<br />
<br />
|-<br />
| {{text_anchor|END_LAYER_GROUP}} || || Layer<br>Group<br />
| Explicitly marks the end of a layer group, which allows layers after to not belong to any layer group.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_ITEM_WORN}} ||<br />
* BY_CATEGORY / BY_TOKEN<br />
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]<br />
* Armor type (ARMOR, GLOVES, Etc.)<br />
* Item ID(s)<br />
|| Armor<br>Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item. <br />
For example, a condition representing a right handed mitten or glove would be defined as:<br />
<code>[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_MITTENS]</code><br />
Also accepts the input <code>ANY_HELD</code> or <code>WIELD</code> (e.g. <code>WIELD:WEAPON:ANY</code>).<br />
<br />
|-<br />
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||<br />
* BY_CATEGORY / BY_TOKEN<br />
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]<br />
* Armor type<br />
* Item ID(s)<br />
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input <code>ANY_HELD</code> or <code>WIELD</code> (e.g. <code>WIELD:WEAPON:ANY</code>).<br />
<br />
|-<br />
| {{text_anchor|CONDITION_CASTE}} ||<br />
* caste name(s)<br />
|| General<br />
|| Displays this layer if the creature is this caste. Only one caste is accepted for each condition, but multiple caste conditions can be used in one layer and the layer will be displayed if any of them match.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_DYE}} ||<br />
* dye color<br />
|| Armor<br />
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}<br />
<br />
|-<br />
| {{text_anchor|CONDITION_NOT_DYED}} || || Armor<br />
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}<br />
<br />
|-<br />
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||<br />
* material flag<br />
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:<br />
* WOVEN_ITEM<br />
* ANY_X_MATERIAL<br />
:with X being:<br />
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL<br />
* IS_DIVINE_MATERIAL<br />
* NOT_ARTIFACT<br />
* IS_CRAFTED_ARTIFACT<br />
* METAL_ITEM_MATERIAL<br />
* GLASS_MATERIAL<br />
* FIRE_BUILD_SAFE<br />
* MAGMA_BUILD_SAFE<br />
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]<br />
<br />
|-<br />
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||<br />
* material token<br />
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form <code>METAL:COPPER</code> where copper can be replaced with any weapons-grade metal. General [[material token]]s are '''not''' functional. {{token|CONDITION_MATERIAL_FLAG|g}} is a better option for any material condition other than metal.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||<br />
* [[Unit type token#Profession Categories|profession category token(s)]]<br />
|| General<br />
|| Checks the profession category of the creature to act as a condition. Multiple profession category tokens can be chained together. You can also use multiple of these tokens instead of listing them all in a single one, but this is functionally identical. Valid Profession tokens which are not categories will be ignored; values that do not match any existing Profession will be treated as <code>NONE</code> and thus apply to doctors, military, etc..<br />
<br />
|-<br />
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||<br />
* body part<br />
* integer index<br />
* integer range<br />
|| General<br />
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:<br />
<code>[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]</code><br />
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||<br />
* integer<br />
|| General<br />
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||<br />
* integer<br />
|| General<br />
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_CHILD}} || General ||<br />
|| Checks if the creature is a child or baby.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||<br />
|| Checks if the creature is an adult.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_GHOST}} || General ||<br />
|| Checks if the creature is a ghost.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_SYN_CLASS}} ||<br />
* [[Syndrome#SYN_CLASS|SYN_CLASS]]<br />
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:<br />
* ZOMBIE<br />
* NECROMANCER<br />
* VAMPCURSE<br />
* RAISED_UNDEAD<br />
* GHOUL<br />
<br />
|-<br />
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||<br />
* BY_CATEGORY<br />
* [[Body_token#CATEGORY|body part category]] or ALL<br />
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL<br />
|| Tissue<br />
|| Selects a tissue layer to use for checking other conditions. Ex:<br />
<code>[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]</code><br />
<br />
|-<br />
| {{text_anchor|TISSUE_MIN_LENGTH}} ||<br />
* integer<br />
|| Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_MAX_LENGTH}} ||<br />
* integer<br />
|| Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||<br />
* [[Color#Color_tokens|color token(s)]]<br />
|| Tissue<br />
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||<br />
* styling token<br />
|| Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_SWAP}} ||<br />
* IF_MIN_CURLY<br />
* integer<br />
* tile page id<br />
* x position<br />
* y position<br />
| Tissue<br />
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.<br />
<br />
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.<br />
The current {{token|CONDITION_TISSUE_LAYER|g}} group must also include a {{token|TISSUE_MIN_LENGTH|g}}.<br />
<br />
|}<br />
<br />
=== Vermin Conditions ===<br />
Special Conditions for {{token|VERMIN|c}} creature graphics:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Condition<br />
! Description<br />
|-<br />
| {{text anchor|VERMIN}} || The default graphic for this vermin.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.<br />
<br />
|-<br />
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.<br />
<br />
|-<br />
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.<br />
<br />
|-<br />
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.<br />
<br />
|-<br />
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.<br />
<br />
|-<br />
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.<br />
<br />
|-<br />
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.<br />
<br />
|-<br />
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.<br />
<br />
|-<br />
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.<br />
<br />
|-<br />
| {{text anchor|REMAINS}} || Vermin corpses.<br />
<br />
|-<br />
| {{text anchor|HIVE}} || Vermin hives.<br />
|}<br />
<br />
== Item Graphics ==<br />
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. Descriptions of the token functions is provisional.<br />
<br />
Item graphics currently do not support LARGE_IMAGE.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text_anchor|TILE_GRAPHICS}}<br />
|<br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|BOULDER_GRAPHICS}}<br />
|<br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID<br />
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.<br />
<br />
|-<br />
| {{text_anchor|ROUGH_GEM_GRAPHICS}}<br />
|<br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID<br />
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.<br />
<br />
|-<br />
| {{text_anchor|BARS_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID or item ID<br />
| Defines tile graphics variants to use for BAR items by material.<br />
<br />
|-<br />
| {{text_anchor|FOOD_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for FOOD items.<br />
<br />
|-<br />
| {{text_anchor|CHEESE_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID<br />
| Defines tile graphics variants to use for CHEESE items by material. Unused in vanilla raws.<br />
<br />
|-<br />
| {{text_anchor|ARMOR_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|GLOVES_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|HELM_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for HELM items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|PANTS_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHOES_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHOES_GRAPHICS_METAL}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHIELD_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|TOY_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
* Material ID<br />
| Defines tile graphics for TOY items. Material ID in this case is one of STONE, WOOD, METAL, or GLASS.<br />
<br />
|-<br />
| {{text_anchor|TRAPCOMP_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for TRAPCOMP items.<br />
<br />
|-<br />
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines tile graphics for installed upright spike traps. These comprise two-tile graphics: # is replaced with the number of spikes, 1-10; X is replaced with T (for top graphic tile) or B (bottom graphic tile). This follows the tile graphics definition of either MENACINGSPIKE or SPEAR.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Begins defining graphics for SIEGEAMMO items.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wooden variant of above.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wood variant of above.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Begins defining graphics for AMMO items.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wooden variant of above.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wood variant of above.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Begins defining graphics for WEAPON items.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.<br />
<br />
|-<br />
| {{text_anchor|ADD_TOOL_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_WOOD}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for wooden TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_STONE}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for stone TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_METAL}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for metal TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_GLASS}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for glass TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines the built item graphics for HIVE items.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines the built item graphics for HIVE items that have hives installed.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines the built item graphics for HIVE items that are ready to be harvested.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}<br />
| <br />
* Shape ID<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for shaped items; currently used for dice.<br />
<br />
|}<br />
<br />
== World Map Graphics ==<br />
World map graphics are defined in <code>[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt</code><br />
Tokens that accept variants have 5 of them:<br />
<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:1]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:2]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:3]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:4]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:5]<br />
<br />
Otherwise:<br />
<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>]<br />
<br />
==See Also==<br />
*[[Creature token]]<br />
*[[Syndrome]]<br />
*[[Creature examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Graphics token]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Weapon&diff=296053Weapon2023-11-27T21:06:24Z<p>Putnam3145: /* Foreign weapons */</p>
<hr />
<div>{{av}}<br />
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''<br />
[[File:weapons_sprites_preview.png|right]]A '''weapon''', in the sense described on this page, is any [[item]] specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] ([[wood|wooden]] and [[bone]] crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.<br />
<br />
: (* No "wooden handle" is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)<br />
Graphically, each weapon's color palette will change according to the material used to make them, though this is currently the case with only dwarves. With [[kobold]]s, [[human]]s and [[goblin]]s, all wielded weapons will appear as steel-made. A slight exception to this is [[elves]], where they can also appear with grown wood weapons.<br />
<br />
Many creatures with a humanoid form ([[giant]], [[magma man|magma men]], [[animal people]], etc.), or even some non-humanoid creatures with hands can also wield weapons, which can be seen in the items tab after clicking on a creature, although their sprite will not reflect this. This is because only dwarves, humans, elves, goblins and kobolds currently have dedicated sprites to resemble what they're wearing and wielding.<br />
<br />
== Basics ==<br />
=== Native vs. foreign ===<br />
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves). These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.<br />
<br />
=== Types of weapons ===<br />
{{main|Attack types}}<br />
Mechanically, all weapon attacks are separated into "edge" and "blunt" types, although these can be further split into four practical categories:<br />
*Slashing<br />
*Piercing<br />
*Crushing<br />
*Ranged<br />
<br />
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)<br />
<br />
====Slashing weapons====<br />
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''<br />
<br />
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor will usually prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targetted again, allowing dwarves to better focus on more vital parts.<br />
<br />
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a "slashing" weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the "Jack of all trades, master of none" weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that. Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.<br />
<br />
====Crushing weapons====<br />
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also [[flail]]s, [[maul]]s, [[whip]]s)''<br />
<br />
Also known as "blunt" or "bludgeoning" weapons, these work by concentrating their force behind a tiny, blunt point, (notably, war hammers have half the contact area of spears), smashing right through armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often "give in" to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.<br />
<br />
====Piercing weapons====<br />
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''<br />
<br />
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses. <br />
<br />
====Ranged weapons====<br />
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''<br />
<br />
These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Bows and crossbows both do extremely bad blunt damage over a contact area 100 times as wide as a war hammer, meaning it's far less likely for them to get through armor than such weapons.<br />
<br />
====Training weapons====<br />
<br />
There exists one more umbrella category of weapon: the so-called "'''training weapon'''". Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].<br />
<br />
=== Weapon skill ===<br />
{{main|Combat skill#Weapon skill}}<br />
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.<br />
<br />
Once a dwarf has reached "Great" skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].<br />
<br />
=== Attachment ===<br />
A dwarf that has used a particular weapon for a long time will grow [[Attachment|attached]] to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.<br />
<br />
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement. The weapon in question may have no kills associated with it (legendary dwarves occasionally name their weapons while training with them). Once named, the weapon will appear in the artifact list, albeit in blue. It is unknown if named weapons perform better than unnamed weapons. Dwarves may also become attached to shields and name them in the same way.<br />
<br />
=== Quality and strange moods ===<br />
The [[quality]] of a weapon has a significant impact on its combat performance, as well as its [[value]].<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[DF2014:Strange_mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.<br />
<br />
=== Weapons as tools ===<br />
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s (wooden training axes worked prior to version 0.43.01), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.<br />
<br />
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.<br />
<br />
=== Ammunition ===<br />
:''Main article: [[Ammunition]]''<br />
<br />
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &mdash; crossbows are meant for shooting, not bashing.<br />
<br />
=== Secondary weapons ===<br />
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword "just in case" doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.<br />
<br />
=== "Best" weapon choices ===<br />
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''"What is the weapon with the biggest number?"'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work "best" against certain targets, and what don't, and (basically) why.<br />
<br />
''Dwarf Fortress'' combat is rarely "one-shot", nor is it a long process of whittling away a huge pile of "hit points" (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.<br />
<br />
==== Superior metal rule ====<br />
As a general rule, if a weapon slashes or pierces, it wants to be made from a "better" metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.<br />
<br />
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel.<br />
<br />
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison.)<br />
<br />
* [[steel]], the clear best*<br />
* ([[bronze]] or [[iron]]), very respectable, roughly equivalent** to each other<br />
* [[copper]], a distant third<br />
* [[silver]], a ''very'' distant last (included only because silver is listed to make slashing/piercing weapons)<br />
<br />
: (* There is also [[adamantine]], which is late game only, in a different league from the rest. That is not the subject of a "basic" discussion.)<br />
: (** There are some "X weapon vs Y armor" situations where iron is slightly better, but a couple where bronze is actually better than iron - but each is a very specific case. "Roughly equivalent" is a good rule of thumb.)<br />
<br />
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the "superior metal" rule, especially since everything except adamantine has essentially equal density when it comes to bolts due to their max velocity and force. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.<br />
<br />
==== vs. unarmored ====<br />
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.<br />
<br />
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.<br />
<br />
* recommended weapon: any sharp weapon<br />
<br />
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Axes have 60% the penetration and swords 40% of the penetration of spears, but much larger areas, which leads to much more bleeding and more chance of pulping. In theory, all edged weapons follow the "superior metal" rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver! (However, see "vs. undead", below.)<br />
<br />
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces achieve total pulping blows sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.<br />
<br />
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and may get off only 2-3 shots before melee combat begins. They are, however, excellent for chasing down fleeing targets, making them ideal against various thieves/wildlife.<br />
<br />
And the bonus lesson here is... armor your military.<br />
<br />
==== vs. [[armor]]ed ====<br />
<br />
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.<br />
<br />
* recommended weapon: steel spear<br />
* other choices: any steel sharp weapon, any warhammer or pick<br />
<br />
Your typical goblin or human sieges will never have steel. Even when undead have it, the coverage is only partial.<br />
<br />
Steel spears are the only edged weapon that can consistently pierce armor. Unless held by an extremely strong dwarf or made of adamantine, a sword will have difficulty getting through a breastplate, and an axe '''never''' will.<br />
<br />
Steel swords have biggest variety of attacks, allowing them to both stab organs and remove limbs. Picks have the velocity of a blunt weapon with the edge of a sharp weapon, giving them extra punch. Functionally, having "superior metal" will make the battle much like removing enemy armor. <br />
<br />
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)<br />
<br />
Blunt weapons work on flexible chain just as well as against an unarmored opponent, and can deform solid armor (which is everything "not chain") to land a killing blow. Warhammers are superior to maces in penetrating solid, "non-chain" armor and breaking bones.<br />
<br />
Slashing weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target, even with steel.<br />
<br />
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate <sup>[http://www.bay12forums.com/smf/index.php?topic=160814.msg7192083#msg7192083 3]</sup><br />
<br />
==== vs. [[undead]] ====<br />
<br />
* recommended weapon: mace only if you want to have a single corpse, axe if you want effiency.<br />
* other choices: sword and spear will do a fine job.<br />
<br />
u/MrNorrelDoesHisPart:<br />
<br />
"Maces did indeed perform the best in terms of creating the smallest number of additional reanimated opponents. They always scored perfectly and thus don’t have a margin of error. Axes produced the largest number of additional reanimated opponents, and spears produced relatively few reanimated body parts...(However) Axes and spears tie for fastest and maces come a distant third. Although it is true that an axe is much messier than a mace, it seems that an axe’s greater killing ability more than compensates for this problem. Maces thus appear to be the best choice when cleanliness is a priority but the worst choice when combat efficiency is important."<br />
<br />
*Newest Dwarven [https://www.reddit.com/r/dwarffortress/comments/11bh54h/combat_science_iii_fighting_the_undead/ !!Science!!] shows that while axe create a messy pile of reanimated corpse, the axe generally takes only 1/3 the time to kill all the reanimated bits. Therefore without considering the extra hauling labor, battle axe is the superior solution to reanimated corpse.<br />
<br />
==== vs. Undead Megabeast and other large fleshy creature ====<br />
<br />
** recommend weapon: if has access to steel: large army with steel spears.<br />
** recommend weapon: if has access to adamantine: adamantine axe.<br />
** not recommend weapon: anything inferior than steel.<br />
<br />
The result varies between axe, spear and sword. When a squad of 4 armored dwarves fight an undead cyclops with metal inferior to adamantine, only the ones armored with steel spear has a chance of winning. The squads with axe, mace and sword stand no fighting chance.<br />
<br />
With an adamantine weapon however, axe and sword outperforms spear. Even one grandmaster axe dwarf with an adamantine axe stands a chance to defeat the undead cyclops.<br />
<br />
==== vs. others ====<br />
This category consists of the rare "not like anything else" creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention. <br />
<br />
* recommended weapon: (varies) <br />
* other choices: any steel axe (depending), crossbow (from behind fortifications), whip<br />
<br />
There are many different types here, and no one approach works for all. Some are merely gigantic but (more or less) "normal", but many are non-organic, and most enjoy the "[[No Pain|don't feel pain]]" tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, [[Iron man|iron men]], and [[HFS|hidden fun stuff]]. Many of these enemies ''have'' no internal organs while being huge, weakening the effectiveness of pain and pierce. Some are still flesh and blood, and they're functionally like unarmored wildlife, but some are made from some material that may be very difficult to slash at.* In the worst case of being made of steel, it leaves chipping away at the target until they collapse from cumulative damage, which means either penetrating a LOT of armor (warhammer or ideally whip) or breaking everything (mace). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the "superior metal" rule goes ''strongly'' in effect there - use steel sharp weapons for them, though whip would be best if you don't have those.<br />
<br />
(* although a forgotten beast made of, for instance, "mud" is laughably easy to kill)<br />
<br />
Ranged attacks are useful for taking care of the ones who are unapproachable themselves while being incredibly fragile. And at the very least, you're at less risk when raining down bolts from above, even if it won't do much damage.<br />
<br />
==== Final verdict ====<br />
Now, all that said, overall, if you had to choose one "least worst" weapon, it would probably have to be... the </u>steel short sword</u>. It has no true counters, no enemy it cannot ever defeat - while axes falls to iron men and copper armor and maces/hammers/spears falls to big creatures. If you cannot get steel, a second option would be the goblin-made whip, which is still somewhat effective against bronze colossuses and big beasts, and maces and hammers will always be effective no matter what they're made of.<br />
<br />
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-"unusual" targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel > iron > bronze > copper > silver) for use against armor, if/when you meet that. Crushing weapons (in order: hammer, mace, and crossbow in melee) can be any metal, with silver or steel each ''slightly'' preferable. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.<br />
<br />
= Technical =<br />
From here down, there are tables of values pulled from the raws, some technical analyses, a few statistical observations, and some solid and some speculative inferences and conclusions.<br />
<br />
Insert obligatory "math warning" here.<br />
<br />
== Weapons ==<br />
=== Native weapons ===<br />
{| class="wikitable" border="border"<br />
! Type<br />
! Graphic<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Hands<br>Used<br />
! [[Weaponsmith|Metal]]<br />
! [[Bowyer|Wood]]<br />
! [[Bowyer|Bone]]<br />
! [[Stone crafter|Obsidian]]<br />
|- valign="top"<br />
|rowspan="3"| [[battle axe|Battle Axe]]<br />
|rowspan="3"| [[File:battle_axe_sprite.png]]<br />
|rowspan="3"| 800<br />
| Hack || Edge || 40000 || 6000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| one<br />
|rowspan="3"| Yes<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|-<br />
| Flat slap || Blunt || 40000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|-<br />
| [[Crossbow]] (Melee)<br />
| [[File:crossbow_sprite.png]]<br />
| 400<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Hammer<br />
| two<br />
| Yes<br />
| Yes<br />
| Yes<br />
| No<br />
|-<br />
| [[Mace]]<br />
| [[File:mace_sprite.png]]<br />
| 800<br />
| Bash || Blunt || 20 || (200) || 2.0×<br />
| Mace<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|-<br />
| [[Pick]] (foreign)<br />
| [[File:pickaxe_sprite.png]]<br />
| 500<br />
| Strike || Edge || 100 || 4000 || 2.0×<br />
| Mining<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|- valign="top"<br />
|rowspan="4"| [[short sword|Short Sword]]<br />
|rowspan="4"| [[File:short_sword_sprite.png]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| one<br />
|rowspan="4"| Yes<br />
|rowspan="4"| No<br />
|rowspan="4"| No<br />
|rowspan="4"| Yes<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[Spear]]<br />
|rowspan="2"| [[File:spear_sprite.png]]<br />
|rowspan="2"| 400<br />
| Stab || Edge || 20 || 10000 || 1.0×<br />
|rowspan="2"| Spear<br />
|rowspan="2"| one<br />
|rowspan="2"| Yes<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|-<br />
| [[war hammer|War Hammer]]<br />
| [[File:war_hammer_sprite.png]]<br />
| 400<br />
| Bash || Blunt || 10 || (200) || 2.0×<br />
| Hammer<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|}<br />
<br />
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}<br />
<br />
=== Details ===<br />
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. <br />
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. Larger weapons tend to do more damage due to the [[Material science#Attack Momentum|momentum formula]]<br />
* The size for a weapon is its volume in cm<sup>3</sup>.<br />
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.<br />
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). The game does not distinguish between "piercing" and "slashing" attacks, despite this page using those terms often--the only difference is that piercing weapons have small contact area and slashing ones have large contact area. Penetration tends to be the same between either, but large contact area makes it much more difficult for weapons to get through armor--armor that a spear can barely pierce would require '''400 times''' as much momentum for an axe to pierce.<br />
* The velocity is a direct multiplier on the attack's [[Material science#Attack Momentum|momentum]] - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).<br />
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.<br />
* Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.<br />
<br />
=== Training weapons ===<br />
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Graphic<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
|- valign="top"<br />
|rowspan="3"| Training Axe<br />
|rowspan="3"| [[File:training_axe_sprite.png]]<br />
|rowspan="3"| 800<br />
| Hack || Blunt || 30000 || (6000) || 1.25×<br />
|rowspan="3"| Axe<br />
|-<br />
| Flat slap || Blunt || 30000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| Training Sword<br />
|rowspan="4"| [[File:training_sword_sprite.png]]<br />
|rowspan="4"| 300<br />
| Slash || Blunt || 20000 || (4000) || 1.25×<br />
|rowspan="4"| Sword<br />
|-<br />
| Stab || Blunt || 50 || (2000) || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| Training Spear<br />
|rowspan="2"| [[File:training_spear_sprite.png]]<br />
|rowspan="2"| 400<br />
| Stab || Blunt || 200 || (10000) || 1.0×<br />
|rowspan="2"| Spear<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|}<br />
<br />
=== Foreign weapons ===<br />
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance. '''The game will not stop you from doing this''', so be wary about it.<br />
<br />
In adventurer mode, however, if your character passes the one-handed check for single-handing a multi-grasp weapon, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield). For example, if you create a human character, and manage to spawn into a world with a "broad body" or a "tall body" in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield. Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Graphic<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Used by<br />
! Hands Used (average human)<br />
|- valign="top"<br />
|rowspan="4"| [[Two-handed sword]]<br />
|rowspan="4"| [[File:two_handed_sword_sprite.png]]<br />
|rowspan="4"| 900<br />
| Slash || Edge || 100000 || 8000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 4000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 100000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| [[File:blowgun_sprite.png]]<br />
| 150<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| Subterranean [[animal people]]<br />
| Single-grasp<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| [[File:bow_sprite.png]]<br />
| 300<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]<br />
| Single-grasp<br />
|- valign="top"<br />
| [[Flail]]<br />
| [[File:flail_sprite.png]]<br />
| 500<br />
| Bash || Blunt || 200 || (4000) || 2.5×<br />
| Mace<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| [[great axe|Great Axe]]<br />
|rowspan="3"| [[File:great_axe_sprite.png]]<br />
|rowspan="3"| 1300<br />
| Hack || Edge || 60000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Flat slap || Blunt || 60000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| [[Halberd]]<br />
|rowspan="3"| [[File:halberd_sprite.png]]<br />
|rowspan="3"| 1200<br />
| Slash || Edge || 20000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Shaft bash || Blunt || 20000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="3"| [[Dagger]] (Large)<br />
|rowspan="3"| [[File:dagger_sprite.png]]<br />
|rowspan="3"| 200<br />
| Slash || Edge || 1000 || 800 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| [[Goblin]], [[Kobold]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 5 || 1000 || 1.0×<br />
|-<br />
| Pommel strike || Blunt || 20 || (600) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| [[long sword|Long Sword]]<br />
|rowspan="4"| [[FIle:long_sword_sprite.png]]<br />
|rowspan="4"| 700<br />
| Slash || Edge || 60000 || 6000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Elf]], [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 3000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 60000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Maul]]<br />
| [[File:maul_sprite.png]]<br />
| 1300<br />
| Bash || Blunt || 100 || (6000) || 2.0×<br />
| Hammer<br />
| [[Goblin]], [[Human]]<br />
| Multi-grasp<br />
|- valign="top"<br />
|rowspan="2"| [[Morningstar]]<br />
|rowspan="2"| [[File:morningstar_sprite.png]]<br />
|rowspan="2"| 500<br />
| Bash || Edge || 10 || 500 || 2.0×<br />
|rowspan="2"| Mace<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[pike (weapon)|Pike]]<br />
|rowspan="2"| [[File:pike_weapon_sprite.png]]<br />
|rowspan="2"| 800<br />
| Stab || Edge || 20 || 12000 || 1.0×<br />
|rowspan="2"| Pike<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Multigrasp<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="4"| [[Scimitar]]<br />
|rowspan="4"| [[File:scimitar_sprite.png]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Scourge]]<br />
| [[File:scourge_sprite.png]]<br />
| 300<br />
| Lash || Edge || 10 || 50 || 2.0×<br />
| Whip<br />
| [[Goblin]]<br />
| Single-grasp<br />
|- valign="top"<br />
| [[Whip]]<br />
| [[File:whip_sprite.png]]<br />
| 100<br />
| Lash || Blunt || 1 || (10) || 5.0×<br />
| Whip<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| Stone axe<br />
|rowspan="3"|[[File:stone_axe_sprite.png]]<br />
|rowspan="3"| 400<br />
| Hack || Edge || 800 || 400 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Player in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Slap|| Blunt || 800|| 400 || 1.25×<br />
|-<br />
| Strike || Blunt || 20|| 400 || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| Carving knife<br />
|rowspan="3"|[[File:carving_knife_sprite.png]]<br />
|rowspan="3"| 150<br />
| Slash || Edge || 800 || 600 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 4 || 800 || 1.0×<br />
|-<br />
| Strike|| Blunt || 15|| 400 || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| Boning knife<br />
|rowspan="3"|[[File:boning_knife_sprite.png]]<br />
|rowspan="3"| 50<br />
| Slash || Edge || 500 || 300 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 2 || 400 || 1.0×<br />
|-<br />
| Strike|| Blunt || 10 || 200 || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| Slicing knife<br />
|rowspan="3"|[[File:slicing_knife_sprite.png]]<br />
|rowspan="3"| 150<br />
| Slash || Edge || 900 || 700|| 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 3 || 900 || 1.0×<br />
|-<br />
| Strike|| Blunt || 15 || 400 || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| Meat cleaver<br />
|rowspan="3"|[[File:meat_cleaver_sprite.png]]<br />
|rowspan="3"| 300<br />
| Hack|| Edge || 800 || 400 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Clap || Blunt || 800 || 400 || 1.25×<br />
|-<br />
| Strike || Blunt || 20 || 400 || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| Carving fork<br />
|rowspan="2"| [[File:carving_fork_sprite.png]]<br />
|rowspan="2"| 150<br />
| Stab|| Edge || 1 || 100 || 1.25×<br />
|rowspan="2"| Dagger<br />
|rowspan="2"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Strike || Blunt || 15 || 400 || 1.0×<br />
|}<br />
<br />
===Special variations===<br />
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the "base" weapon, and adding an adjective ("bulky", "large-headed", "branching", etc.) or renaming the weapon altogether ("blade", "curved sword"). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.<br />
<br />
== Size ==<br />
<br />
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness. Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}} 'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers. So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough. See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.<br />
<br />
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.<br />
<br />
Note that there are other factors (such as fat and muscle mass) affecting dwarf size, and e.g. [[DFHack]] {{k|Alt}}+{{k|I}} will take them into account, but (at least in adventure mode) only base height and broadness appear to determine weapon wieldability.<br />
<br />
Additionally, even if a creature is large enough to wield a weapon with one hand/appendage, it is still possible to wield it with both/more through [[Wrestling#Bugs|wrestling]] by first lodging it into a target, then grabbing it with a free hand/appendage, and then pulling it free.<br />
<br />
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.<br />
{| class="wikitable sortable" border="border"<br />
|-<br />
! Type<br />
! Min Size<br />
(Two-Handed)<br />
! Min Size<br />
(One-Handed)<br />
! Dwarves<br />
Can't Wield<br />
! Dwarves Wield<br />
Two-Handed<br />
! Dwarves Wield<br />
One-Handed<br />
|- valign="top"<br />
| [[battle axe|Battle Axe]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[Crossbow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Mace]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Pick]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[short sword|Short Sword]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Spear]]<br />
| 5000<br />
| 47500<br />
| -<br />
| 11/49<br />
| 38/49<br />
|- valign="top"<br />
| [[war hammer|War Hammer]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Training Axe<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| Training Sword<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49 <br />
|- valign="top"<br />
| Training Spear<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[two-handed sword|2H Sword]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Flail]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[great axe|Great Axe]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Halberd]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Dagger]] (Large)<br />
| 5000<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[long sword|Long Sword]]<br />
| 52500<br />
| 57500<br />
| 11/49 (0)<br />
| 7/49 (18/49)<br />
| 31/49<br />
|- valign="top"<br />
| [[Maul]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Morningstar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[pike (weapon)|Pike]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Scimitar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Whip]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|}<br />
<br />
==Material==<br />
<br />
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metals (adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.<br />
<br />
{{v0.31 material metal table head}}<br />
<br />
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}<span style="display:none">3:3:1</span>|source=[[Raw adamantine]]|notes=<br/>|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Divine metal|notes= <br/>|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}<span style="display:none">6:6:1</span>|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,<br />+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}<span style="display:none">7:7:1</span>|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}<span style="display:none">7:7:1</span>|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
|}<br />
<br />
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:<br />
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with a bit more force, very light weapons tend to have less penetration. Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup><br />
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better for blunt weapons, but ''lower'' is better for armor. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.<br />
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the most important indicator of edged strength. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.<br />
<br />
*General Term Explanations (from Wikipedia)<br />
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.<br />
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.<br />
**'''Stress''' - Force per area = F/A<br />
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus<br />
<br />
=== Explanation ===<br />
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).<br />
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.<br />
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.<br />
<br />
=== Implications ===<br />
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.<br />
<br />
== Combat formulae ==<br />
<br />
Penetration is poorly understood, but most of the rest of combat is fairly well understood. Maybe it defines how deep blade may go thru layers of armor and flesh and bones and even cut off limbs. This may explain why it does not apply for blunt attacks that do not go thru layers.<br />
<br />
First, you need to calculate your weapon's momentum.<br />
<br />
Melee Weapon Momentum: M = Skill * Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) ))<br />
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )<br />
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5<br />
* Attacking a prone opponent in melee doubles momentum.<br />
<br />
Ranged Weapon Momentum: M = (w_density*w_size)/10<sup>5</sup> * min(10<sup>5</sup>*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)<br />
* Bow and Crossbow Momentum: M = (w_density*150)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*3), 20)<br />
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03<br />
** If 20 is larger because the ammunition is density 1667 or larger, M = 50<br />
* Blowgun Momentum: M = (w_density*20)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*4), 100)<br />
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02<br />
** If 100 is larger because the ammunition is density 251 or more, M = 5<br />
<br />
where:<br />
* '''M''' is the momentum.<br />
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.<br />
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)<br />
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)<br />
* '''Size''' is the average creature size (e.g. 60000 for dwarves)<br />
* '''i_Size''' is the specific creature's size<br />
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.<br />
* '''F''' is "fatness modifier" (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025<br />
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons<br />
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons<br />
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.<br />
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.<br />
<br />
An edged weapon undergoes the following comparison:<br />
<br />
M >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),<br />
<br />
where:<br />
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material<br />
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material<br />
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material<br />
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material<br />
* '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]]<br />
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)<br />
* '''w_quality''' is weapon [[quality]] multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)<br />
* '''a_quality''' is armor [[quality]] multiplier<br />
<br />
Expressed in the above terms,<br />
<br />
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) >= aSY/wSY + (A+1)*aSF/wSF<br />
<br />
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield. In both cases, higher is better on both weapons and armor, as is quality. Sharpness only matters to the weapon, and smaller contact area is better for the attacker.<br />
<br />
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the test is failed, the attack becomes blunt for this layer.<br />
<br />
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:<br />
<br />
2 * w_size * wIY > A * a_density<br />
<br />
where:<br />
* '''a_density''' is the armor material's density<br />
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>). {{verify}}<br />
<br />
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with smaller contact areas and higher impact yields get through armor better. This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.<br />
<br />
On success, the following test is applied:<br />
<br />
M >= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,<br />
<br />
where: <br />
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10<sup>6</sup>)<br />
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Note that the armor wants as high impact fracture as possible to make this test fail. The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.<br />
<br />
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again. On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer. This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material.<br />
<br />
== Combat testing ==<br />
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and a distant second place respectively, with [[iron]] a slightly less distant third best material in the game, nearly matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).<br />
<br />
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].<br />
<br />
Keep in mind with how unbelievably complicated this system is very little should be taken as word of law yet. <br />
<br />
{| class="wikitable"<br />
|-<br />
! <br />
! Best<br />
! Better<br />
! Good<br />
! Fair<br />
! Poor<br />
! Terrible<br />
! Notes<br />
|-<br />
| Armor<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| <br />
| <br />
|-<br />
| Edged Weapons<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| Silver<br />
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.<br />
|-<br />
| Ammunition<br />
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver<br />
| <br />
| Adamantine<br />
| <br />
| <br />
| <br />
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.<br />
|-<br />
| Blunt Weapons<br />
| Platinum, Slade<br />
| Steel, Silver<br />
| Copper, Bismuth Bronze, Bronze, Iron<br />
| <br />
| <br />
| Adamantine<br />
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.<br />
|}<br />
<br />
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.<br />
<br />
===Analysis===<br />
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets. {{version|0.31.12}}.<br />
<br />
Even in 15&times;(steel armor+silver war hammer) versus 15&times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material.<br />
<br />
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves. Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).<br />
<br />
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].<br />
<br />
More arena tests are available in the [[Main:Military testing|Military testing]] article.<br />
<br />
==Bugs==<br />
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}<br />
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}<br />
*In the Premium version, the sprite sheets for equipped gear are mostly incomplete. The material of equipped gear is currently distinguished for [[dwarf|dwarves]], for [[elf|elves']] and [[kobold|kobolds']] [[armor]] (including metal armor), and for elves' wooden weapons; everything else has a default, 'gray' color palette.<br />
*The Premium version has placeholder sprites for equipped artifact gear (which can be any material), but these are not used for gear of nonstandard materials spawned in the [[object testing arena]], resulting in creatures that use them appearing un-equipped.<br />
<br />
==See also==<br />
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril<br />
<br />
{{Weapons}}<br />
{{Industry}}<br />
{{Category|Weapons}}</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Need&diff=295993Need2023-11-16T06:54:23Z<p>Putnam3145: </p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
<br />
'''Needs''' affect a creature's focus - needs that are unmet for long enough will increasingly damage the creature's '''focus''', while sufficiently well-satisfied needs will improve it. Better focus leads to better results from work--essentially, a boost to all skills. Distraction is the opposite--an unfocused dwarf may become sloppy in their work, making worse crafts or failing a block during combat.<br />
<br />
The need system replaces the generalized [[on break]] feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal-fulfilment jobs generally come in two varieties: low-priority (indicated by green text, e.g. {{DFtext|Listen to Poetry|2:1}}), or high-priority (magenta text with an exclamation point, e.g. {{DFtext|Pray to Lorsïth!|5:1}}). Low-priority jobs may be cancelled to undertake a fortress job. High-priority jobs will not be cancelled for fortress jobs.<br />
<br />
== Focus ==<br />
:''Overall, Urist is unfocused by unmet needs.''<br />
Focus affects a dwarf's ability to perform. A dwarf with high focus will work faster and produce better results, while a distracted dwarf will take longer to do everything poorly. Focus is separate and independent of overall mood; a dwarf can be happy even with largely-unmet needs, or unhappy yet focused. However, prolonged insufficiency in meeting needs is a cause for both low focus and bad thoughts. Thus, focus can, with prudence, be used to predict future mood developments.<br />
<br />
Focus represents the percentage of the combined totals of met over unmet need values. The ratio of 1:1 (100%) represents a neutral state.<br />
<br />
Focus statuses:<br />
{| class = "wikitable sortable"<br />
|-<br />
| {{DFtext|Very focused|2:1}}|| + 140% (?)<br />
|-<br />
| {{DFtext|Quite focused|2:0}}|| 120-139% (-149%?)<br />
|-<br />
| {{DFtext|Focused|7:1}}|| 101-119%<br />
|-<br />
| {{DFtext|Untroubled|7:0}}|| 100%<br />
|-<br />
| {{DFtext|Unfocused|6:0}}|| 80-99%<br />
|-<br />
| {{DFtext|Distracted|6:1}}|| ...-79% (?)<br />
|-<br />
| {{DFtext|Badly distracted|4:1}}|| (?)<br />
|}<br />
<br />
A highly-focused dwarf can receive an effective skill boost of up to 50%; a badly distracted dwarf can receive an effective skill penalty of up to 50%.{{cite|Dev Log 2015-04-12|http://www.bay12games.com/dwarves/dev_2015.html#2015-04-12}}<br />
<br />
== Diversity ==<br />
:''She is unfocused by a lack of trouble-making.''<br />
<br />
An individual creature's set of needs and their weights (levels) are affected by [[personality trait]]s. For instance, a dwarf that values romance will be unfocused "after being unable to make romance", while a dwarf that personally values nature will be unfettered "after seeing animals". Unreligious dwarves will have no need to pray or meditate; dubious and casual worshippers will have low or medium level needs to pray; committed believers will have high level need; and dwarves following multiple deities will have a separate prayer need, with separate level for each of their deities. Proposed weights per need level are 1, 2, 5, and 10.<br />
<br />
As expected, high-level needs hold a much larger sway in a dwarf's overall focus than low-level needs. For example, immoderation controls the need for [[alcohol]]; dwarves, thus, are more likely to have a need for alcohol than humans (but most of the time won't have a very strong one). A small percentage have no need for alcohol at all, though they'll still slow down without it, due to dwarves' alcohol dependence.<br />
<br />
Needs are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.<br />
<br />
Degree of fulfillment:<br />
{| class = "wikitable"<br />
!Descriptor<br />
!Range<br />
|-<br />
| {{DFtext|Unfettered|2:1}}|| 400 to 300<br />
|-<br />
| {{DFtext|Level-headed|2:0}}|| 299 to 200<br />
|-<br />
| {{DFtext|Untroubled|7:1}}|| 199 to 100<br />
|-<br />
| {{DFtext|Not distracted|7:0}}|| 99 to -999<br />
|-<br />
| {{DFtext|Unfocused|6:0}}|| -1,000 to -9,999<br />
|-<br />
| {{DFtext|Distracted|6:1}}|| -10,000 to -99,999<br />
|-<br />
| {{DFtext|Badly distracted|4:1}}|| -100,000 and below<br />
|}<br />
<br />
When a need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how {{DFtext|Badly distracted|4:1}} a need can get. A deeper negative value won't further reduce total focus, which is based on a ratio of all needs' focus rating.<br />
<br />
<br />
In the absence of needs rated as "Badly distracted" the focus score is expressed as the ratio of:<br />
<br />
[6 * number of Unfettered scores +<br />
5 1/3 * number of Level-headed scores +<br />
4 2/3 * number of Untroubled scores +<br />
4 * number of Not distracted scores +<br />
3 1/3 * number of Unfocused scores +<br />
2 2/3 * number of Distracted scores] / (4 * number of scores total)<br />
<br />
where the numerator is rounded down to a whole number.<br />
<br />
It is currently unknown how "Badly distracted" needs contribute to focus, pending further science, but it is likely that they contribute 2 points each to the numerator.<br />
<br />
== Fortress actions per need ==<br />
<br />
{| class = "wikitable sortable"<br />
!Positive<br />
!Negative<br />
!Related [[Belief]] or [[Facet]]<br />
!Job<br />
|-<br />
|spending time with people<br />
|being away from people<br />
|GREGARIOUSNESS<br />
|Socialize<br />
|-<br />
|drinking<br />
|being kept from alcohol<br />
|IMMODERATION, SELF-CONTROL<br />
|drink alcohol<br />
|-<br />
|communing with [deity] / meditation<br />
|being unable to pray (to [deity])<br />
|<br />
|Pray/meditate in a [[Temple]]<br />
|-<br />
|staying occupied<br />
|being unoccupied<br />
|HARD_WORK, ACTIVITY_LEVEL<br />
|(assumedly a sufficient amount of fortress tasks*)<br />
|-<br />
|doing something creative<br />
|doing nothing creative<br />
|ART_INCLINED<br />
|Create or perform any artistic work<br />
|-<br />
|doing something exciting<br />
|leading an unexciting life<br />
|EXCITEMENT_SEEKING<br />
|Varied; including at least being in danger or catching a live vermin<br />
|-<br />
|learning something<br />
|not learning anything<br />
|KNOWLEDGE, CURIOUS<br />
|Gain a rank in any Skill, learn a new subject from written content.<br />
|-<br />
|being with family<br />
|being away from family<br />
|FAMILY<br />
|(Socialize with close family members? Note that this need ''can'' currently be assigned to dwarves without families)<br />
|-<br />
|being with friends<br />
|being away from friends<br />
|FRIENDSHIP<br />
|(Socialize with friends?)<br />
|-<br />
|hearing eloquent speech<br />
|being unable to hear eloquent speech<br />
|ELOQUENCE<br />
|Hear or recite poetry<br />
|-<br />
|upholding tradition<br />
|being away from traditions<br />
|TRADITION<br />
|(Perform any improvisational form?)<br />
|-<br />
|self-examination<br />
|a lack of introspection<br />
|INTROSPECTION<br />
|read anything, compose song or poetry (automatically self-indulgent)<br />
|-<br />
|making merry<br />
|being unable to make merry<br />
|MERRIMENT, HUMOR<br />
|Watching a performance, (Recite any poem?)<br />
|-<br />
|practicing a craft<br />
|being unable to practice a craft<br />
|CRAFTMANSHIP<br />
|Craft any item<br />
|-<br />
|practicing a martial art<br />
|being unable to practice a martial art<br />
|MARTIAL_PROWESS<br />
|Gain a rank in any combat Skill<br />
|-<br />
|practicing a skill<br />
|being unable to practice a skill<br />
|SKILL<br />
|Use any Skill (?)<br />
|-<br />
|taking it easy<br />
|being unable to take it easy<br />
|LEISURE_TIME<br />
|(assumedly spending a sufficient time idle or self-fulfilling?)<br />
|-<br />
|making romance<br />
|being unable to make romance<br />
|ROMANCE, LOVE PROPENSITY<br />
|(''interacting'' with spouse/partner)<br />
|-<br />
|seeing animals<br />
|being away from animals<br />
|NATURE<br />
|Animal must also see the dwarf.*<br />
|-<br />
|seeing a great beast<br />
|being away from great beasts<br />
|EXCITEMENT_SEEKING, NATURE, CURIOSITY<br />
|Uncertain, possibly encounter LARGE_ROAMING?<br />
|-<br />
|acquiring something<br />
|being unable to acquire something<br />
|GREED, COMMERCE<br />
|Acquire any trinket (happens automatically when performing a "Store item in stockpile" job on an eligible [[trade good]])<br />
|-<br />
|eating a good meal<br />
|a lack of decent meals<br />
|IMMODERATION<br />
|Eating a preferred food (or a preferred alcohol [[cook]]ed into a meal), or a sufficiently valuable meal{{version|0.47.05}}.<br />
|-<br />
|fighting<br />
|being unable to fight<br />
|VIOLENT<br />
|Partake in a fight or any combat.<br />
|-<br />
|causing trouble<br />
|a lack of trouble-making<br />
|HARMONY, DISCORD<br />
|Fight or Argue<br />
|-<br />
|arguing<br />
|being unable to argue<br />
|FRIENDLINESS<br />
|Argue<br />
|-<br />
|being extravagant<br />
|being unable to be extravagant<br />
|IMMODESTY<br />
|Wear any item with a quality modifier<br />
|-<br />
|wandering<br />
|being unable to wander<br />
|NATURE, ACTIVITY LEVEL<br />
|Complete a Fish, Return kill (hunt) or Gather plants job<br />
|-<br />
|helping somebody<br />
|being unable to help anybody<br />
|ALTRUISM, SACRIFICE<br />
|Bring water or food to patient/prisoner/animal*; bring wounded units to rest; leading demonstration; being yelled at by unhappy citizens (for relevant nobles).<br />
|-<br />
|thinking abstractly<br />
|a lack of abstract thinking<br />
|ABSTRACT_INCLINED<br />
|Read or write any written content, or compose music or a poem. Playing make-believe. (Using Architect skill does not satisfy this need.)<br />
|-<br />
|admiring art<br />
|being unable to admire art<br />
|ARTWORK<br />
|Exposure to artful furniture, artistic crafts, or engravings. Watching certain performances.<br />
|}<br />
: (* See also [[animal caretaker]])<br />
<br />
Satisfying any need will result in a good thought and a decrease in stress.<br />
<br />
== Adventurer actions per need ==<br />
<br />
{| class = "wikitable sortable"<br />
!Positive<br />
!Negative<br />
!Related [[Belief]] or [[Facet]]<br />
!Adventurer activity<br />
|-<br />
|spending time with people<br />
|being away from people<br />
|GREGARIOUSNESS<br />
|Spea{{k|k}} to anyone or reply to greeting. They don't have to be able to reply back.<br />
|-<br />
|drinking<br />
|being kept from alcohol<br />
|IMMODERATION, SELF-CONTROL<br />
|Drink alcohol<br />
|-<br />
|communing with [deity] / meditation<br />
|being unable to pray (to [deity])<br />
|<br />
|Spea{{k|k}}, Pray to <Deity> or Begin a performance, Give a sermon<br />
|-<br />
|staying occupied<br />
|being unoccupied<br />
|HARD_WORK, ACTIVITY_LEVEL<br />
|Very wide variety of actions<br />
|-<br />
|doing something creative<br />
|doing nothing creative<br />
|ART_INCLINED<br />
|Perform or compose any work<br />
|-<br />
|doing something exciting<br />
|leading an unexciting life<br />
|EXCITEMENT_SEEKING<br />
|A wide variety of actions<br />
|-<br />
|learning something<br />
|not learning anything<br />
|KNOWLEDGE, CURIOUS<br />
|Gain a rank in any Skill, learn a new subject from written content.<br />
|-<br />
|being with family<br />
|being away from family<br />
|FAMILY<br />
|Implemented, but inaccessible without modding. If your character has close family members, this need will be filled by spending time with them (seems to only apply to blood [[relationship|relations]]). However, there is currently no way to actually do this outside of mods.<br />
|-<br />
|being with friends<br />
|being away from friends<br />
|FRIENDSHIP<br />
|Unimplemented<br />
|-<br />
|hearing eloquent speech<br />
|being unable to hear eloquent speech<br />
|ELOQUENCE<br />
|Hear or recite poetry<br />
|-<br />
|upholding tradition<br />
|being away from traditions<br />
|TRADITION<br />
|Perform any improvisational form<br />
|-<br />
|self-examination<br />
|a lack of introspection<br />
|INTROSPECTION<br />
|read anything, compose song or poetry (automatically self-indulgent), craft a figurine of yourself<br />
|-<br />
|making merry<br />
|being unable to make merry<br />
|MERRIMENT, HUMOR<br />
|Recite any poem<br />
|-<br />
|practicing a craft<br />
|being unable to practice a craft<br />
|CRAFTMANSHIP<br />
|Craft an item (ie, Knapping, Bone Carving)<br />
|-<br />
|practicing a martial art<br />
|being unable to practice a martial art<br />
|MARTIAL_PROWESS<br />
|Gain a rank in any combat Skill<br />
|-<br />
|practicing a skill<br />
|being unable to practice a skill<br />
|SKILL<br />
|Gain a rank in any skill<br />
|-<br />
|taking it easy<br />
|being unable to take it easy<br />
|LEISURE_TIME<br />
|Unknown (I fulfilled this need by going to sleep at a tavern, getting interrupted in the middle of the night by a giant alligator (which the bards killed by the time I went down the stairs) and performing with them for a while)<br />
|-<br />
|making romance<br />
|being unable to make romance<br />
|ROMANCE, LOVE PROPENSITY<br />
|Unimplemented<br />
|-<br />
|seeing animals<br />
|being away from animals<br />
|NATURE<br />
|Animal must also see you<br />
|-<br />
|seeing a great beast<br />
|being away from great beasts<br />
|EXCITEMENT_SEEKING, NATURE, CURIOSITY<br />
|Uncertain, possibly encounter LARGE_ROAMING?{{Verify}}<br />
|-<br />
|acquiring something<br />
|being unable to acquire something<br />
|GREED, COMMERCE<br />
|Acquire any item by trade or demand<br />
|-<br />
|eating a good meal<br />
|a lack of decent meals<br />
|IMMODERATION<br />
|Eating a sufficiently valuable meal. Foods with an [[item value]] of at least 4 count. {{version|0.47.05}}.<br />
|-<br />
|fighting<br />
|being unable to fight<br />
|VIOLENT<br />
|Engage in any combat of any lethality<br />
|-<br />
|causing trouble<br />
|a lack of trouble-making<br />
|HARMONY, DISCORD<br />
|Fight or Argue<br />
|-<br />
|arguing<br />
|being unable to argue<br />
|FRIENDLINESS<br />
|Get into any disagreement about values<br />
|-<br />
|being extravagant<br />
|being unable to be extravagant<br />
|IMMODESTY<br />
|Wear any item with a quality modifier on a body part - a waterskin will not work, as it can only be worn ''in'' another item of clothing<br />
|-<br />
|wandering<br />
|being unable to wander<br />
|NATURE, ACTIVITY LEVEL<br />
|Move to/from any site or region tile<br />
|-<br />
|helping somebody<br />
|being unable to help anybody<br />
|ALTRUISM, SACRIFICE<br />
|Reunite family members<br />
|-<br />
|thinking abstractly<br />
|a lack of abstract thinking<br />
|ABSTRACT_INCLINED<br />
|Read or write any written content, or compose music or a poem<br />
|-<br />
|admiring art<br />
|being unable to admire art<br />
|ARTWORK<br />
|Exposure to artistic crafts, examining adornments and coins<br />
|}<br />
<br />
Satisfying any need will usually result in a good thought and a mild decrease in stress. (If the dwarf has extremely low CHEER, they may "felt nothing after X").<br />
<br />
Creatures with {{token|NOEMOTION|c}} cannot satisfy any need and will inevitably become 'distracted'. In unmodded games, this concerns only [[Intelligent undead]].<br />
<br />
==Adventure mode meta-strategy==<br />
<br />
Upon creating your adventurer, you may want to avoid having any of the non-fulfillable needs: romance, family, friends. Otherwise, you will suffer never-ending [[focus]] disadvantages. <br />
Some precaution is necessary in sacrifice/altruism -> helping capability is not available as long as you're quite weak (fighting; companions), and maybe in martial prowess if you're not constantly fighting, and so increasing your stats. To fulfil your booze needs, you'll have to visit human towns' taverns or other dwarven fortresses quite often (and fill your extra water storage containers with ale from the barrels for on the road).<br />
<br />
[[Category:DF2014:Dwarves]]<br />
<br />
[[ru:Need]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Adventurer_mode&diff=295145Adventurer mode2023-09-08T02:33:47Z<p>Putnam3145: Undo revision 295122 by 99.243.38.75 (talk)</p>
<hr />
<div>{{migrated article}}<br />
{{old}}<br />
{{Quality|Unrated}}<br />
{{av}} <br />
:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see [[Adventure mode quick start]], or see [[Adventure mode quick reference]] to quickly look up key commands.''<br />
<br />
[[File:df_adventurer.jpg|thumb|300px|right|A player-controlled adventurer about to embark on a journey with a somewhat predictable end, not realizing the [[fun]] nature of the game.<br><small>''Art by HonorbruSudoku''</small>]]'''Adventurer mode''' (also called "Adventure mode" or simply "Adventure") allows you to embark on an [http://en.wikipedia.org/wiki/Sandbox_game open world] [https://en.wikipedia.org/wiki/Roguelike roguelike] adventure to explore the worlds you have generated. You create a character, or party{{version|0.47.01}}, from any race playable in that world ([[dwarf]], [[human]], [[elf]], [[goblin]], necromantic [[experiment]], [[animal person]], etc.), then visit any part of the world, where you can learn about what ails the inhabitants, and optionally go on [[quest]]s to end those troubles (or get brutally murdered trying).<br />
<br />
You may venture into the wilderness to find [[cave]]s, [[cavern]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, other [[Site|towns and settlements]], and more – you can even visit your previously abandoned or retired [[fortress]]es and take all the precious items you yourself once created. You and your companions can also build [[camp]]s{{version|0.43.01}}, though building and crafting options are currently quite limited compared to [[dwarf fortress mode]] (without [[User:Valos/Adventurecraft|mods]]).<br />
<br />
In the current v50.04 release, Adventurer Mode has been temporarily disabled, pending a future update that will overhaul its UI and menus.<br />
<br />
==World selection==<br />
<br />
You can play adventure mode in any world that has a civilization with the {{token|ALL_MAIN_POPS_CONTROLLABLE|entity}} token (which are [[dwarf]], [[human]], and [[elf]]).<br />
Each species has its own preferred style of settlement:<br />
* Dwarves are spread between [[fortress]]es (which are built into the surface and almost always connect to the underground), "deep sites" (which sometimes do not contain a direct connection to the surface), and "hill dwarves" (who inhabit a loose collection of [[hillock|mounds]] built into hillsides).<br />
* Elves inhabit [[forest retreat]]s.<br />
* Humans inhabit cities, towns, and the occasional above-ground fortress.<br />
* Goblins typically live in [[dark fortress|dark fortresses]] and [[dark pits]].<br />
* Lastly, animal people can live with any civilization, in virtually any location.<br />
<br />
Human cities and [[town]]s, and dwarven fortresses, are currently the only sites with shops and other places to officially buy goods, not including taverns (which can also exist in elven sites but only sell rooms and drinks). If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. The activity levels of the fortress will depend on whether you decided to "retire" it or abandon it:<br />
* If retired, you will likely be able to encounter all the inhabitants from the year of retirement in Fortress Mode, though likely not at the same level of activity as before.<br />
* If abandoned, the fortress will be considered deserted (''which pretty much means'' "'''don't abandon, if you were planning to have any further interaction whatsoever'''").<br />
<br />
== Character creation ==<br />
{{main|Adventurer mode character creation}}<br />
<br />
=== Race and civilization ===<br />
<br />
[[Adventurer_mode_gameplay#Party_members|Party members]] can be of any race that is a member of a playable civilization, which usually includes dwarves, elves, and humans - adventurers of any race can complete the same quests. More races can be made playable (e.g. [[angel]]s) by [[mission|conquering]] their [[site]]s in fortress mode.<br />
<br />
* '''Dwarves''' can usually start with steel weapons, enter a [[martial trance]] when fighting multiple foes at once, and can see in the dark. As a smaller creature, they're unable to wear human [[clothing]] and [[armor]], but wear the same [[size]] as elves and goblins.<br />
<br />
* '''Elves''' have higher natural speed, a notably sharper sense of smell, and a natural friendliness with wild animals, but start with very weak wooden weapons and have a more limited list of weapon skills during character creation. Like dwarves, they wear smaller-sized clothing.<br />
<br />
* '''Humans''' begin with copper, bronze, or iron weapons, and the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small, but that also means they are slightly better in combat.<br />
<br />
* '''Intelligent Wilderness Creatures''', or [[animal people]], come in various sizes, shapes and abilities, and therefore, may not be able to wear armor sized for the more common races (with some exceptions, that you can find in this [[list of creatures by adult size]]). The very largest of them can be very good in combat, especially if with armor made for them in a player fortress. Some will be carnivorous or herbivorous which will limit their food options.<br />
<br />
* '''Outsiders''' are humans who are not part of any civilization. Playing as an outsider has some initial limitations - they possess no pre-existing relationships or cultural knowledge, such as [[rumor]]s, wildlife, [[art]], [[musical forms]], musical [[instrument]]s, clothing types, etc.; including cultural practices, such as hair styles and trimming nails. When selecting skills for outsiders during creation, many more (or far fewer){{verify}} skills may be available than would otherwise be if they were part of a civilization. They will also have access to all possible pets (although some cost more character creation points than are available), and weapons and armor made from most every metal available, including some you cannot normally use. However, they will not have access to any other items, including the very important backpack and waterskin. Be aware that outsiders can't [[claim]] sites unless they become a member of a civilization.<br />
<br />
* '''[[Goblin]]s''' and '''[[Experiment]]s''', that have joined one of the playable civilizations, will also be playable. Goblins do not need to eat or drink, and wear the same size armor/clothing as dwarves and elves; while experiments vary in size and details. The main race of the civilization they joined will determine what equipment will be available in character creation; if they joined the dwarves, steel may be available, but if they joined the elves, only wood.<br />
<br />
=== Status ===<br />
<br />
Determines the number of starting skill, attribute points, and equipment points which do not change based on race:<br />
*'''Peasant:''' 15 attribute, 35 skill, 55 equipment<br />
*'''Hero:''' 35 attribute, 95 skill, 255 equipment<br />
*'''Demigod:''' 105 attribute, 161 skill, 1255 equipment<br />
The number of skill points is less significant than the number of attribute points, because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.<br />
<br />
=== Starting attributes ===<br />
<br />
:'' See [[Adventurer mode character creation#Starting attributes|this page]] for more info about adventurer mode starting attributes, or [[Attribute|this page]] for full info about attributes <br />
<br />
A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul.<br />
<br />
==== Body ====<br />
<br />
*'''Strength''': Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed.<br />
*'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it.<br />
*'''Toughness''': Reduces physical damage inflicted on you, and also relates to defensive combat skills.<br />
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted - exhaustion progressively penalizes physical skills and rate of movement, to the point of immobility and [[unconscious]]ness.<br />
*'''Recuperation''': Increases the rate of wound healing.<br />
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)<br />
<br />
==== Soul ====<br />
<br />
Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].<br />
<br />
*'''Analytical Ability''': Useful for Tracker, Knapping and Student.<br />
*'''Focus''': Affects Archer, Ambusher, Observer.<br />
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.<br />
*'''Creativity''': This influences quality of poems, songs, and dances and crafts.<br />
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.<br />
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers.<br />
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.<br />
*'''Musicality''': Influences the adventurer's ability to perform music and song well.<br />
*'''Kinesthetic Sense''': Affects most combat skills, crutch-walking, swimming and dancing.<br />
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode.<br />
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level.<br />
*'''Memory''': Increases how much local area information you can maintain before it begins to be overwritten. Important to navigate fortresses and underground mazes.<br />
There is also '''Patience''', which has no known effect in Adventurer Mode.*<br />
<br />
:(*) as of the newest updates to adventure mode, the '''Patience''' attribute (as a base stat) determines how well or long a creature will tolerate another's negative dialogue towards them, such as insulting or ignoring them.<br />
<br />
=== Starting skills ===<br />
<br />
:'' See [[Adventurer mode character creation#Starting skills|this page]] for more info about adventurer mode starting skills, or [[Skills|this]] and [[Combat skill|this]] pages for full info about skills.<br />
<br />
Not all races have the same sets of skills available at character creation time, but keep in mind that almost all starting skills, as well as ones not available at character creation, can be improved through use in-game (except for skills that require you to already have some experience to improve further, such as swimming or reading).<br />
<br />
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills, see [[Combat skill]].<br />
<br />
==== Weapon ====<br />
<br />
Includes [[Axeman]], [[Bowman]], [[Crossbowman]], [[Hammerman]], [[Knife user|Knife User]], [[Lasher]], [[Maceman]], [[Pikeman]], [[Spearman]] and [[Swordsman]].<br />
<br />
Each skill enables the character to use the appropriate weapon more effectively.<br />
<br />
Note that different races have different names for their weapon skills: Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the dwarf raws, but Crossbowman is an exception - dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords.<br />
<br />
Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. Before that, the weapon you got on start was dependent on the skills you selected.<br />
<br />
==== General combat ====<br />
<br />
Includes [[Fighter]] and [[Archer]].<br />
<br />
These skills improve effectiveness of melee (Fighter) or ranged (Archer) combat, regardless of the weapon used. Fighter skill also improves unarmed combat, Archer also improves throwing.<br />
<br />
==== Defence skills ====<br />
<br />
Including [[Shield user|Shield User]], [[Armor user|Armor User]] and [[Dodger]], these skills improve the character's ability to defend, using a shield, armor or dodging. Starting out with good ability in one (especially Shield User or Armor User) if not all, is strongly advised.<br />
<br />
==== Unarmed combat and improvised weapons ====<br />
<br />
Including [[Wrestler]], [[Striker]], [[Kicker]], [[Biter]], [[Thrower]] and [[Miscellaneous object user]].<br />
<br />
While some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower.<br />
<br />
==== Movement and awareness ====<br />
<br />
Includes [[Observer]], [[Swimmer]], [[Ambusher]], [[Climber]], [[Tracker]] and [[Crutch-walker]].<br />
<br />
Observer is hard to train, and adding some points here is advisable. Swimmer is almost impossible to train without at least Novice level, and Adequate level is advised because Adequate swimmers do not drown while stunned.<br />
<br />
==== Other ====<br />
<br />
Includes [[Knapper]], [[Bone carver]], [[Writer]], [[Carpenter]], [[Persuader]], [[Judge of intent]], [[Flatterer]], [[Musician]], [[Speaker]], [[Poet]], [[Singer]], [[Dancer]], [[Stringed instrumentalist]], [[Wind Instrumentalist]], [[Percussionist]], [[Keyboardist]], [[Reader]] (a Novice level of Reading is required in order to become a [[necromancer]]), [[Butcher]] and [[Wordsmith]].<br />
<br />
==== [[Personality]] ====<br />
<br />
All the aspects of who an adventurer is as an individual, determining their wants, desires, and ultimate [[Personality_trait#Goals|goals]], as well as their tolerance for stimuli like combat, trauma, and death.<br />
<br />
== Gameplay ==<br />
<br />
{{main|Adventurer mode gameplay}}<br />
<br />
=== Common UI concepts ===<br />
<br />
{{KeyConventions|3}}<br />
<br />
=== [[Adventurer mode gameplay#Moving around|Moving around]] ===<br />
<br />
You can move around using {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} or {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}. Use {{k|Shift}} + {{k|<}} or {{k|Shift}}+{{key|5}} (num lock off) to ascend up the stairs and {{k|Shift}}+{{k|>}} or {{k|Ctrl}}+{{key|5}} (num lock off) to descend. You can also fast travel - press {{k|T}} to enter fast travel mode and {{k|d}} to exit it. Entering fast travel mode will allow you to move large distances in a single keypress - of course, the same amount of time will go by, and you can also be interrupted (ambushed) while moving in fast travel mode.<br />
<br />
=== Status and information ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|l}}<br />
| Look around<br />
|-<br />
| {{k|Space}}<br />
| Advance/Clear Messages<br />
|-<br />
| {{k|a}}<br />
| View Announcements<br />
|-<br />
| {{k|z}}<br />
| Status<br />
|}<br />
<br />
==== Looking around ====<br />
<br />
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command:<br />
<br />
Move the cursor to the tile you want to look at, using the direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|<}} and {{k|>}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.<br />
<br />
==== Messages ====<br />
<br />
The game makes frequent use of messages on the screen to tell you what's going on. If there are a lot of these, you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.<br />
<br />
==== Status screen ====<br />
<br />
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.<br />
<br />
==== Saving the game ====<br />
<br />
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.<br />
<br />
=== Searching and manipulating ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|u}}<br />
| Interact with building, furniture, or mechanism<br />
|-<br />
| {{k|L}}<br />
| Search the nearby area very carefully<br />
|}<br />
<br />
The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort, or lower and raise the bucket when standing right next to a well, so you can get water to refill your waterskin with. {{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.<br />
<br />
=== [[Adventurer mode gameplay#Managing equipment|Managing equipment]] ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|i}}<br />
| Show Inventory<br />
|-<br />
| {{k|d}}<br />
| Drop an item<br />
|-<br />
| {{k|g}}<br />
| Get (pickup) an item off the ground<br />
|-<br />
| {{k|p}}<br />
| Put an item into a container<br />
|-<br />
| {{k|r}}<br />
| Remove an item you are wearing or from a container<br />
|-<br />
| {{k|w}}<br />
| Wear an item<br />
|-<br />
| {{k|I}}<br />
| Interact with an object in an advanced way (unstick a [[weapon]], refill a [[waterskin]], etc.).<br />
|-<br />
| {{k|q}}<br />
| Sheath your weapons and shield (frees your hands for tasks such as climbing or grabbing). <br />
|}<br />
<br />
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll through the list - it will show you if items are being worn, held in the hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.<br />
<br />
You can {{k|d}}rop items out of your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item, a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if it is too long to fit on the screen. Note that getting something makes your adventurer pick it up with their hands - this often means that you have to use {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.<br />
<br />
Items can be placed into containers with {{k|p}} and removed with {{k|r}} or be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers).<br />
<br />
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. (You only require free hands to equip weapons on the ground - you can remove any number of items from your backpack and equip them all in the same hand.)<br />
<br />
The {{k|q}} key lets you strap your weapons to your back, which is useful, because you can't climb or wrestle with your hands while holding weapons or other objects.<br />
<br />
=== [[Adventurer mode gameplay#Time and weather|Time and weather]] ===<br />
<br />
You can see the current date ({{k|D}}), temperature ({{k|P}}) and time and weather ({{k|W}}). At night you won't be able to see nearly as well, and you will be more vulnerable to ambush, so it is better to find a shelter before night.<br />
<br />
=== [[Adventurer mode gameplay#Sleep|Sleep]] ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|Z}}<br />
| Sleep<br />
|}<br />
<br />
Eventually, your character will become drowsy, and this will get worse until you get sufficient sleep. <br />
<br />
As of 0.47.01, bogeymen are restricted to two kinds of evil regions, but you can still be ambushed by wildlife if you are not sleeping in a safe location (castle, building, abandoned lair).<br />
<br />
=== [[Adventurer mode gameplay#Eat and drink|Eat and drink]] ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|e}}<br />
| Eat or drink something<br />
|}<br />
<br />
To find water, you must find a [[river]] or stream, or a [[well]] in a town, and fill your waterskin (or any container) from it, or drink from it directly. You can also pick up snow and melt it by interacting with a campfire, fill containers from barrels of booze in human taverns, lick the blood of your enemies from your weapon, or, in dire straits, even drink your own tears.<br />
<br />
=== Combat ===<br />
<br />
{{main|Combat#Adventurer mode}}<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} / {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}<br />
| Attack adjacent hostile creature<br />
|-<br />
|-<br />
| {{k|5}}<br />
| Attack hostile on same tile<br />
|-<br />
| {{k|A}}<br />
| Attack an adjacent creature.<br />
|-<br />
| {{k|f}}<br />
| Fire a projectile<br />
|-<br />
| {{k|t}}<br />
| Throw an item<br />
|-<br />
| {{k|j}}<br />
| Jump<br />
|-<br />
| {{k|C}}<br />
| Open combat preferences interface<br />
|}<br />
<br />
Combat includes attacking with or without weapons, aiming attacks, wrestling, archery, throwing, charging, jumping, dodging, blocking, and parrying. See the main article for details, this is just a summary of the keys.<br />
<br />
Hostile creatures can be attacked simply by moving towards them using the movement keys. Any visible creature can be attacked by standing next to it and pressing {{k|A}}. (Attacking some creatures will require confirmation, given using {{k|alt}}+{{k|y}}. This brings up a menu that may offer options to attack, wrestle, parry, block, or dodge.)<br />
<br />
With a ranged weapon equipped (bow, crossbow, etc.) press the {{k|f}} key to fire it. Similarly, use the {{k|t}} key to throw any object in your inventory. Just like {{k|l}}ooking, you can aim at enemies on different Z-levels. It is not possible to aim for specific body parts with ranged or thrown attacks.<br />
<br />
Jumping at an enemy with {{k|j}} can send them flying, or cause them to dodge, either of which could be useful if they're next to a pit.<br />
<br />
During gameplay (not in fast travel mode), you can press {{k|C}} to open the [[Combat#Combat_preferences|Combat Preferences menu]]. There are three different preferences you can set: Attack, Dodge and Charge Defense.<br />
<br />
=== Talking ===<br />
<br />
{{main|Talking}}<br />
<br />
You can talk with people - to begin a conversation or performance, press {{k|k}}, and unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys - use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity, or even {{DFtext|Begin Performance}} which includes such things as reciting poetry, telling stories, or dancing, and is very important if you want to be a bard. After starting conversation, you can trade, take quests, ask for the location of someone or something, ask the listener to join you, etc.<br />
<br />
('''Note that you can press {{k|Esc}} to not choose anything - the conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.''')<br />
<br />
=== Companions ===<br />
<br />
{{main|Adventurer mode gameplay#Companions}}<br />
<br />
=== [[Adventurer mode gameplay#Personal finance|Personal finance]] ===<br />
<br />
In human towns (not hamlets or castles), you can find shops; in elven trading-trees, markets; and at [[depot]]s in dwarven fortresses, [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs (it doesn't have to be anyone who actually works there), you can use {{K|k}} to {{DFtext|Trade}} with them. <br />
<br />
Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. Once done, press {{K|t}} to trade. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory. Exchanging items with NPCs who are not in a store works similarly, except they try to take the items from you and equip them/put them in their inventory. Emphasis on ''try'', because if they have no storage containers/cannot (or simply don't want to, as is often the case when giving companions armor) equip the item, they will drop it on the floor. However, since you are not within the confines of a store, these items are no longer considered theirs and you are free to take them back, effectively allowing you to make 100% profit, if you know what you're doing.<br />
<br />
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft (of the type people care about. Most methods of acquiring items in adventure mode are labeled as "theft" in legends or rumors, but if the item isn't marked as for sale, nobody cares). This is punishable by death if you are caught, and exile if you are not. <br />
<br />
On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life. Very few items are actually capable of being 'stolen', normally limited to whatever is on display in someone's shop (thus, dollar signs as noted above). One of the very few exceptions to this is dwarven fortresses, where there will be a large number of stockpiles underground with items you can't take.<br />
<br />
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins.<br />
<br />
Coins from one civilization are nearly worthless in others. You can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations. However, be sure to check the value of gems before taking them - some gems, such as [[green jade|jade]]s or [[pyrite]] are virtually worthless and have a less efficient value/weight ratio than your average sock. If possible, carry your gemstones around in the form of jewel-encrusted clothing, as that is not only more valuable than the sum of its parts, but decorations have no weight and cloth is very light.<br />
<br />
If you aren't interested in wasting carrying capacity on worthless trinkets when you could be lugging around actual valuables (like the corpses of your enemies), but also don't want to murder literally everybody who has something you want, actual straight-up theft is possible. Basically, by [[wrestling]], grabbing an item with either of your hands, and {{k|I}}nteracting with it to gain possession; you can take any item from someone's inventory that you desire. Normally, this would count as an assault, but remember, it's not a crime if nobody sees you do it. To minimize the chances of getting caught, you can {{k|S}}neak, which will turn your wrestling attempts into "stealthy grabs", and wait until nightfall to strike - even the clumsiest adventurer is unlikely to wake someone up while sneak-stealing all their clothes. For those who know their way around [[DFHack]], setting your character's sparring flag on will just flat-out make people not care, as you rip every piece of masterwork armor off their body in broad daylight, but any companions you may have will take this as an invitation to brutally murder your victim.<br />
<br />
=== Quest log ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|Q}}<br />
| Open quest log<br />
|-<br />
| {{k|Esc}}<br />
| Exit quest log<br />
|-<br />
| {{k|e}} {{k|p}} {{k|a}} {{k|s}} {{k|r}} {{k|b}}<br />
| Access various lists<br />
|-<br />
| {{k|m}}<br />
| Switch between the world map and additional info<br />
|-<br />
| {{k|z}}<br />
| Center cursor on location of selected list item, if known<br />
|-<br />
| {{k|c}}<br />
| Center cursor on your location<br />
|-<br />
| {{k|l}}<br />
| Toggle the visibility of the line between you and some other point on the map.<br />
|-<br />
| {{k|f}}<br />
| Filter the list<br />
|-<br />
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}<br />
| Navigate the list<br />
|}<br />
<br />
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|m}} key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.<br />
<br />
There are various kinds of lists you can check on the quest log:<br />
<br />
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.<br />
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.<br />
* '''Sites''' — A list of various sites around the world.<br />
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.<br />
* '''Agreements''' - Your various agreements; this includes tasks given to you by your lord (if a [[hearthperson]]), and why people are traveling with you and the history of your agreements.<br />
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.<br />
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.<br />
<br />
=== [[Adventurer mode gameplay#Create|Create]]===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|x}}<br />
| Perform action (butcher, create item...)<br />
|}<br />
<br />
Adventurers can perform limited crafting, (also known as "reactions"). To access the crafting menu, press {{k|x}}. You can sharpen rocks, assemble stone axes, carve bones, make wooden furniture, butcher, compose songs or dances or write books and scrolls.<br />
<br />
Natural abilities (spitting, breathing fire, etc.) and acquired powers (such as raising undead) are also used via this menu.<br />
<br />
=== [[Adventurer mode gameplay#Woodcutting, building and site management|Site management]] ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|b}}<br />
| Found a site and build<br />
|}<br />
<br />
Adventurers can chop down trees for [[wood|resources]], and build their own personal sites to claim as their own - neither of these actions can currently be performed in existing sites, like [[town]]s. Building currently needs wooden logs, obviously acquired by chopping down trees. With a ''non-wooden'' axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down. Site construction planning persists between save/load, retire/unretire, die/new hero, etc. Each action taken while building, from building a wall to placing down a chair, takes one hour of work to complete. In building mode, the site can have a {{k|N}}ame assigned to it. Use {{k|z}}ones to assign functions to rooms in the site such as main hall, library, temple, etc. - a site must have a name and at least one zone to become functional.<br />
<br />
=== Retirement ===<br />
<br />
If you are in a site, you can choose to retire your adventurer from the escape menu, making them a member of the site. <br />
<br />
In order to retire at an adventurer-made camp, you must make a mead hall zone and then claim control of the site. After any amount of time spent playing other games in the world, you can resume playing as them, as long as they're still alive, by starting a new adventure game and choosing them from the species list. Between games, you can see what retired adventurers have been up to in [[legends mode]], or, if you prefer, [[DF2014:Utilities#Legends_Viewer|Legends Viewer]]. Your adventurer can still do things while retired, including getting involved in some pretty serious combat (Since you've almost certainly given them some decent combat prowess, that combat may very well be assistance in the defence of the site you retired them in, which is one way they can get killed - if you're hoping to be able to unretire your adventurer later, it might be best to '''avoid retiring in a region of the world where people constantly mention armies on the march'''). Retirement may also be used as a sort of "panic button" if you want to save the life of a favorite character who has gotten into a fight they have no hope of winning, since offloading sites can heal a lot of otherwise-fatal wounds and conditions that block all methods of offloading sites, outside of retirement.<br />
<br />
==See also==<br />
<br />
*[[Adventure mode quick reference]], [[Adventure mode quick start|quick start]]<br />
<br />
<br />
{{Getting Started}}<br />
{{Category|Adventurer mode}}<br />
{{Category|Interface}}<br />
[[ru:Adventurer mode]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Audio&diff=294334Audio2023-06-30T20:14:17Z<p>Putnam3145: </p>
<hr />
<div>{{Stub}}<br />
<br />
''Dwarf Fortress'' contains music tracks which play at various points in game, including the main menu theme. Some types of audio seem to be triggered by events, while others play randomly while certain criteria are met. These seem to include some [[weather]] sounds, wild ambience, building sounds, river etc.<br />
<br />
According to Tarn, there are different settings for every track. One depends on the caverns being opened, one plays only after the second year, one is a first year track. Strike the Earth plays when you first embark, and then gets mixed in with the others afterward. And so forth; there's a raw format for this so you can change it if you like.[http://www.bay12forums.com/smf/index.php?topic=169696.msg8403423#msg8403423]<br />
<br />
Game Audio settings can be adjusted in the [[Settings#Audio|settings]] menu. <br />
<br />
== Modding== <br />
{{main|modding}}<br />
<br />
All sound and [[Soundtrack|music]] files used by ''Dwarf Fortress'' are stored in the [https://en.wikipedia.org/wiki/Ogg .ogg] format within the <code>[[Game folder|<Dwarf Fortress>]]/data/sound/</code> subfolders. You can replace the existing ogg files with different ones. That has to be performed manually and isn't actually supported by the game. You can also change some of the definitions of when certain musical cues are played, using available music tokens and sound tokens in the [[raw file]]s found in <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\vanilla_music\</code>. You can add new music and sounds with raws in the sound folder{{version|0.50.09}}, formatted like so:<br />
<br />
sound_file_example<br />
[OBJECT:SOUND_FILE]<br />
[SOUND_FILE:<identifier>]<br />
[FILE:file name]<br />
<br />
music_file_example<br />
[OBJECT:MUSIC_FILE]<br />
[MUSIC_FILE:<identifier>]<br />
[FILE:file name]<br />
[AUTHOR:author name]<br />
[LOOPS] optional<br />
[TITLE:piece title]<br />
<br />
;Sound effects<br />
<br />
All vanilla sound tokens are found within <code>sound_standard.txt</code>. All sound files must begin with the file name{{verify}}, followed by the <code>[OBJECT:SOUND]</code> token that tells the game that the file contains sound definitions.<br />
<br />
[SOUND:<identifier>]<br />
[FILE:<file identifier>]<br />
[ANNOUNCEMENT:<announcement>]<br />
...<br />
[ANNOUNCEMENT:<announcement n>]<br />
<br />
* Identifiers can be any arbitrary string, just like any other raw object<br />
* [[announcement]]s trigger condition, can use more than one announcement in the list.<br />
* File identifiers can be any of various hardcoded sounds (all present in the vanilla raws) or custom sounds.<br />
<br />
; Music tracks <br />
All vanilla music tokens are found within <code>music_standard.txt</code>. All music files must begin with the file name{{verify}}, followed by the <code>[OBJECT:MUSIC]</code> token that tells the game that the file contains music definitions.<br />
<br />
[MUSIC:TRACK_02]<br />
[FILE:EXPANSIVE_CAVERN]<br />
[CARD:EXPANSIVE_CAVERN_CARD_1] for the shuffled deck of short bits<br />
[CARD:EXPANSIVE_CAVERN_CARD_2]<br />
[CARD:EXPANSIVE_CAVERN_CARD_3]<br />
[CARD:EXPANSIVE_CAVERN_CARD_4]<br />
[EVENT:FIRST_CAVERN_OPENED]<br />
[CONTEXT:CAVERNS_OPENED]<br />
[FREQUENCY:UNCOMMON]<br />
<br />
* File - Can be any of the many hardcoded files, or it can be a custom MUSIC_FILE defined file<br />
* Card - same as file, but intended to be used for short interludes etc<br />
* Event/Context - These are the triggers for the music<br />
* Frequency (optional) can be set to 'UNCOMMON' to set the frequency half as often as the other candidates or 'RARE' to make it 1/5 as often as other candidates<br />
<br />
Possible events:<br />
[EVENT:JUST_EMBARKED]<br />
[EVENT:SIEGE]<br />
[EVENT:FIRST_CAVERN_OPENED]<br />
[EVENT:MEGABEAST_ATTACK]<br />
[EVENT:FORGOTTEN_BEAST_ATTACK]<br />
[EVENT:DEATH_SPIRAL]<br />
[EVENT:TAVERN_MUSIC_PRESENT]<br />
[EVENT:TAVERN_DANCE_PRESENT]<br />
[EVENT:LOST_FORT]<br />
<br />
Possible context :<br />
[CONTEXT:ANY]<br />
[CONTEXT:MAIN]<br />
[CONTEXT:FIRST_YEAR]<br />
[CONTEXT:SECOND_YEAR_PLUS]<br />
[CONTEXT:CAVERNS_OPENED]<br />
[CONTEXT:SPRING]<br />
[CONTEXT:SUMMER]<br />
[CONTEXT:AUTUMN]<br />
[CONTEXT:WINTER]<br />
<br />
== See Also== <br />
* [[Soundtrack]] <br />
* [https://www.youtube.com/watch?v=mJyMhgadpcQ ambiences and music snippets]<br />
* [[Soundsense]]<br />
<br />
[[Category:game]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Creature_token&diff=292844Creature token2023-04-14T00:47:54Z<p>Putnam3145: /* T */ code-verified</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
<br />
The <code>[OBJECT:CREATURE]</code> [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens. All known creature tokens are listed below. <br />
<br />
Vanilla creature definitions can be found in <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\vanilla_creatures\</code>. <br />
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.<br />
<br />
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)<br />
<br />
__NOTOC__ <br />
{{clear}}<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead of "This [adorable] animal can't work" or "This animal is waiting to be trained".<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Appearance Modifier<br />
|<br />
*Range (6 values, low to high)<br />
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.<br />
<br />
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Appearance Modifier<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Appearance Modifier<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Appearance Modifier<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Appearance Modifier<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*creature variation ID<br />
*(optional) any amount of arbitrary arguments<br />
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*selection criteria (it's complicated)<br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><br />
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.<br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Special<br />
| <br />
*creature ID<br />
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.<br />
<br />
|-<br />
| {{text anchor|CREATURE}}<br />
| Creature<br />
|<br />
*creature ID<br />
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.<br />
<br />
The full list of tokens that use creature classes is: <br />
<br />
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}<br />
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}<br />
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}<br />
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}<br />
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.<br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are:<br />
*COLLECT_TROPHIES<br />
*COOK_PEOPLE<br />
*COOK_VERMIN<br />
*GRIND_VERMIN<br />
*COOK_BLOOD<br />
*GRIND_BONE_MEAL<br />
*EAT_BONE_PORRIDGE<br />
*USE_ANY_MELEE_WEAPON<br />
*GIANT_NEST<br />
*COLLECT_WEALTH.<br />
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby [[vermin]].<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:<br />
*SIMPLE_BURROW<br />
*SIMPLE_MOUND<br />
*WILDERNESS_LOCATION<br />
*SHRINE<br />
*LABYRINTH<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.<br />
<br />
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays [[egg]]s instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays the specified item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
Some examples of adjective use:<br />
* "super''dwarven'' strength"<br />
* "the ''dwarven'' hillocks of X"<br />
* Deity species as in "''feline'' deity"<br />
* Megabeast attacks in worldgen. One with multiple dragons being a "''draconic'' rampage"<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag may periodically "perform horrible experiments" offscreen, during which they can use creature-targeting interactions with an <code>[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]</code> tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}<br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not be hunted or fed to wild beasts.<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*casual chance<br />
*strong chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}<br />
| Caste<br />
|<br />
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.<br />
<br />
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What the creature's [[remains]] are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's [[remains]] are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from the creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from the creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (e.g. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLAIN_CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*text set<br />
| Caste-specific {{token|SLAIN_SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|SLAIN_SPEECH}}<br />
| Creature<br />
| <br />
*text set<br />
| Boasting speeches relating to killing this creature. Examples include text_dwarf.txt and text_elf.txt in data\vanilla\vanilla_creatures\objects.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SOURCE_HFID}}<br />
| Creature<br />
| <br />
*Integer<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's [[web]]s can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Alias for TISSUE_LAYER<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. 1000 by default.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Creature<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
<br />
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Part type token<br />
! width="30%" | Arguments<br />
! width="60%" | Description<br />
<br />
|-<br />
| {{text anchor|BODYPART}}<br />
| <br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
|<br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
* tissue layer<br />
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.<br />
<br />
|-<br />
| {{text anchor|CHILD_BODYPART_GROUP}}<br />
|<br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).<br />
<br />
|-<br />
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}<br />
| <br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
* tissue layer<br />
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.<br />
<br />
|}<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Tissue Layer Tokens==<br />
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].<br />
<br />
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the "actual" skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.<br />
<br />
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Begins a selection of tissue layers. <br />
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds tissue layers to those selected.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. <br />
<br />
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as "functional" tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
*[[Creature examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Creature_token&diff=292839Creature token2023-04-12T21:20:32Z<p>Putnam3145: </p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
<br />
The <code>[OBJECT:CREATURE]</code> [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens. All known creature tokens are listed below. <br />
<br />
Vanilla creature definitions can be found in <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\vanilla_creatures\</code>. <br />
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.<br />
<br />
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)<br />
<br />
__NOTOC__ <br />
{{clear}}<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead of "This [adorable] animal can't work" or "This animal is waiting to be trained".<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Appearance Modifier<br />
|<br />
*Range (6 values, low to high)<br />
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.<br />
<br />
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Appearance Modifier<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Appearance Modifier<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Appearance Modifier<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Appearance Modifier<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*creature variation ID<br />
*(optional) any amount of arbitrary arguments<br />
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*selection criteria (it's complicated)<br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><br />
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.<br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Special<br />
| <br />
*creature ID<br />
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.<br />
<br />
|-<br />
| {{text anchor|CREATURE}}<br />
| Creature<br />
|<br />
*creature ID<br />
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.<br />
<br />
The full list of tokens that use creature classes is: <br />
<br />
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}<br />
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}<br />
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}<br />
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}<br />
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.<br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are:<br />
*COLLECT_TROPHIES<br />
*COOK_PEOPLE<br />
*COOK_VERMIN<br />
*GRIND_VERMIN<br />
*COOK_BLOOD<br />
*GRIND_BONE_MEAL<br />
*EAT_BONE_PORRIDGE<br />
*USE_ANY_MELEE_WEAPON<br />
*GIANT_NEST<br />
*COLLECT_WEALTH.<br />
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby [[vermin]].<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:<br />
*SIMPLE_BURROW<br />
*SIMPLE_MOUND<br />
*WILDERNESS_LOCATION<br />
*SHRINE<br />
*LABYRINTH<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.<br />
<br />
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays [[egg]]s instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays the specified item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
Some examples of adjective use:<br />
* "super''dwarven'' strength"<br />
* "the ''dwarven'' hillocks of X"<br />
* Deity species as in "''feline'' deity"<br />
* Megabeast attacks in worldgen. One with multiple dragons being a "''draconic'' rampage"<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag may periodically "perform horrible experiments" offscreen, during which they can use creature-targeting interactions with an <code>[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]</code> tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}<br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not be hunted or fed to wild beasts.<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*casual chance<br />
*strong chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}<br />
| Caste<br />
|<br />
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.<br />
<br />
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What the creature's [[remains]] are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's [[remains]] are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from the creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from the creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (e.g. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLAIN_CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*text set<br />
| Caste-specific {{token|SLAIN_SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|SLAIN_SPEECH}}<br />
| Creature<br />
| <br />
*text set<br />
| Boasting speeches relating to killing this creature. Examples include text_dwarf.txt and text_elf.txt in data\vanilla\vanilla_creatures\objects.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SOURCE_HFID}}<br />
| Creature<br />
| <br />
*Integer<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's [[web]]s can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. 1000 by default.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Creature<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
<br />
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Part type token<br />
! width="30%" | Arguments<br />
! width="60%" | Description<br />
<br />
|-<br />
| {{text anchor|BODYPART}}<br />
| <br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
|<br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
* tissue layer<br />
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.<br />
<br />
|-<br />
| {{text anchor|CHILD_BODYPART_GROUP}}<br />
|<br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).<br />
<br />
|-<br />
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}<br />
| <br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
* tissue layer<br />
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.<br />
<br />
|}<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Tissue Layer Tokens==<br />
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].<br />
<br />
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the "actual" skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.<br />
<br />
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Begins a selection of tissue layers. <br />
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds tissue layers to those selected.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. <br />
<br />
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as "functional" tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
*[[Creature examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Creature_token&diff=292838Creature token2023-04-12T21:00:50Z<p>Putnam3145: </p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
<br />
The <code>[OBJECT:CREATURE]</code> [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens. All known creature tokens are listed below. <br />
<br />
Vanilla creature definitions can be found in <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\vanilla_creatures\</code>. <br />
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.<br />
<br />
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)<br />
<br />
__NOTOC__ <br />
{{clear}}<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead of "This [adorable] animal can't work" or "This animal is waiting to be trained".<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Appearance Modifier<br />
|<br />
*Range (6 values, low to high)<br />
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.<br />
<br />
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Appearance Modifier<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Appearance Modifier<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Appearance Modifier<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Appearance Modifier<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*creature variation ID<br />
*(optional) any amount of arbitrary arguments<br />
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*selection criteria (it's complicated)<br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><br />
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.<br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Special<br />
| <br />
*creature ID<br />
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.<br />
<br />
|-<br />
| {{text anchor|CREATURE}}<br />
| Creature<br />
|<br />
*creature ID<br />
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.<br />
<br />
The full list of tokens that use creature classes is: <br />
<br />
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}<br />
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}<br />
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}<br />
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}<br />
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.<br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are:<br />
*COLLECT_TROPHIES<br />
*COOK_PEOPLE<br />
*COOK_VERMIN<br />
*GRIND_VERMIN<br />
*COOK_BLOOD<br />
*GRIND_BONE_MEAL<br />
*EAT_BONE_PORRIDGE<br />
*USE_ANY_MELEE_WEAPON<br />
*GIANT_NEST<br />
*COLLECT_WEALTH.<br />
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby [[vermin]].<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:<br />
*SIMPLE_BURROW<br />
*SIMPLE_MOUND<br />
*WILDERNESS_LOCATION<br />
*SHRINE<br />
*LABYRINTH<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.<br />
<br />
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays [[egg]]s instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays the specified item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
Some examples of adjective use:<br />
* "super''dwarven'' strength"<br />
* "the ''dwarven'' hillocks of X"<br />
* Deity species as in "''feline'' deity"<br />
* Megabeast attacks in worldgen. One with multiple dragons being a "''draconic'' rampage"<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag may periodically "perform horrible experiments" offscreen, during which they can use creature-targeting interactions with an <code>[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]</code> tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}<br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not be hunted or fed to wild beasts.<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*casual chance<br />
*strong chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}<br />
| Caste<br />
|<br />
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.<br />
<br />
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What the creature's [[remains]] are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's [[remains]] are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from the creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from the creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (e.g. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLAIN_CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*text set<br />
| Caste-specific {{token|SLAIN_SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|SLAIN_SPEECH}}<br />
| Creature<br />
| <br />
*text set<br />
| Boasting speeches relating to killing this creature. Examples include text_dwarf.txt and text_elf.txt in data\vanilla\vanilla_creatures\objects.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SOURCE_HFID}}<br />
| Creature<br />
| <br />
*Integer<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's [[web]]s can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. 1000 by default.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Creature<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
<br />
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Part type token<br />
! width="30%" | Arguments<br />
! width="60%" | Description<br />
<br />
|-<br />
| {{text anchor|BODYPART}}<br />
| <br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
|<br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
* tissue layer<br />
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.<br />
<br />
|-<br />
| {{text anchor|CHILD_BODYPART_GROUP}}<br />
|<br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use only those hands that are attached to an arm.<br />
<br />
|-<br />
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}<br />
| <br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
* BY_TYPE/BY_TOKEN/BY_CATEGORY<br />
* type/token/category<br />
* tissue layer<br />
| Uses a specific tissue on a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP:BONE will make it use bone only on those hands that are attached to an arm.<br />
<br />
|}<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Tissue Layer Tokens==<br />
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].<br />
<br />
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the "actual" skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.<br />
<br />
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Begins a selection of tissue layers. <br />
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds tissue layers to those selected.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. <br />
<br />
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as "functional" tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
*[[Creature examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Graphics_token&diff=292830Graphics token2023-04-10T21:58:21Z<p>Putnam3145: /* Layered Conditions */</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}<br />
<br />
<br />
The <code>[OBJECT:GRAPHICS]</code> [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam & Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.<br />
<br />
<br />
== Creature Graphics ==<br />
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the <code>[OBJECT:GRAPHICS]</code> type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].<br />
<br />
<br />
=== Types ===<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Type<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|CREATURE_GRAPHICS}}<br />
|<br />
* [[Creature token|creature id]]<br />
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. <br />
<br />
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].<br />
<br />
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CASTE_GRAPHICS}} <br />
|<br />
* [[Creature token|creature id]]<br />
* [[Caste|Caste ID]]<br />
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for each caste.<br />
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].<br />
<br />
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].<br />
<br />
|-<br />
| {{text anchor|STATUE_CREATURE_GRAPHICS}} <br />
|<br />
* [[Creature token|creature id]]<br />
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.<br />
<br />
|-<br />
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}<br />
|<br />
* [[Creature token|creature id]]<br />
| Graphics for a 3x2 rectangle that is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]].<br />
<br />
|}<br />
<br />
<br />
=== Basic Conditions ===<br />
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all conditions that can be used for creature graphics that accept a ''condition'' token.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Condition<br />
! Accepts<br>Secondary<br />
! Description<br />
|-<br />
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.<br />
<br />
|-<br />
| {{text anchor|CHILD}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} and is younger than one of those ages.<br />
<br />
|-<br />
| {{text anchor|ANIMATED}} || Yes || Displayed if the creature is raised from the dead, although it is not known how this is decided. Raised status is not related to having a syndrome with the class from {{token|CONDITION_SYN_CLASS|g}} or from having {{token|NOT_LIVING|c}}/{{token|OPPOSED_TO_LIFE|c}}.<br />
<br />
|-<br />
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.<br />
<br />
|-<br />
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.<br />
<br />
|-<br />
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.<br />
<br />
|-<br />
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/<br />
<br />
|-<br />
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}<br />
<br />
|-<br />
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}<br />
|}<br />
<br />
<br />
=== Layered Conditions ===<br />
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Arguments<br />
! Type<br />
! Description<br />
<br />
|-<br />
| {{text_anchor|LAYER_SET}} ||<br />
* condition<br />
| Creature<br>Graphics<br />
| Begins defining a layer set for a creature's graphics. Valid values of ''condition'' are DEFAULT, CORPSE, and ANIMATED.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|LAYER_GROUP}} || || Layer<br>Group<br />
| Begins defining a layer group. Current effect unknown.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|END_LAYER_GROUP}} || || Layer<br>Group<br />
| marks the end of a layer group. Current effect unknown.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|CONDITION_ITEM_WORN}} ||<br />
* BY_CATEGORY / BY_TOKEN<br />
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]<br />
* Armor type (ARMOR, GLOVES, Etc.)<br />
* Item ID(s)<br />
|| Armor<br>Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item. <br />
For example, a condition representing a right handed mitten or glove would be defined as:<br />
<code>[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]</code><br />
<br />
|-<br />
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||<br />
* BY_CATEGORY / BY_TOKEN<br />
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]<br />
* Armor type<br />
* Item ID(s)<br />
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input <code>ANY_HELD</code> or <code>WIELD</code> (e.g. <code>WIELD:WEAPON:ANY</code>).<br />
<br />
|-<br />
| {{text_anchor|CONDITION_CASTE}} ||<br />
* caste name(s)<br />
|| General<br />
|| Checks if the creature's caste exactly matches the given caste name.{{version|50.05}} Can use any amount of castes.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_DYE}} ||<br />
* dye color<br />
|| Armor<br />
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}<br />
<br />
|-<br />
| {{text_anchor|CONDITION_NOT_DYED}} || || Armor<br />
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}<br />
<br />
|-<br />
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||<br />
* material flag<br />
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:<br />
* WOVEN_ITEM<br />
* ANY_X_MATERIAL<br />
:with X being:<br />
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL<br />
* IS_DIVINE_MATERIAL<br />
* NOT_ARTIFACT<br />
* IS_CRAFTED_ARTIFACT<br />
* METAL_ITEM_MATERIAL<br />
* GLASS_MATERIAL<br />
* FIRE_BUILD_SAFE<br />
* MAGMA_BUILD_SAFE<br />
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]<br />
<br />
|-<br />
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||<br />
* material token<br />
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form <code>METAL:COPPER</code> where copper can be replaced with any weapons-grade metal. Initial testing has shown that some [[material token]]s are not functional. {{token|CONDITION_MATERIAL_FLAG}} is a better option for any material condition other than metal.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||<br />
* [[Unit type token#Profession Categories|profession category token(s)]]<br />
|| General<br />
|| Checks the profession category of the creature to act as a condition. Multiple profession category tokens can be chained together. You can also use multiple of these tokens instead of listing them all in a single one, but this is functionally identical. Valid Profession tokens which are not categories will be ignored; values that do not match any existing Profession will be treated as <code>NONE</code> and thus apply to doctors, military, etc..<br />
<br />
|-<br />
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||<br />
* body part<br />
* integer index<br />
* integer range<br />
|| General<br />
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:<br />
<code>[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]</code><br />
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||<br />
* integer<br />
|| General<br />
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||<br />
* integer<br />
|| General<br />
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_CHILD}} || General ||<br />
|| Checks if the creature is a child or baby.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||<br />
|| Checks if the creature is an adult.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_GHOST}} || General ||<br />
|| Checks if the creature is a ghost.<br />
<br />
|-<br />
| {{text_anchor|CONDITION_SYN_CLASS}} ||<br />
* [[Syndrome#SYN_CLASS|SYN_CLASS]]<br />
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:<br />
* ZOMBIE<br />
* NECROMANCER<br />
* VAMPCURSE<br />
* RAISED_UNDEAD<br />
* GHOUL<br />
<br />
|-<br />
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||<br />
* BY_CATEGORY<br />
* [[Body_token#CATEGORY|body part category]] or ALL<br />
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL<br />
|| Tissue<br />
|| Selects a tissue layer to use for checking other conditions. Ex:<br />
<code>[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]</code><br />
<br />
|-<br />
| {{text_anchor|TISSUE_MIN_LENGTH}} ||<br />
* integer<br />
|| Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_MAX_LENGTH}} ||<br />
* integer<br />
|| Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||<br />
* [[Color#Color_tokens|color token(s)]]<br />
|| Tissue<br />
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||<br />
* styling token<br />
|| Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue<br />
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.<br />
<br />
|-<br />
| {{text_anchor|TISSUE_SWAP}} ||<br />
* IF_MIN_CURLY<br />
* integer<br />
* tile page id<br />
* x position<br />
* y position<br />
| Tissue<br />
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.<br />
<br />
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.<br />
The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}.<br />
<br />
|}<br />
<br />
=== Vermin Conditions ===<br />
Special Conditions for {{token|VERMIN|c}} creature graphics:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Condition<br />
! Description<br />
|-<br />
| {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.<br />
<br />
|-<br />
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.<br />
<br />
|-<br />
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.<br />
<br />
|-<br />
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.<br />
<br />
|-<br />
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.<br />
<br />
|-<br />
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.<br />
<br />
|-<br />
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.<br />
<br />
|-<br />
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.<br />
<br />
|-<br />
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.<br />
<br />
|-<br />
| {{text anchor|REMAINS}} || Vermin corpses.<br />
<br />
|-<br />
| {{text anchor|HIVE}} || Vermin hives.<br />
|}<br />
<br />
== Item Graphics ==<br />
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. Descriptions of the token functions is provisional.<br />
<br />
Item graphics currently do not support LARGE_IMAGE.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text_anchor|TILE_GRAPHICS}}<br />
|<br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|BOULDER_GRAPHICS}}<br />
|<br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID<br />
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.<br />
<br />
|-<br />
| {{text_anchor|ROUGH_GEM_GRAPHICS}}<br />
|<br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID<br />
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.<br />
<br />
|-<br />
| {{text_anchor|BARS_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Material ID or item ID<br />
| Defines tile graphics variants to use for BAR items by material.<br />
<br />
|-<br />
| {{text_anchor|FOOD_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for FOOD items.<br />
<br />
|-<br />
| {{text_anchor|ARMOR_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|GLOVES_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|HELM_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for HELM items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|PANTS_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHOES_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHOES_GRAPHICS_METAL}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHIELD_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.<br />
<br />
|-<br />
| {{text_anchor|TOY_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
* Material ID<br />
| Defines tile graphics for TOY items. Material ID in this case is one of STONE, WOOD, METAL, or GLASS.<br />
<br />
|-<br />
| {{text_anchor|TRAPCOMP_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines tile graphics for TRAPCOMP items.<br />
<br />
|-<br />
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines tile graphics for installed upright spike traps. These comprise two-tile graphics: # is replaced with the number of spikes, 1-10; X is replaced with T (for top graphic tile) or B (bottom graphic tile). This follows the tile graphics definition of either MENACINGSPIKE or SPEAR.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Begins defining graphics for SIEGEAMMO items.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wooden variant of above.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wood variant of above.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Begins defining graphics for AMMO items.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wooden variant of above.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Wood variant of above.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Begins defining graphics for WEAPON items.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
* Item ID<br />
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.<br />
<br />
|-<br />
| {{text_anchor|ADD_TOOL_GRAPHICS}}<br />
| <br />
* Item ID<br />
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_WOOD}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for wooden TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_STONE}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for stone TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_METAL}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for metal TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_GLASS}}<br />
| <br />
* Variant index<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines additonal variant graphics for glass TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines the built item graphics for HIVE items.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines the built item graphics for HIVE items that have hives installed.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}<br />
| <br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines the built item graphics for HIVE items that are ready to be harvested.<br />
<br />
|-<br />
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}<br />
| <br />
* Shape ID<br />
* Tile page ID<br />
* x index<br />
* y index<br />
| Defines graphics for shaped items; currently used for dice.<br />
<br />
|}<br />
<br />
== World Map Graphics ==<br />
World map graphics are defined in <code>[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt</code><br />
Tokens that accept variants have 5 of them:<br />
<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:1]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:2]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:3]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:4]<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:5]<br />
<br />
Otherwise:<br />
<br />
[TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>]<br />
<br />
==See Also==<br />
*[[Creature token]]<br />
*[[Syndrome]]<br />
*[[Creature examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Graphics token]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Syndrome&diff=292749Syndrome2023-04-02T02:34:48Z<p>Putnam3145: /* Basic syndrome tokens */</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
[[File:syndrome_icon.png|100px|right]][[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]<br />
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease - many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]], are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. <br />
<br />
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''<br />
<br />
==List of syndromes==<br />
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion.<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Syndrome<br />
! Venom<br />
! Acquired<br />
! Short-term Symptoms<br />
! Long-term Symptoms<br />
! Chronic Symptoms <br />
|-<br />
| Adder bite<br />
| adder venom (injected)<br />
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]<br />
| Strong pain<br />
| Swelling<br>Blisters<br>Nausea<br />
| None<br />
|-<br />
| Bark scorpion sting<br />
| bark scorpion venom (injected)<br />
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]<br />
| Strong pain<br />
| None<br />
| None<br />
|-<br />
| Black mamba bite<br />
| black mamba venom (injected)<br />
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]<br />
| Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Blob blisters<br />
| cave blob fluid<br />(contact or ingested)<br />
| Touching a [[cave blob]]<br />
| Mild pain<br/>Mild blisters<br />
| None<br />
| None<br />
|-<br />
| Brown recluse spider bite<br />
| brown recluse spider venom (injected)<br />
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]<br />
| Nausea<br>Fever<br>Pain<br><br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Bumblebee sting<br />
| bumblebee venom (injected)<br />
| Being stung by a [[bumblebee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Bushmaster bite<br />
| bushmaster venom (injected)<br />
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]<br />
| Strong pain<br>Mild bleeding<br>Dizziness<br>Nausea<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Cave floater sickness<br />
| cave floater gas<br />(inhaled or ingested)<br />
| Expelled from [[cave floater]]<br />
| Mild nausea<br />
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)<br />
| None<br />
|-<br />
| Cave spider bite<br />
| cave spider venom<br />(injected)<br />
| Being bitten by a [[cave spider]]<br />
| None<br />
| None<br />
| Very mild dizziness<br />
|-<br />
| Copperhead snake bite<br />
| copperhead snake venom (injected)<br />
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]<br />
| Pain<br>Swelling<br>Nausea<br />
| None<br />
| None<br />
|-<br />
| Giant cave spider bite<br />
| giant cave spider venom<br />(injected)<br />
| Being bitten by a [[giant cave spider]]<br />
| Size-dependant paralysis.<br />
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.<br />
| None, not that it really matters.<br />
|-<br />
| Gila monster bite<br />
| gila monster venom (injected)<br />
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]<br />
| Pain<br>Mild swelling<br />
| None<br />
| None<br />
|-<br />
| Gnomeblight<br />
| [[gnomeblight]]<br />(contact, inhaled, injected, or ingested)<br />
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.<br />
| None<br />
| Severe systemic necrosis<sup>2</sup><br />
| None<br />
|-<br />
| Giant desert scorpion sting<br />
| giant desert scorpion venom<br />(injected)<br />
| Being stung by a [[giant desert scorpion]] <br />
| Necrosis of the brain and nervous system<br />
| '''Certain death'''<br />
| None, not that it really matters.<br />
|- <br />
| Helmet snake bite<br />
| helmet snake venom<br />(injected)<br />
| Being bitten by a [[helmet snake]]<br />
| Minor bleeding<br />
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb <br />
| None<br />
|-<br />
| Honey bee sting<br />
| honey bee venom (injected)<br />
| Being stung by a [[honey bee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Inebriation<br />
| [[Alcohol]] (consumed/injected)<br />
| Consuming alcoholic drinks<br />
| Nausea<br>Dizziness<br>Unconsciousness<br>Personality changes<br>Euphoria<br>Erratic behavior<br>Trouble breathing<br />
| None<br />
| None<br />
|-<br />
| Iron man cough<br />
| iron man gas<br />(inhaled)<br />
| Expelled by [[iron man]]<br />
| Coughing blood<br />
| None<br />
| None<br />
|-<br />
| King cobra bite<br />
| king cobra venom<br />(injected)<br />
| Being bitten by a [[king cobra]]<br />
| Complete paralysis<sup>1</sup><br/>Pain, dizziness, drowsiness<br />
| None<br />
| None<br />
|-<br />
| Phantom spider bite<br />
| phantom spider venom<br />(injected)<br />
| Being bitten by a [[phantom spider]]<br />
| None<br />
| Numbness and mild dizziness<br />
| None<br />
|-<br />
| Platypus sting<br />
| platypus venom<br />(injected)<br />
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]<br />
| Pain and swelling<br />
| Extreme pain, swelling possibly to the point of necrosis<br />
| None<br />
|-<br />
| Rattlesnake bite<br />
| rattlesnake venom<br />(injected)<br />
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]<br />
| Pain, nausea, blisters, swelling, bruising<br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Serpent man bite<br />
| serpent man venom<br />(injected)<br />
| Being bitten by a [[serpent man]]<br />
| Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Mummy's curse<br />
| [[DF2014:Mummy|Disturbance interaction]].<br />
| Being cursed by a [[mummy]], when caught raiding their tombs<br />
| None<br />
| None<br />
| 20% chance of any skill roll failing, regardless of skill.<br />
|-<br />
| Vampirism<br />
| [[Deity|Divine]] curse<br />
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[vampire]].<br />
|-<br />
| Werebeast curse<br />
| [[Deity|Divine]] curse<br />
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[werebeast]].<br />
|-<br />
| Necromancy<br />
| [[Deity|Divine]] 'curse'<br />
| Reading a book/slab that contains the secrets of life and death.<br />
| None<br />
| None<br />
| Reader becomes a [[necromancer]].<br />
|-<br />
| evil rain sickness<sup>3</sup><br />
|rowspan=7| Random<br />
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|-<br />
| evil cloud sickness<sup>4</sup><br />
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]<br />
|-<br />
| beast sickness<sup>5</sup><br />
| Encounters with [[forgotten beast]]s<br />
|-<br />
| titan sickness<sup>5</sup><br />
| Encounters with [[titan]]s<br />
|-<br />
| night sickness<sup>5</sup><br />
| Encounters with [[nightmare]]s or [[experiment]]s<br />
|-<br />
| demon sickness<sup>5</sup><br />
| Encounters with [[demon]]s<br />
|-<br />
| divine sickness<sup>5</sup><br />
| Encounters with [[angel]]s<br />
|}<br />
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.<br />
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. <br />
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. <br />
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. <br />
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).<br />
<br />
==The anatomy of a syndrome==<br />
{{Modding}}<br />
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.<br />
<br />
<br />
'''1) Transmission via Materials'''<br />
<br />
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.<br />
<br />
<br />
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:<br />
<br />
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_NAME:LIQUID:giant cave spider venom]<br />
[STATE_ADJ:LIQUID:giant cave spider venom]<br />
[STATE_NAME:GAS:boiling giant cave spider venom]<br />
[STATE_ADJ:GAS:boiling giant cave spider venom]<br />
[PREFIX:NONE]<br />
[ENTERS_BLOOD]<br />
'''[SYNDROME]'''<br />
'''[SYN_NAME:giant cave spider bite]'''<br />
'''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''<br />
'''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''<br />
'''[SYN_INJECTED]'''<br />
'''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''<br />
<br />
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.<br />
<br />
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.<br />
<br />
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).<br />
<br />
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).<br />
<br />
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.<br />
<br />
<br />
'''2) Transmission via Interactions'''<br />
<br />
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.<br />
<br />
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.<br />
<br />
==Basic syndrome tokens==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|SYNDROME}}<br />
| <br />
| Used to begin defining a new syndrome.<br />
<br />
|-<br />
| {{text anchor|SYN_NAME}}<br />
| <your text><br />
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.<br />
<br />
|-<br />
| {{text anchor|SYN_CLASS}}<br />
| <your text><br />
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.<br />
<br />
|-<br />
| {{text anchor|SYN_CONTACT}}<br />
| <br />
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.<br />
<br />
Methods of getting a material contaminant onto a creature's body include: <br />
* [[Creature token#SECRETION|secretions]]<br />
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)<br />
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust clouds]] (contaminate all external body parts, even if covered)<br />
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])<br />
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)<br />
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)<br />
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)<br />
* striking the creature's body with a contaminated item (see below)<br />
<br />
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.<br />
<br />
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).<br />
<br />
|-<br />
| {{text anchor|SYN_INGESTED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.<br />
<br />
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.<br />
<br />
|-<br />
| {{text anchor|SYN_INHALED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.<br />
<br />
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.<br />
<br />
|-<br />
| {{text anchor|SYN_INJECTED}}<br />
| <br />
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. <br />
<br />
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon "lodged into the wound" isn't a requirement.<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.<br />
<br />
DWARF:FEMALE is an example of a valid <creature>:<caste> combination; "ALL" can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, "ALL" can be used in place of a specific caste.<br />
<br />
|-<br />
| {{text anchor|SYN_NO_HOSPITAL}}<br />
| <br />
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.<br />
<br />
|-<br />
| {{text anchor|SYN_IDENTIFIER}}<br />
| <your text><br />
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.<br />
<br />
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.<br />
<br />
When a creature gets a new syndrome with the same SYN_IDENTIFIER, it merges the effects of the new syndrome into the old one, resetting any overlapping syndrome effects to their PEAK time. If the new one comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will additionally adjust the first syndrome's concentration on any overlapping syndrome effects as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated, and reset the timer on inebriation to its PEAK.<br />
<br />
|-<br />
| {{text anchor|SYN_CONCENTRATION_ADDED}}<br />
| <amount>:<max><br />
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level.<br />
<br />
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by <amount> whenever the creature is exposed to it, until its specified <max> concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher <max> value, the concentration will of course increase further.<br />
<br />
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with <code>[SYN_IDENTIFIER:INEBRIATION]</code> and <code>[SYN_CONCENTRATION_ADDED:100:1000]</code>. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, "Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off."<br />
<br />
Some of the generated interaction-derived syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
|}<br />
<br />
==Creature Effect Tokens==<br />
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows:<br />
<br />
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]<br />
<br />
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.<br />
<br />
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|CE_X}}<br />
| <br />
| The effect type. This can be a number of different tokens, as detailed in the tables that follow this one.<br />
<br />
|-<br />
| {{text anchor|SEV}}<br />
| <amount><br />
| The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.<br />
<br />
|-<br />
| {{text anchor|PROB}}<br />
| <amount><br />
| The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance.<br />
<br />
|-<br />
| {{text anchor|BP}}<br />
| <body part>:<tissue><br />
| (Optional; overridden by [[Syndrome#LOCALIZED|LOCALIZED]]) Specifies which body parts and tissues the effect is to be applied to. Not every effect requires a target!<br />
<br />
<body part> can be BY_CATEGORY:X to target body parts with a matching [CATEGORY:X] [[body token]] (or ALL to affect everything), BY_TYPE:X to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:X to target individual body parts by their ID as specified by the [BP] token of the body plan definition. For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The effect would act on all body parts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all body parts. Multiple targets can be given in one effect by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target body parts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas.<br />
<br />
|-<br />
| {{text anchor|LOCALIZED}}<br />
| <br />
| (Optional; overrides [[Syndrome#BP|BP]] tokens) This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the effect do nothing. This token also makes inhaled syndromes have no effect.<br />
<br />
|-<br />
| {{text anchor|VASCULAR_ONLY}}<br />
| <br />
| (Optional) This effect only affects tissue layers with the VASCULAR token.<br />
<br />
|-<br />
| {{text anchor|MUSCULAR_ONLY}}<br />
| <br />
| (Optional) This effect only affects tissue layers with the MUSCULAR token.<br />
<br />
|-<br />
| {{text anchor|SIZE_DILUTES}}<br />
| <br />
| (Optional) This token presumably causes the severity of the effect to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.<br />
<br />
|-<br />
| {{text anchor|SIZE_DELAYS}}<br />
| <br />
| (Optional) As above, this token has yet to be tested but presumably delays the onset of an effect according to the size of the victim.<br />
<br />
|-<br />
| {{text anchor|CAN_BE_HIDDEN}}<br />
| <br />
| (Optional) Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}<br />
<br />
|-<br />
| {{text anchor|RESISTABLE}} (sic)<br />
| <br />
| (Optional) Determines if the effect can be hindered by the target creature's [[Attribute#Disease_resistance|disease resistance attribute]]. Without this token, disease resistance is ignored. (yes, it's spelled incorrectly)<br />
<br />
|-<br />
| {{text anchor|DWF_STRETCH}}<br />
| <amount><br />
| (Optional) Multiplies the duration values of the effect by the specified amount in Fortress mode.<br />
<br />
|-<br />
| {{text anchor|ABRUPT_START}}<br />
| <br />
| (Optional) Makes the effect begin immediately rather than ramping up.<br />
<br />
|-<br />
| {{text anchor|ABRUPT_END}}<br />
| <br />
| (Optional) Makes the effect end immediately rather than ramping down.<br />
<br />
|-<br />
| {{text anchor|ABRUPT}}<br />
| <br />
| (Optional) Combination of ABRUPT_START and ABRUPT_END.<br />
<br />
|-<br />
| {{text anchor|START}}<br />
| <time><br />
| Determines the time after exposure, in ticks, when the effect starts. Required for all effects.<br />
<br />
|-<br />
| {{text anchor|PEAK}}<br />
| <time><br />
| (Optional) Determines the time after exposure, in ticks, when the effect reaches its peak intensity.<br />
<br />
|-<br />
| {{text anchor|END}}<br />
| <time><br />
| (Optional) Determines the time after exposure, in ticks, when the effect ends.<br />
|}<br />
<br />
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.<br />
<br />
<br />
===Symptomatic Effects===<br />
<br />
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.<br />
<br />
Non-targeted effects will ignore any BP tokens and LOCALIZED tokens.<br />
<br />
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_BRUISING}}<br />
| Yes<br />
| Causes the targeted body part to undergo bruising.<br />
|-<br />
| {{text anchor|CE_BLISTERS}}<br />
| Yes<br />
| Covers the targeted body part with blisters.<br />
|-<br />
| {{text anchor|CE_OOZING}}<br />
| Yes<br />
| Causes pus to ooze from the afflicted body part.<br />
|-<br />
| {{text anchor|CE_BLEEDING}}<br />
| Yes<br />
| Causes the targeted body part to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.<br />
|-<br />
| {{text anchor|CE_SWELLING}}<br />
| Yes<br />
| Causes the targeted body part to swell up. Extreme swelling may lead to necrosis.<br />
|-<br />
| {{text anchor|CE_NECROSIS}}<br />
| Yes<br />
| Causes the targeted body part to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.<br />
|-<br />
| {{text anchor|CE_NUMBNESS}}<br />
| Optional<br />
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage. If no target is specified this applies to all body parts.<br />
|-<br />
| {{text anchor|CE_PAIN}}<br />
| Optional<br />
| Afflicts the targeted body part with intense pain. If no target is specified this applies to all body parts.<br />
|-<br />
| {{text anchor|CE_PARALYSIS}}<br />
| Optional<br />
| Causes complete paralysis of the affected body part. Paralysis on a limb may lead to motor nerve damage. If no target is specified this causes total paralysis, which can lead to suffocation of smaller creatures.<br />
|-<br />
| {{text anchor|CE_IMPAIR_FUNCTION}}<br />
| Yes<br />
| An organ afflicted with this effect is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.<br />
|-<br />
| {{text anchor|CE_DIZZINESS}}<br />
| No<br />
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.<br />
|-<br />
| {{text anchor|CE_DROWSINESS}}<br />
| No<br />
| Causes the Drowsiness condition.<br />
|-<br />
| {{text anchor|CE_UNCONSCIOUSNESS}}<br />
| No<br />
| Renders the creature unconscious.<br />
|-<br />
| {{text anchor|CE_FEVER}}<br />
| No<br />
| Causes the Fever condition.<br />
|-<br />
| {{text anchor|CE_NAUSEA}}<br />
| No<br />
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.<br />
|-<br />
| {{text anchor|CE_COUGH_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|-<br />
| {{text anchor|CE_VOMIT_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|}<br />
<br />
===Healing Effects===<br />
Most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_REDUCE_PAIN}}<br />
| Yes<br />
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted body part. The SEV value probably controls by how much the pain is decreased.<br />
|-<br />
| {{text anchor|CE_REDUCE_SWELLING}}<br />
| Yes<br />
| Decreases the severity of swelling on the targeted body part.<br />
|-<br />
| {{text anchor|CE_REDUCE_PARALYSIS}}<br />
| Yes<br />
| Decreases the severity of any paralysis effects on the targeted body part.<br />
|-<br />
| {{text anchor|CE_REDUCE_DIZZINESS}}<br />
| No<br />
| Decreases the severity of any dizziness the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_NAUSEA}}<br />
| No<br />
| Decreases the severity of any nausea the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_FEVER}}<br />
| No<br />
| Decreases the severity of any fever the creature has.<br />
|-<br />
| {{text anchor|CE_STOP_BLEEDING}}<br />
| Yes<br />
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted body part. The SEV value probably controls by how much the bleeding is decreased.<br />
|-<br />
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}<br />
| Yes<br />
| Closes any wounds on the targeted body part with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_CURE_INFECTION}}<br />
| Yes?<br />
| Probably decreases the severity of the infection from infected wounds over time.<br />
|-<br />
| {{text anchor|CE_HEAL_TISSUES}}<br />
| Yes<br />
| Heals the tissues of the targeted body part with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_HEAL_NERVES}}<br />
| Yes<br />
| Heals the nerves of the targeted body part with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_REGROW_PARTS}}<br />
| Yes<br />
| Causes missing body parts to regrow. SEV controls how quickly body parts are regrown. In adventure, parts may be lost again once you travel or wait/sleep {{bug|0011396}}.<br />
|}<br />
<br />
===Special Effects===<br />
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Arguments<br />
! Description<br />
|-<br />
| {{text anchor|CE_ADD_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:<br />
<br />
<br />
'''Special tags:'''<br />
<br />
*NO_AGING<br />
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].<br />
<br />
*STERILE<br />
Makes the creature unable to produce [[children|offspring]].<br />
<br />
*HAS_BLOOD<br />
*MORTAL<br />
*FIT_FOR_ANIMATION<br />
*FIT_FOR_RESURRECTION<br />
Adding these tags to a creature doesn't appear to do anything.<br />
<br />
<br />
'''Creature tokens:'''<br />
<br />
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]<br />
*[[Creature_token#CAN_LEARN|CAN_LEARN]]<br />
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]<br />
*[[Creature_token#CRAZED|CRAZED]]<br />
*[[Creature_token#EXTRAVISION|EXTRAVISION]]<br />
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]<br />
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])<br />
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]<br />
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]<br />
*[[Creature_token#NO_DRINK|NO_DRINK]]<br />
*[[Creature_token#NO_EAT|NO_EAT]]<br />
*[[Creature_token#NO_FEVERS|NO_FEVERS]]<br />
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]<br />
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]<br />
*[[Creature_token#NO_SLEEP|NO_SLEEP]]<br />
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]<br />
*[[Creature_token#NOBREATHE|NOBREATHE]]<br />
*[[Creature_token#NOEMOTION|NOEMOTION]]<br />
*[[Creature_token#NOEXERT|NOEXERT]]<br />
*[[Creature_token#NOFEAR|NOFEAR]]<br />
*[[Creature_token#NONAUSEA|NONAUSEA]]<br />
*[[Creature_token#NOPAIN|NOPAIN]]<br />
*[[Creature_token#NOSTUN|NOSTUN]]<br />
*[[Creature_token#NOT_LIVING|NOT_LIVING]]<br />
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]<br />
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]<br />
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]<br />
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]<br />
*[[Creature_token#TRANCES|TRANCES]]<br />
*[[Creature_token#UTTERANCES|UTTERANCES]]<br />
*[[Creature_token#NIGHT_CREATURE_EXPERIMENTER|NIGHT_CREATURE_EXPERIMENTER]]<br />
<br />
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.<br />
<br />
|-<br />
| {{text anchor|CE_REMOVE_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.<br />
<br />
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.<br />
<br />
Removing tags will cause the creature to fail/pass any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).<br />
<br />
<br />
'''Special tags:'''<br />
<br />
* HAS_BLOOD<br />
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.<br />
<br />
* NO_AGING<br />
* STERILE<br />
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.<br />
<br />
* MORTAL<br />
* FIT_FOR_ANIMATION<br />
* FIT_FOR_RESURRECTION<br />
Removing these tags doesn't appear to do anything.<br />
<br />
|- a<br />
| {{text anchor|CE_DISPLAY_NAME}}<br />
| No<br />
| NAME:singular:plural:adjective<br />
| Attaches the specified name to the creature's normal name.<br />
<br />
|-<br />
| {{text anchor|CE_DISPLAY_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Causes the creature to display the specified tile instead of its normal one.<br />
<br />
|-<br />
| {{text anchor|CE_FLASH_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile><br />
| Causes the creature to flash between its normal tile and the one specified here.<br />
<br />
|-<br />
| {{text anchor|CE_PHYS_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_MENT_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_SPEED_CHANGE}}<br />
| No<br />
| speed modifier:number<br />
| Changes the creature's speed.<br />
Speed modifier contains one or both of:<br />
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)<br />
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)<br />
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.<br />
<br />
|-<br />
| {{text anchor|CE_SKILL_ROLL_ADJUST}}<br />
| No<br />
| PERC:percentage:PERC_ON:percentage<br />
| Alters the creature's specified skill level. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}<br />
| No<br />
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) <br />
| Alters the size of the creature.<br />
<br />
|-<br />
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}<br />
| Yes<br />
| body part:APPEARANCE_MODIFIER:attribute:number<br />
| Alters the characteristics (height, width etc.) of a body part.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_TRANSFORMATION}}<br />
| No<br />
|<br />
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the additional tokens listed below (of which multiple may be specified).<br />
<br />
Note that transformation into or out of the target form causes the creature to drop all items in its inventory and instantly heals all of its wounds. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.<br />
<br />
<br />
'''Specific transformation:'''<br />
<br />
* '''CE:CREATURE:'''<creature>:<caste><br><br />
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. <br />
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] <br />
<br />
<br />
'''Random transformation:'''<br />
<br />
* '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br><br />
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br><br />
Excludes creatures with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br><br />
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br><br />
Excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.<br />
<br />
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''<minimum [[Gait#Speed|gait speed]]><br><br />
Narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] less than or equal to the specified <minimum gait speed> ("less than" because lower is faster in the scale used for [[Gait#Speed|gait speed]]). This is used in generated [[Die#Adventurer_Mode|divination curses]] to prevent the player from being transformed into a creature that is frustratingly slow to play as. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''<maximum [[Gait#Speed|gait speed]]><br><br />
Excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] value less than or equal to the specified <maximum gait speed> (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
|-<br />
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}<br />
| No<br />
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B><br />
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.<br />
<br />
|-<br />
| {{text anchor|CE_CAN_DO_INTERACTION}}<br />
| No<br />
| <br />
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.<br />
|-<br />
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}<br />
| Yes<br />
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts><br />
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example<br />
<br />
|-<br />
| {{text anchor|CE_BODY_MAT_INTERACTION}}<br />
| No<br />
| MAT_TOKEN:<body material token><br />
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.<br />
<br />
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.<br />
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.<br />
<br />
The following tokens should be placed after this effect:<br />
* '''CE:SYNDROME_TAG:'''<transmission method> is used to specify what must be done with the body material to trigger the interaction. Replace "<transmission method>" with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''<br />
* '''CE:INTERACTION:'''<[[Interaction_token#INTERACTION|interaction ID]]> is used to specify which interaction is to be run (replace "<interaction ID>" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.<br />
<br />
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood".<br />
<br />
|-<br />
| {{text anchor|CE_SENSE_CREATURE_CLASS}}<br />
| No<br />
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:<br />
[[Tilesets|<tile value or character>]]:<br />
[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|CE_FEEL_EMOTION}}<br />
| No<br />
| EMOTION:<[[emotion]]><br />
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.<br />
<br />
|-<br />
| {{text anchor|CE_CHANGE_PERSONALITY}}<br />
| No<br />
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount><br />
| Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative. For example, generated [[necromancer]] syndromes come with the following effect:<br><br />
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code><br />
<br />
According to Toady, CE_CHANGE_PERSONALITY effects can cause creatures to re-evaluate their [[Personality_trait#Goals|goals]] in worldgen; the boost to anxiety and distrust given to necromancers makes it more likely for them to develop the goal of [[Personality_trait#RULE_THE_WORLD|ruling the world]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8275328#msg8275328]<br />
<br />
|-<br />
| {{text anchor|CE_ERRATIC_BEHAVIOR}}<br />
| No<br />
|<br />
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]<br />
|}<br />
<br />
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.<br />
<br />
===Periodic Triggers===<br />
<br />
'''[CE:{{text anchor|PERIODIC}}:<period_type>:<min_value>:<max_value>]'''<br />
<br />
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.<br />
<br />
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with <code>[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]</code>, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).<br />
<br />
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.<br />
<br />
MOON_PHASE is currently the only valid period type:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Period<br />
! Description<br />
|-<br />
| {{text anchor|MOON_PHASE}}<br />
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:<br />
* '''0''' = full moon<br />
* '''1-4''' = waning gibbous<br />
* '''5-8''' = waning half<br />
* '''9-12''' = waning crescent<br />
* '''13-14''' = new moon<br />
* '''15-18''' = waxing crescent<br />
* '''19-22''' = waxing half<br />
* '''23-26''' = waxing gibbous<br />
* '''27''' = full moon<br />
|}<br />
<br />
===Counter Triggers===<br />
<br />
'''[CE:{{text anchor|COUNTER_TRIGGER}}:<counter_name>:<min_value>:<max_value>:REQUIRED]'''<br />
<br />
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.<br />
<br />
For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.<br />
<br />
Note that <code>NONE</code> can be used in place of <max_value> to indicate that any value above <min_value> is valid. <code>NONE</code> can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.<br />
<br />
<code>REQUIRED</code> implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with <code>NONE</code> doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.<br />
<br />
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying <code>0</code> or <code>NONE</code> as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.<br />
<br />
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.<br />
<br />
The following is a list of valid counter types including a couple of notable values:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Counter<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ALCOHOLIC}}<br />
| For {{token|ALCOHOL_DEPENDENT|c}} creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values:<br />
* 100800 (3 months) = and is starting to work slowly due to its scarcity<br />
* 201600 (6 months) = and really wants a drink<br />
* 302400 (9 months) = and has gone without a drink for far, far too long<br />
* 403200 (1 year) = and can't even remember the last time (s)he had some<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| For creatures with the {{token|CAVE_ADAPT|c}} token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.<br />
* 403200 (1 year) = going outside causes irritation<br />
* 604800 (1.5 years) = going outside causes nausea<br />
<br />
|-<br />
| {{text anchor|MILK_COUNTER}}<br />
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's {{token|MILKABLE|c}} token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is immediately removed, making the creature available for milking again.<br />
<br />
|-<br />
| {{text anchor|EGG_SPENT}}<br />
| This counter is created and set to 100800 (3 months' worth of [[time|tick]]s in fortress mode) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point it is removed and the creature regains the ability to lay eggs.<br />
<br />
|-<br />
| {{text anchor|GROUNDED_ANIMAL_ANGER}}<br />
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.<br />
<br />
|-<br />
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}<br />
| This counter rises by 1 every [[time|tick]] for creatures with the {{token|BLOODSUCKER|c}} token. When it rises high enough (generally around 100800; 3 months in fortress mode time), the creature will seek an [[sleep|unconscious]] victim to leech off of. Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.<br />
<br />
When playing as a bloodsucker in [[adventure mode]], the following bloodthirst indicators are displayed when this counter reaches the specified values:<br />
* 172800 (1 day in adventure mode time) = {{DFtext|Thirsty|4:0}}<br />
* 1209600 (1 week) = {{DFtext|Thirsty!|4:1}}<br />
* 2419200 (2 weeks) = {{DFtext|Thirsty!|5:1}}<br />
Various penalties are applied as bloodthirst increases; see the [[vampire]] article for more information.<br />
<br />
|-<br />
| {{text anchor|DRINKING_BLOOD}}<br />
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]) until it reaches 0, at which point the counter is removed.<br />
<br />
|-<br />
| {{text anchor|PARTIED_OUT}}<br />
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.<br />
|}<br />
<br />
{{mod}}<br />
<br />
==Inorganic syndromes and you!==<br />
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition. The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced. This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release. <br />
<br />
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.<br />
[MELTING_POINT:NONE]<br />
[BOILING_POINT:10000]<br />
[MAT_FIXED_TEMP:10001]<br />
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier!<br />
<br />
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.<br />
<br />
==Spreading diseases==<br />
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_CAN_DO_INTERACTION:START:1500:END:25000]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:INTERACTION:PLAGUE]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.<br />
<br />
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:<br />
<br />
[CAN_DO_INTERACTION:PLAGUE]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.<br />
<br />
===In 0.47.01===<br />
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.<br />
<br />
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]<br />
<br />
<br />
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.<br />
<br />
==Multi-caste/multi-creature body transformations==<br />
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:<br />
[SYNDROME]<br />
[SYN_NAME:draconic curse]<br />
[SYN_CLASS:DRACONIC_CURSE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:FEMALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:FEMALE]<br />
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it.<br />
<br />
==See also==<br />
<br />
* [[Syndrome examples]]<br />
* [[Interaction token]]<br />
* [[Modding]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Creature attributes}}<br />
{{Category|Tokens}}<br />
[[ru:DF2012:Syndrome]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Weapon&diff=292719Weapon2023-03-28T17:29:58Z<p>Putnam3145: /* Foreign weapons */</p>
<hr />
<div>{{av}}<br />
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''<br />
[[File:weapons_sprites_preview.png|right]]A '''weapon''', in the sense described on this page, is any [[item]] specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] ([[wood|wooden]] and [[bone]] crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.<br />
<br />
: (* No "wooden handle" is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)<br />
Graphically, each weapon's color palette will change according to the material used to make them, though this is currently the case with only dwarves. With [[kobold]]s, [[human]]s and [[goblin]]s, all wielded weapons will appear as steel-made. A slight exception to this is [[elves]], where they can also appear with grown wood weapons.<br />
<br />
Many creatures with a humanoid form ([[giant]], [[magma man|magma men]], [[animal people]], etc.), or even some non-humanoid creatures with hands can also wield weapons, which can be seen in the items tab after clicking on a creature, although their sprite will not reflect this. This because only dwarves, humans, elves, goblins and kobolds have dedicated sprites to resemble what they're wearing and wielding.<br />
<br />
== Basics ==<br />
=== Native vs. foreign ===<br />
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves). These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.<br />
<br />
=== Types of weapons ===<br />
{{main|Attack types}}<br />
Mechanically, all weapon attacks are separated into "edge" and "blunt" types, although these can be further split into four practical categories:<br />
*Slashing<br />
*Piercing<br />
*Crushing<br />
*Ranged<br />
<br />
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)<br />
<br />
====Slashing weapons====<br />
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''<br />
<br />
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor will usually prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targetted again, allowing dwarves to better focus on more vital parts.<br />
<br />
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a "slashing" weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the "Jack of all trades, master of none" weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that. Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.<br />
<br />
====Crushing weapons====<br />
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also [[flail]]s, [[maul]]s, [[whip]]s)''<br />
<br />
Also known as "blunt" or "bludgeoning" weapons, these work by concentrating their force behind a tiny, blunt point, (notably, war hammers have half the contact area of spears), smashing right through armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often "give in" to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.<br />
<br />
====Piercing weapons====<br />
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''<br />
<br />
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses. <br />
<br />
====Ranged weapons====<br />
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''<br />
<br />
These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Bows and crossbows both do extremely bad blunt damage over a contact area 100 times as wide as a war hammer, meaning it's far less likely for them to get through armor than such weapons.<br />
<br />
<br />
There exists one more umbrella category of weapon: the so-called "'''training weapon'''". Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].<br />
<br />
=== Weapon skill ===<br />
{{main|Combat skill#Weapon skill}}<br />
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.<br />
<br />
Once a dwarf has reached "Great" skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].<br />
<br />
=== Attachment ===<br />
A dwarf that has used a particular weapon for a long time will grow [[Attachment|attached]] to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.<br />
<br />
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement. The weapon in question may have no kills associated with it (legendary dwarves occasionally name their weapons while training with them). Once named, the weapon will appear in the artifact list, albeit in blue. It is unknown if named weapons perform better than unnamed weapons. Dwarves may also become attached to shields and name them in the same way.<br />
<br />
=== Quality and strange moods ===<br />
The [[quality]] of a weapon has a significant impact on its combat performance, as well as its [[value]].<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[DF2014:Strange_mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.<br />
<br />
=== Weapons as tools ===<br />
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s (wooden training axes worked prior to version 0.43.01), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.<br />
<br />
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.<br />
<br />
=== Ammunition ===<br />
:''Main article: [[Ammunition]]''<br />
<br />
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &mdash; crossbows are meant for shooting, not bashing.<br />
<br />
=== Secondary weapons ===<br />
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword "just in case" doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.<br />
<br />
=== "Best" weapon choices ===<br />
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''"What is the weapon with the biggest number?"'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work "best" against certain targets, and what don't, and (basically) why.<br />
<br />
''Dwarf Fortress'' combat is rarely "one-shot", nor is it a long process of whittling away a huge pile of "hit points" (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.<br />
<br />
==== Superior metal rule ====<br />
As a general rule, if a weapon slashes or pierces, it wants to be made from a "better" metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.<br />
<br />
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel.<br />
<br />
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison.)<br />
<br />
* [[steel]], the clear best*<br />
* ([[bronze]] or [[iron]]), very respectable, roughly equivalent** to each other<br />
* [[copper]], a distant third<br />
* [[silver]], a ''very'' distant last (included only because silver is listed to make slashing/piercing weapons)<br />
<br />
: (* There is also [[adamantine]], which is late game only, in a different league from the rest. That is not the subject of a "basic" discussion.)<br />
: (** There are some "X weapon vs Y armor" situations where iron is slightly better, but a couple where bronze is actually better than iron - but each is a very specific case. "Roughly equivalent" is a good rule of thumb.)<br />
<br />
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the "superior metal" rule, especially since everything except adamantine has essentially equal density when it comes to bolts due to their max velocity and force. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.<br />
<br />
==== vs. unarmored ====<br />
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.<br />
<br />
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.<br />
<br />
* recommended weapon: any sharp weapon<br />
<br />
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Axes have 60% the penetration and swords 40% of the penetration of spears, but much larger areas, which leads to much more bleeding and more chance of pulping. In theory, all edged weapons follow the "superior metal" rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver! (However, see "vs. undead", below.)<br />
<br />
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces achieve total pulping blows sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.<br />
<br />
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and may get off only 2-3 shots before melee combat begins. They are, however, excellent for chasing down fleeing targets, making them ideal against various thieves/wildlife.<br />
<br />
And the bonus lesson here is... armor your military.<br />
<br />
==== vs. [[armor]]ed ====<br />
<br />
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.<br />
<br />
* recommended weapon: steel spear<br />
* other choices: any steel sharp weapon, any warhammer or pick<br />
<br />
Your typical goblin or human sieges will never have steel. Even when undead have it, the coverage is only partial.<br />
<br />
Steel spears are the only edged weapon that can consistently pierce armor. Unless held by an extremely strong dwarf or made of adamantine, a sword will have difficulty getting through a breastplate, and an axe '''never''' will.<br />
<br />
Steel swords have biggest variety of attacks, allowing them to both stab organs and remove limbs. Picks have the velocity of a blunt weapon with the edge of a sharp weapon, giving them extra punch. Functionally, having "superior metal" will make the battle much like removing enemy armor. <br />
<br />
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)<br />
<br />
Blunt weapons work on flexible chain just as well as against an unarmored opponent, and can deform solid armor (which is everything "not chain") to land a killing blow. Warhammers are superior to maces in penetrating solid, "non-chain" armor and breaking bones.<br />
<br />
Slashing weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target, even with steel.<br />
<br />
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate <sup>[http://www.bay12forums.com/smf/index.php?topic=160814.msg7192083#msg7192083 3]</sup><br />
<br />
==== vs. [[undead]] ====<br />
<br />
* recommended weapon: mace only if you want to have a single corpse, axe if you want effiency.<br />
* other choices: sword and spear will do a fine job.<br />
<br />
u/MrNorrelDoesHisPart:<br />
<br />
"Maces did indeed perform the best in terms of creating the smallest number of additional reanimated opponents. They always scored perfectly and thus don’t have a margin of error. Axes produced the largest number of additional reanimated opponents, and spears produced relatively few reanimated body parts...(However) Axes and spears tie for fastest and maces come a distant third. Although it is true that an axe is much messier than a mace, it seems that an axe’s greater killing ability more than compensates for this problem. Maces thus appear to be the best choice when cleanliness is a priority but the worst choice when combat efficiency is important."<br />
<br />
*Newest Dwarven [https://www.reddit.com/r/dwarffortress/comments/11bh54h/combat_science_iii_fighting_the_undead/ !!Science!!] shows that while axe create a messy pile of reanimated corpse, the axe generally takes only 1/3 the time to kill all the reanimated bits. Therefore without considering the extra hauling labor, battle axe is the superior solution to reanimated corpse.<br />
<br />
==== vs. Undead Megabeast and other large fleshy creature ====<br />
<br />
** recommend weapon: if has access to steel: large army with steel spears.<br />
** recommend weapon: if has access to candy: candy axe.<br />
** not recommend weapon: anything inferior than steel.<br />
<br />
The result varies between axe, spear and sword. When a squad of 4 armored dwarves fight an undead cyclops with metal inferior to candy, only the ones armored with steel spear has a chance of winning. The squads with axe, mace and sword stand no fighting chance.<br />
<br />
With candy weapon however, axe and sword outperforms spear. Even one grandmaster axe dwarf with candy axe stands a chance to defeat the undead cyclops.<br />
<br />
==== vs. others ====<br />
This category consists of the rare "not like anything else" creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention. <br />
<br />
* recommended weapon: (varies) <br />
* other choices: any steel axe (depending), crossbow (from behind fortifications), whip<br />
<br />
There are many different types here, and no one approach works for all. Some are merely gigantic but (more or less) "normal", but many are non-organic, and most enjoy the "[[No Pain|don't feel pain]]" tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, [[Iron men|Iron man]], and [[HFS|hidden fun stuff]]. Many of these enemies ''have'' no internal organs while being huge, weakening the effectiveness of pain and pierce. Some are still flesh and blood, and they're functionally like unarmored wildlife, but some are made from some material that may be very difficult to slash at.* In the worst case of being made of steel, it leaves chipping away at the target until they collapse from cumulative damage, which means either penetrating a LOT of armor (warhammer or ideally whip) or breaking everything (mace). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the "superior metal" rule goes ''strongly'' in effect there - use steel sharp weapons for them, though whip would be best if you don't have those.<br />
<br />
(* although a forgotten beast made of, for instance, "mud" is laughably easy to kill)<br />
<br />
Ranged attacks are useful for taking care of the ones who are unapproachable themselves while being incredibly fragile. And at the very least, you're at less risk when raining down bolts from above, even if it won't do much damage.<br />
<br />
==== Final verdict ====<br />
Now, all that said, overall, if you had to choose one "least worst" weapon, it would probably have to be... the </u>steel short sword</u>. It has no true counters, no enemy it cannot ever defeat - while axes falls to iron men and copper armor and maces/hammers/spears falls to big creatures. If you cannot get steel, a second option would be the goblin-made whip, which is still somewhat effective against bronze colossi and big beasts, and maces and hammers will always be effective no matter what they're made of.<br />
<br />
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-"unusual" targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel > iron > bronze > copper > silver) for use against armor, if/when you meet that. Crushing weapons (in order: hammer, mace, and crossbow in melee) can be any metal, with silver or steel each ''slightly'' preferable. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.<br />
<br />
= Technical =<br />
From here down, there are tables of values pulled from the raws, some technical analyses, a few statistical observations, and some solid and some speculative inferences and conclusions.<br />
<br />
Insert obligatory "math warning" here.<br />
<br />
== Weapons ==<br />
=== Native weapons ===<br />
{| class="wikitable" border="border"<br />
! Type<br />
! Graphic<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Hands<br>Used<br />
! [[Weaponsmith|Metal]]<br />
! [[Bowyer|Wood]]<br />
! [[Bowyer|Bone]]<br />
! [[Stone crafter|Obsidian]]<br />
|- valign="top"<br />
|rowspan="3"| [[battle axe|Battle Axe]]<br />
|rowspan="3"| [[File:battle_axe_sprite.png]]<br />
|rowspan="3"| 800<br />
| Hack || Edge || 40000 || 6000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| one<br />
|rowspan="3"| Yes<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|-<br />
| Flat slap || Blunt || 40000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|-<br />
| [[Crossbow]] (Melee)<br />
| [[File:crossbow_sprite.png]]<br />
| 400<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Hammer<br />
| two<br />
| Yes<br />
| Yes<br />
| Yes<br />
| No<br />
|-<br />
| [[Mace]]<br />
| [[File:mace_sprite.png]]<br />
| 800<br />
| Bash || Blunt || 20 || (200) || 2.0×<br />
| Mace<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|-<br />
| [[Pick]] (foreign)<br />
| [[File:pickaxe_sprite.png]]<br />
| 500<br />
| Strike || Edge || 100 || 4000 || 2.0×<br />
| Mining<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|- valign="top"<br />
|rowspan="4"| [[short sword|Short Sword]]<br />
|rowspan="4"| [[File:short_sword_sprite.png]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| one<br />
|rowspan="4"| Yes<br />
|rowspan="4"| No<br />
|rowspan="4"| No<br />
|rowspan="4"| Yes<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[Spear]]<br />
|rowspan="2"| [[File:spear_sprite.png]]<br />
|rowspan="2"| 400<br />
| Stab || Edge || 20 || 10000 || 1.0×<br />
|rowspan="2"| Spear<br />
|rowspan="2"| one<br />
|rowspan="2"| Yes<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|-<br />
| [[war hammer|War Hammer]]<br />
| [[File:war_hammer_sprite.png]]<br />
| 400<br />
| Bash || Blunt || 10 || (200) || 2.0×<br />
| Hammer<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|}<br />
<br />
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}<br />
<br />
=== Details ===<br />
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. <br />
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. Larger weapons tend to do more damage due to the [[Material science#Attack Momentum|momentum formula]]<br />
* The size for a weapon is its volume in cm<sup>3</sup>.<br />
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.<br />
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). The game does not distinguish between "piercing" and "slashing" attacks, despite this page using those terms often--the only difference is that piercing weapons have small contact area and slashing ones have large contact area. Penetration tends to be the same between either, but large contact area makes it much more difficult for weapons to get through armor--armor that a spear can barely pierce would require '''400 times''' as much momentum for an axe to pierce.<br />
* The velocity is a direct multiplier on the attack's [[Material science#Attack Momentum|momentum]] - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).<br />
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.<br />
* Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.<br />
<br />
=== Training weapons ===<br />
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Graphic<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
|- valign="top"<br />
|rowspan="3"| Training Axe<br />
|rowspan="3"| [[File:training_axe_sprite.png]]<br />
|rowspan="3"| 800<br />
| Hack || Blunt || 30000 || (6000) || 1.25×<br />
|rowspan="3"| Axe<br />
|-<br />
| Flat slap || Blunt || 30000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| Training Sword<br />
|rowspan="4"| [[File:training_sword_sprite.png]]<br />
|rowspan="4"| 300<br />
| Slash || Blunt || 20000 || (4000) || 1.25×<br />
|rowspan="4"| Sword<br />
|-<br />
| Stab || Blunt || 50 || (2000) || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| Training Spear<br />
|rowspan="2"| [[File:training_spear_sprite.png]]<br />
|rowspan="2"| 400<br />
| Stab || Blunt || 200 || (10000) || 1.0×<br />
|rowspan="2"| Spear<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|}<br />
<br />
=== Foreign weapons ===<br />
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance. '''The game will not stop you from doing this''', so be wary about it.<br />
<br />
In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon. For example, if you create a human character, and manage to spawn into a world with a "broad body" or a "tall body" in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield. Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Graphic<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Used by<br />
! Hands Used (average human)<br />
|- valign="top"<br />
|rowspan="4"| [[Two-handed sword]]<br />
|rowspan="4"| [[File:two_handed_sword_sprite.png]]<br />
|rowspan="4"| 900<br />
| Slash || Edge || 100000 || 8000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 4000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 100000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| [[File:blowgun_sprite.png]]<br />
| 150<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| Subterranean [[animal people]]<br />
| Single-grasp<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| [[File:bow_sprite.png]]<br />
| 300<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]<br />
| Single-grasp<br />
|- valign="top"<br />
| [[Flail]]<br />
| [[File:flail_sprite.png]]<br />
| 500<br />
| Bash || Blunt || 200 || (4000) || 2.5×<br />
| Mace<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| [[great axe|Great Axe]]<br />
|rowspan="3"| [[File:great_axe_sprite.png]]<br />
|rowspan="3"| 1300<br />
| Hack || Edge || 60000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Flat slap || Blunt || 60000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| [[Halberd]]<br />
|rowspan="3"| [[File:halberd_sprite.png]]<br />
|rowspan="3"| 1200<br />
| Slash || Edge || 20000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Shaft bash || Blunt || 20000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="3"| [[Dagger]] (Large)<br />
|rowspan="3"| [[File:dagger_sprite.png]]<br />
|rowspan="3"| 200<br />
| Slash || Edge || 1000 || 800 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| [[Goblin]], [[Kobold]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 5 || 1000 || 1.0×<br />
|-<br />
| Pommel strike || Blunt || 20 || (600) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| [[long sword|Long Sword]]<br />
|rowspan="4"| [[FIle:long_sword_sprite.png]]<br />
|rowspan="4"| 700<br />
| Slash || Edge || 60000 || 6000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Elf]], [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 3000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 60000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Maul]]<br />
| [[File:maul_sprite.png]]<br />
| 1300<br />
| Bash || Blunt || 100 || (6000) || 2.0×<br />
| Hammer<br />
| [[Goblin]], [[Human]]<br />
| Multi-grasp<br />
|- valign="top"<br />
|rowspan="2"| [[Morningstar]]<br />
|rowspan="2"| [[File:morningstar_sprite.png]]<br />
|rowspan="2"| 500<br />
| Bash || Edge || 10 || 500 || 2.0×<br />
|rowspan="2"| Mace<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[pike (weapon)|Pike]]<br />
|rowspan="2"| [[File:pike_weapon_sprite.png]]<br />
|rowspan="2"| 800<br />
| Stab || Edge || 20 || 12000 || 1.0×<br />
|rowspan="2"| Pike<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Multigrasp<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="4"| [[Scimitar]]<br />
|rowspan="4"| [[File:scimitar_sprite.png]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Scourge]]<br />
| [[File:scourge_sprite.png]]<br />
| 300<br />
| Lash || Edge || 10 || 50 || 2.0×<br />
| Whip<br />
| [[Goblin]]<br />
| Single-grasp<br />
|- valign="top"<br />
| [[Whip]]<br />
| [[File:whip_sprite.png]]<br />
| 100<br />
| Lash || Blunt || 1 || (10) || 5.0×<br />
| Whip<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| Stone axe<br />
|rowspan="3"|[[File:stone_axe_sprite.png]]<br />
|rowspan="3"| 400<br />
| Hack || Edge || 800 || 400 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Player in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Slap|| Blunt || 800|| 400 || 1.25×<br />
|-<br />
| Strike || Blunt || 20|| 400 || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| Carving knife<br />
|rowspan="3"|[[File:carving_knife_sprite.png]]<br />
|rowspan="3"| 150<br />
| Slash || Edge || 800 || 600 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 4 || 800 || 1.0×<br />
|-<br />
| Strike|| Blunt || 15|| 400 || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| Boning knife<br />
|rowspan="3"|[[File:boning_knife_sprite.png]]<br />
|rowspan="3"| 50<br />
| Slash || Edge || 500 || 300 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 2 || 400 || 1.0×<br />
|-<br />
| Strike|| Blunt || 10 || 200 || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| Slicing knife<br />
|rowspan="3"|[[File:slicing_knife_sprite.png]]<br />
|rowspan="3"| 150<br />
| Slash || Edge || 900 || 700|| 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 3 || 900 || 1.0×<br />
|-<br />
| Strike|| Blunt || 15 || 400 || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| Meat cleaver<br />
|rowspan="3"|[[File:meat_cleaver_sprite.png]]<br />
|rowspan="3"| 300<br />
| Hack|| Edge || 800 || 400 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Clap || Blunt || 800 || 400 || 1.25×<br />
|-<br />
| Strike || Blunt || 20 || 400 || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| Carving fork<br />
|rowspan="2"| [[File:carving_fork_sprite.png]]<br />
|rowspan="2"| 150<br />
| Stab|| Edge || 1 || 100 || 1.25×<br />
|rowspan="2"| Dagger<br />
|rowspan="2"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Strike || Blunt || 15 || 400 || 1.0×<br />
|}<br />
<br />
===Special variations===<br />
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the "base" weapon, and adding an adjective ("bulky", "large-headed", "branching", etc.) or renaming the weapon altogether ("blade", "curved sword"). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.<br />
<br />
== Size ==<br />
<br />
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness. Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}} 'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers. So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough. See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.<br />
<br />
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.<br />
<br />
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.<br />
{| class="wikitable sortable" border="border"<br />
|-<br />
! Type<br />
! Min Size<br />
(Two-Handed)<br />
! Min Size<br />
(One-Handed)<br />
! Dwarves<br />
Can't Wield<br />
! Dwarves Wield<br />
Two-Handed<br />
! Dwarves Wield<br />
One-Handed<br />
|- valign="top"<br />
| [[battle axe|Battle Axe]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[Crossbow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Mace]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Pick]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[short sword|Short Sword]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Spear]]<br />
| 5000<br />
| 47500<br />
| -<br />
| 11/49<br />
| 38/49<br />
|- valign="top"<br />
| [[war hammer|War Hammer]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Training Axe<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| Training Sword<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49 <br />
|- valign="top"<br />
| Training Spear<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[two-handed sword|2H Sword]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Flail]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[great axe|Great Axe]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Halberd]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Dagger]] (Large)<br />
| 5000<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[long sword|Long Sword]]<br />
| 52500<br />
| 57500<br />
| 11/49 (0)<br />
| 7/49 (18/49)<br />
| 31/49<br />
|- valign="top"<br />
| [[Maul]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Morningstar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[pike (weapon)|Pike]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Scimitar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Whip]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|}<br />
<br />
==Material==<br />
<br />
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metals (adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.<br />
<br />
{{v0.31 material metal table head}}<br />
<br />
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}<span style="display:none">3:3:1</span>|source=[[Raw adamantine]]|notes=<br/>|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Divine metal|notes= <br/>|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}<span style="display:none">6:6:1</span>|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,<br />+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}<span style="display:none">7:7:1</span>|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}<span style="display:none">7:7:1</span>|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
|}<br />
<br />
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:<br />
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with a bit more force, very light weapons tend to have less penetration. Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup><br />
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better for blunt weapons, but ''lower'' is better for armor. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.<br />
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the most important indicator of edged strength. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.<br />
<br />
*General Term Explanations (from Wikipedia)<br />
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.<br />
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.<br />
**'''Stress''' - Force per area = F/A<br />
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus<br />
<br />
=== Explanation ===<br />
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).<br />
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.<br />
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.<br />
<br />
=== Implications ===<br />
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.<br />
<br />
== Combat formulae ==<br />
<br />
Penetration is poorly understood, but most of the rest of combat is fairly well understood. Maybe it defines how deep blade may go thru layers of armor and flesh and bones and even cut off limbs. This may explain why it does not apply for blunt attacks that do not go thru layers.<br />
<br />
First, you need to calculate your weapon's momentum.<br />
<br />
Melee Weapon Momentum: M = Skill * Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) ))<br />
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )<br />
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5<br />
* Attacking a prone opponent in melee doubles momentum.<br />
<br />
Ranged Weapon Momentum: M = (w_density*w_size)/10<sup>5</sup> * min(10<sup>5</sup>*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)<br />
* Bow and Crossbow Momentum: M = (w_density*150)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*3), 20)<br />
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03<br />
** If 20 is larger because the ammunition is density 1667 or larger, M = 50<br />
* Blowgun Momentum: M = (w_density*20)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*4), 100)<br />
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02<br />
** If 100 is larger because the ammunition is density 251 or more, M = 5<br />
<br />
where:<br />
* '''M''' is the momentum.<br />
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.<br />
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)<br />
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)<br />
* '''Size''' is the average creature size (e.g. 60000 for dwarves)<br />
* '''i_Size''' is the specific creature's size<br />
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.<br />
* '''F''' is "fatness modifier" (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025<br />
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons<br />
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons<br />
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.<br />
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.<br />
<br />
An edged weapon undergoes the following comparison:<br />
<br />
M >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),<br />
<br />
where:<br />
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material<br />
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material<br />
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material<br />
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material<br />
* '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]]<br />
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)<br />
* '''w_quality''' is weapon [[quality]] multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)<br />
* '''a_quality''' is armor [[quality]] multiplier<br />
<br />
Expressed in the above terms,<br />
<br />
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) >= aSY/wSY + (A+1)*aSF/wSF<br />
<br />
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield. In both cases, higher is better on both weapons and armor, as is quality. Sharpness only matters to the weapon, and smaller contact area is better for the attacker.<br />
<br />
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the test is failed, the attack becomes blunt for this layer.<br />
<br />
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:<br />
<br />
2 * w_size * wIY > A * a_density<br />
<br />
where:<br />
* '''a_density''' is the armor material's density<br />
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with smaller contact areas and higher impact yields get through armor better. This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.<br />
<br />
On success, the following test is applied:<br />
<br />
M >= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,<br />
<br />
where: <br />
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10<sup>6</sup>)<br />
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Note that the armor wants as high impact fracture as possible to make this test fail. The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.<br />
<br />
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again. On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer. This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material.<br />
<br />
== Combat testing ==<br />
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and a distant second place respectively, with [[iron]] a slightly less distant third best material in the game, nearly matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).<br />
<br />
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].<br />
<br />
Keep in mind with how unbelievably complicated this system is very little should be taken as word of law yet. <br />
<br />
{| class="wikitable"<br />
|-<br />
! <br />
! Best<br />
! Better<br />
! Good<br />
! Fair<br />
! Poor<br />
! Terrible<br />
! Notes<br />
|-<br />
| Armor<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| <br />
| <br />
|-<br />
| Edged Weapons<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| Silver<br />
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.<br />
|-<br />
| Ammunition<br />
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver<br />
| <br />
| Adamantine<br />
| <br />
| <br />
| <br />
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.<br />
|-<br />
| Blunt Weapons<br />
| Platinum, Slade<br />
| Steel, Silver<br />
| Copper, Bismuth Bronze, Bronze, Iron<br />
| <br />
| <br />
| Adamantine<br />
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.<br />
|}<br />
<br />
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.<br />
<br />
===Analysis===<br />
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets. {{version|0.31.12}}.<br />
<br />
Even in 15&times;(steel armor+silver war hammer) versus 15&times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material.<br />
<br />
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves. Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).<br />
<br />
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].<br />
<br />
More arena tests are available in the [[Main:Military testing|Military testing]] article.<br />
<br />
==Bugs==<br />
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}<br />
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}<br />
*In the Premium version, the sprite sheets for equipped gear are mostly incomplete. The material of equipped gear is currently distinguished for [[dwarf|dwarves]], for [[elf|elves']] and [[kobold|kobolds']] [[armor]] (including metal armor), and for elves' wooden weapons; everything else has a default, 'gray' color palate.<br />
*The Premium version has placeholder sprites for equipped artifact gear (which can be any material), but these are not used for gear of nonstandard materials spawned in the [[object testing arena]], resulting in creatures that use them appearing un-equipped.<br />
<br />
==See also==<br />
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril<br />
<br />
{{Weapons}}<br />
{{Industry}}<br />
{{Category|Weapons}}</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Weapon&diff=292718Weapon2023-03-28T17:08:15Z<p>Putnam3145: /* Foreign weapons */</p>
<hr />
<div>{{av}}<br />
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''<br />
[[File:weapons_sprites_preview.png|right]]A '''weapon''', in the sense described on this page, is any [[item]] specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] ([[wood|wooden]] and [[bone]] crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.<br />
<br />
: (* No "wooden handle" is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)<br />
Graphically, each weapon's color palette will change according to the material used to make them, though this is currently the case with only dwarves. With [[kobold]]s, [[human]]s and [[goblin]]s, all wielded weapons will appear as steel-made. A slight exception to this is [[elves]], where they can also appear with grown wood weapons.<br />
<br />
Many creatures with a humanoid form ([[giant]], [[magma man|magma men]], [[animal people]], etc.), or even some non-humanoid creatures with hands can also wield weapons, which can be seen in the items tab after clicking on a creature, although their sprite will not reflect this. This because only dwarves, humans, elves, goblins and kobolds have dedicated sprites to resemble what they're wearing and wielding.<br />
<br />
== Basics ==<br />
=== Native vs. foreign ===<br />
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves). These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.<br />
<br />
=== Types of weapons ===<br />
{{main|Attack types}}<br />
Mechanically, all weapon attacks are separated into "edge" and "blunt" types, although these can be further split into four practical categories:<br />
*Slashing<br />
*Piercing<br />
*Crushing<br />
*Ranged<br />
<br />
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)<br />
<br />
====Slashing weapons====<br />
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''<br />
<br />
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor will usually prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targetted again, allowing dwarves to better focus on more vital parts.<br />
<br />
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a "slashing" weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the "Jack of all trades, master of none" weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that. Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.<br />
<br />
====Crushing weapons====<br />
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also [[flail]]s, [[maul]]s, [[whip]]s)''<br />
<br />
Also known as "blunt" or "bludgeoning" weapons, these work by concentrating their force behind a tiny, blunt point, (notably, war hammers have half the contact area of spears), smashing right through armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often "give in" to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.<br />
<br />
====Piercing weapons====<br />
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''<br />
<br />
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses. <br />
<br />
====Ranged weapons====<br />
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''<br />
<br />
These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Bows and crossbows both do extremely bad blunt damage over a contact area 100 times as wide as a war hammer, meaning it's far less likely for them to get through armor than such weapons.<br />
<br />
<br />
There exists one more umbrella category of weapon: the so-called "'''training weapon'''". Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].<br />
<br />
=== Weapon skill ===<br />
{{main|Combat skill#Weapon skill}}<br />
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.<br />
<br />
Once a dwarf has reached "Great" skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].<br />
<br />
=== Attachment ===<br />
A dwarf that has used a particular weapon for a long time will grow [[Attachment|attached]] to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.<br />
<br />
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement. The weapon in question may have no kills associated with it (legendary dwarves occasionally name their weapons while training with them). Once named, the weapon will appear in the artifact list, albeit in blue. It is unknown if named weapons perform better than unnamed weapons. Dwarves may also become attached to shields and name them in the same way.<br />
<br />
=== Quality and strange moods ===<br />
The [[quality]] of a weapon has a significant impact on its combat performance, as well as its [[value]].<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[DF2014:Strange_mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.<br />
<br />
=== Weapons as tools ===<br />
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s (wooden training axes worked prior to version 0.43.01), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.<br />
<br />
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.<br />
<br />
=== Ammunition ===<br />
:''Main article: [[Ammunition]]''<br />
<br />
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &mdash; crossbows are meant for shooting, not bashing.<br />
<br />
=== Secondary weapons ===<br />
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword "just in case" doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.<br />
<br />
=== "Best" weapon choices ===<br />
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''"What is the weapon with the biggest number?"'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work "best" against certain targets, and what don't, and (basically) why.<br />
<br />
''Dwarf Fortress'' combat is rarely "one-shot", nor is it a long process of whittling away a huge pile of "hit points" (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.<br />
<br />
==== Superior metal rule ====<br />
As a general rule, if a weapon slashes or pierces, it wants to be made from a "better" metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.<br />
<br />
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel.<br />
<br />
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison.)<br />
<br />
* [[steel]], the clear best*<br />
* ([[bronze]] or [[iron]]), very respectable, roughly equivalent** to each other<br />
* [[copper]], a distant third<br />
* [[silver]], a ''very'' distant last (included only because silver is listed to make slashing/piercing weapons)<br />
<br />
: (* There is also [[adamantine]], which is late game only, in a different league from the rest. That is not the subject of a "basic" discussion.)<br />
: (** There are some "X weapon vs Y armor" situations where iron is slightly better, but a couple where bronze is actually better than iron - but each is a very specific case. "Roughly equivalent" is a good rule of thumb.)<br />
<br />
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the "superior metal" rule, especially since everything except adamantine has essentially equal density when it comes to bolts due to their max velocity and force. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.<br />
<br />
==== vs. unarmored ====<br />
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.<br />
<br />
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.<br />
<br />
* recommended weapon: any sharp weapon<br />
<br />
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Axes have 60% the penetration and swords 40% of the penetration of spears, but much larger areas, which leads to much more bleeding and more chance of pulping. In theory, all edged weapons follow the "superior metal" rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver! (However, see "vs. undead", below.)<br />
<br />
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces achieve total pulping blows sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.<br />
<br />
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and may get off only 2-3 shots before melee combat begins. They are, however, excellent for chasing down fleeing targets, making them ideal against various thieves/wildlife.<br />
<br />
And the bonus lesson here is... armor your military.<br />
<br />
==== vs. [[armor]]ed ====<br />
<br />
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.<br />
<br />
* recommended weapon: steel spear<br />
* other choices: any steel sharp weapon, any warhammer or pick<br />
<br />
Your typical goblin or human sieges will never have steel. Even when undead have it, the coverage is only partial.<br />
<br />
Steel spears are the only edged weapon that can consistently pierce armor. Unless held by an extremely strong dwarf or made of adamantine, a sword will have difficulty getting through a breastplate, and an axe '''never''' will.<br />
<br />
Steel swords have biggest variety of attacks, allowing them to both stab organs and remove limbs. Picks have the velocity of a blunt weapon with the edge of a sharp weapon, giving them extra punch. Functionally, having "superior metal" will make the battle much like removing enemy armor. <br />
<br />
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)<br />
<br />
Blunt weapons work on flexible chain just as well as against an unarmored opponent, and can deform solid armor (which is everything "not chain") to land a killing blow. Warhammers are superior to maces in penetrating solid, "non-chain" armor and breaking bones.<br />
<br />
Slashing weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target, even with steel.<br />
<br />
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate <sup>[http://www.bay12forums.com/smf/index.php?topic=160814.msg7192083#msg7192083 3]</sup><br />
<br />
==== vs. [[undead]] ====<br />
<br />
* recommended weapon: mace only if you want to have a single corpse, axe if you want effiency.<br />
* other choices: sword and spear will do a fine job.<br />
<br />
u/MrNorrelDoesHisPart:<br />
<br />
"Maces did indeed perform the best in terms of creating the smallest number of additional reanimated opponents. They always scored perfectly and thus don’t have a margin of error. Axes produced the largest number of additional reanimated opponents, and spears produced relatively few reanimated body parts...(However) Axes and spears tie for fastest and maces come a distant third. Although it is true that an axe is much messier than a mace, it seems that an axe’s greater killing ability more than compensates for this problem. Maces thus appear to be the best choice when cleanliness is a priority but the worst choice when combat efficiency is important."<br />
<br />
*Newest Dwarven [https://www.reddit.com/r/dwarffortress/comments/11bh54h/combat_science_iii_fighting_the_undead/ !!Science!!] shows that while axe create a messy pile of reanimated corpse, the axe generally takes only 1/3 the time to kill all the reanimated bits. Therefore without considering the extra hauling labor, battle axe is the superior solution to reanimated corpse.<br />
<br />
==== vs. Undead Megabeast and other large fleshy creature ====<br />
<br />
** recommend weapon: if has access to steel: large army with steel spears.<br />
** recommend weapon: if has access to candy: candy axe.<br />
** not recommend weapon: anything inferior than steel.<br />
<br />
The result varies between axe, spear and sword. When a squad of 4 armored dwarves fight an undead cyclops with metal inferior to candy, only the ones armored with steel spear has a chance of winning. The squads with axe, mace and sword stand no fighting chance.<br />
<br />
With candy weapon however, axe and sword outperforms spear. Even one grandmaster axe dwarf with candy axe stands a chance to defeat the undead cyclops.<br />
<br />
==== vs. others ====<br />
This category consists of the rare "not like anything else" creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention. <br />
<br />
* recommended weapon: (varies) <br />
* other choices: any steel axe (depending), crossbow (from behind fortifications), whip<br />
<br />
There are many different types here, and no one approach works for all. Some are merely gigantic but (more or less) "normal", but many are non-organic, and most enjoy the "[[No Pain|don't feel pain]]" tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, [[Iron men|Iron man]], and [[HFS|hidden fun stuff]]. Many of these enemies ''have'' no internal organs while being huge, weakening the effectiveness of pain and pierce. Some are still flesh and blood, and they're functionally like unarmored wildlife, but some are made from some material that may be very difficult to slash at.* In the worst case of being made of steel, it leaves chipping away at the target until they collapse from cumulative damage, which means either penetrating a LOT of armor (warhammer or ideally whip) or breaking everything (mace). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the "superior metal" rule goes ''strongly'' in effect there - use steel sharp weapons for them, though whip would be best if you don't have those.<br />
<br />
(* although a forgotten beast made of, for instance, "mud" is laughably easy to kill)<br />
<br />
Ranged attacks are useful for taking care of the ones who are unapproachable themselves while being incredibly fragile. And at the very least, you're at less risk when raining down bolts from above, even if it won't do much damage.<br />
<br />
==== Final verdict ====<br />
Now, all that said, overall, if you had to choose one "least worst" weapon, it would probably have to be... the </u>steel short sword</u>. It has no true counters, no enemy it cannot ever defeat - while axes falls to iron men and copper armor and maces/hammers/spears falls to big creatures. If you cannot get steel, a second option would be the goblin-made whip, which is still somewhat effective against bronze colossi and big beasts, and maces and hammers will always be effective no matter what they're made of.<br />
<br />
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-"unusual" targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel > iron > bronze > copper > silver) for use against armor, if/when you meet that. Crushing weapons (in order: hammer, mace, and crossbow in melee) can be any metal, with silver or steel each ''slightly'' preferable. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.<br />
<br />
= Technical =<br />
From here down, there are tables of values pulled from the raws, some technical analyses, a few statistical observations, and some solid and some speculative inferences and conclusions.<br />
<br />
Insert obligatory "math warning" here.<br />
<br />
== Weapons ==<br />
=== Native weapons ===<br />
{| class="wikitable" border="border"<br />
! Type<br />
! Graphic<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Hands<br>Used<br />
! [[Weaponsmith|Metal]]<br />
! [[Bowyer|Wood]]<br />
! [[Bowyer|Bone]]<br />
! [[Stone crafter|Obsidian]]<br />
|- valign="top"<br />
|rowspan="3"| [[battle axe|Battle Axe]]<br />
|rowspan="3"| [[File:battle_axe_sprite.png]]<br />
|rowspan="3"| 800<br />
| Hack || Edge || 40000 || 6000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| one<br />
|rowspan="3"| Yes<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|-<br />
| Flat slap || Blunt || 40000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|-<br />
| [[Crossbow]] (Melee)<br />
| [[File:crossbow_sprite.png]]<br />
| 400<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Hammer<br />
| two<br />
| Yes<br />
| Yes<br />
| Yes<br />
| No<br />
|-<br />
| [[Mace]]<br />
| [[File:mace_sprite.png]]<br />
| 800<br />
| Bash || Blunt || 20 || (200) || 2.0×<br />
| Mace<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|-<br />
| [[Pick]] (foreign)<br />
| [[File:pickaxe_sprite.png]]<br />
| 500<br />
| Strike || Edge || 100 || 4000 || 2.0×<br />
| Mining<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|- valign="top"<br />
|rowspan="4"| [[short sword|Short Sword]]<br />
|rowspan="4"| [[File:short_sword_sprite.png]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| one<br />
|rowspan="4"| Yes<br />
|rowspan="4"| No<br />
|rowspan="4"| No<br />
|rowspan="4"| Yes<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[Spear]]<br />
|rowspan="2"| [[File:spear_sprite.png]]<br />
|rowspan="2"| 400<br />
| Stab || Edge || 20 || 10000 || 1.0×<br />
|rowspan="2"| Spear<br />
|rowspan="2"| one<br />
|rowspan="2"| Yes<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|-<br />
| [[war hammer|War Hammer]]<br />
| [[File:war_hammer_sprite.png]]<br />
| 400<br />
| Bash || Blunt || 10 || (200) || 2.0×<br />
| Hammer<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|}<br />
<br />
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}<br />
<br />
=== Details ===<br />
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. <br />
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. Larger weapons tend to do more damage due to the [[Material science#Attack Momentum|momentum formula]]<br />
* The size for a weapon is its volume in cm<sup>3</sup>.<br />
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.<br />
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). The game does not distinguish between "piercing" and "slashing" attacks, despite this page using those terms often--the only difference is that piercing weapons have small contact area and slashing ones have large contact area. Penetration tends to be the same between either, but large contact area makes it much more difficult for weapons to get through armor--armor that a spear can barely pierce would require '''400 times''' as much momentum for an axe to pierce.<br />
* The velocity is a direct multiplier on the attack's [[Material science#Attack Momentum|momentum]] - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).<br />
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.<br />
* Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.<br />
<br />
=== Training weapons ===<br />
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Graphic<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
|- valign="top"<br />
|rowspan="3"| Training Axe<br />
|rowspan="3"| [[File:training_axe_sprite.png]]<br />
|rowspan="3"| 800<br />
| Hack || Blunt || 30000 || (6000) || 1.25×<br />
|rowspan="3"| Axe<br />
|-<br />
| Flat slap || Blunt || 30000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| Training Sword<br />
|rowspan="4"| [[File:training_sword_sprite.png]]<br />
|rowspan="4"| 300<br />
| Slash || Blunt || 20000 || (4000) || 1.25×<br />
|rowspan="4"| Sword<br />
|-<br />
| Stab || Blunt || 50 || (2000) || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| Training Spear<br />
|rowspan="2"| [[File:training_spear_sprite.png]]<br />
|rowspan="2"| 400<br />
| Stab || Blunt || 200 || (10000) || 1.0×<br />
|rowspan="2"| Spear<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|}<br />
<br />
=== Foreign weapons ===<br />
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance. '''The game will not stop you from doing this''', so be wary about it.<br />
<br />
In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon. For example, if you create a human character, and manage to spawn into a world with a "broad body" or a "tall body" in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield. Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Graphic<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Used by<br />
! Hands Used<br />
|- valign="top"<br />
|rowspan="4"| [[Two-handed sword]]<br />
|rowspan="4"| [[File:two_handed_sword_sprite.png]]<br />
|rowspan="4"| 900<br />
| Slash || Edge || 100000 || 8000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 4000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 100000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| [[File:blowgun_sprite.png]]<br />
| 150<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| Subterranean [[animal people]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| [[File:bow_sprite.png]]<br />
| 300<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Flail]]<br />
| [[File:flail_sprite.png]]<br />
| 500<br />
| Bash || Blunt || 200 || (4000) || 2.5×<br />
| Mace<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| [[great axe|Great Axe]]<br />
|rowspan="3"| [[File:great_axe_sprite.png]]<br />
|rowspan="3"| 1300<br />
| Hack || Edge || 60000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Flat slap || Blunt || 60000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| [[Halberd]]<br />
|rowspan="3"| [[File:halberd_sprite.png]]<br />
|rowspan="3"| 1200<br />
| Slash || Edge || 20000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Shaft bash || Blunt || 20000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="3"| [[Dagger]] (Large)<br />
|rowspan="3"| [[File:dagger_sprite.png]]<br />
|rowspan="3"| 200<br />
| Slash || Edge || 1000 || 800 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| [[Goblin]], [[Kobold]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 5 || 1000 || 1.0×<br />
|-<br />
| Pommel strike || Blunt || 20 || (600) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| [[long sword|Long Sword]]<br />
|rowspan="4"| [[FIle:long_sword_sprite.png]]<br />
|rowspan="4"| 700<br />
| Slash || Edge || 60000 || 6000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Elf]], [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 3000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 60000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Maul]]<br />
| [[File:maul_sprite.png]]<br />
| 1300<br />
| Bash || Blunt || 100 || (6000) || 2.0×<br />
| Hammer<br />
| [[Goblin]], [[Human]]<br />
| Multi-grasp<br />
|- valign="top"<br />
|rowspan="2"| [[Morningstar]]<br />
|rowspan="2"| [[File:morningstar_sprite.png]]<br />
|rowspan="2"| 500<br />
| Bash || Edge || 10 || 500 || 2.0×<br />
|rowspan="2"| Mace<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[pike (weapon)|Pike]]<br />
|rowspan="2"| [[File:pike_weapon_sprite.png]]<br />
|rowspan="2"| 800<br />
| Stab || Edge || 20 || 12000 || 1.0×<br />
|rowspan="2"| Pike<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Multigrasp<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="4"| [[Scimitar]]<br />
|rowspan="4"| [[File:scimitar_sprite.png]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Scourge]]<br />
| [[File:scourge_sprite.png]]<br />
| 300<br />
| Lash || Edge || 10 || 50 || 2.0×<br />
| Whip<br />
| [[Goblin]]<br />
| Single-grasp<br />
|- valign="top"<br />
| [[Whip]]<br />
| [[File:whip_sprite.png]]<br />
| 100<br />
| Lash || Blunt || 1 || (10) || 5.0×<br />
| Whip<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| Stone axe<br />
|rowspan="3"|[[File:stone_axe_sprite.png]]<br />
|rowspan="3"| 400<br />
| Hack || Edge || 800 || 400 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Player in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Slap|| Blunt || 800|| 400 || 1.25×<br />
|-<br />
| Strike || Blunt || 20|| 400 || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| Carving knife<br />
|rowspan="3"|[[File:carving_knife_sprite.png]]<br />
|rowspan="3"| 150<br />
| Slash || Edge || 800 || 600 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 4 || 800 || 1.0×<br />
|-<br />
| Strike|| Blunt || 15|| 400 || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| Boning knife<br />
|rowspan="3"|[[File:boning_knife_sprite.png]]<br />
|rowspan="3"| 50<br />
| Slash || Edge || 500 || 300 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 2 || 400 || 1.0×<br />
|-<br />
| Strike|| Blunt || 10 || 200 || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| Slicing knife<br />
|rowspan="3"|[[File:slicing_knife_sprite.png]]<br />
|rowspan="3"| 150<br />
| Slash || Edge || 900 || 700|| 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 3 || 900 || 1.0×<br />
|-<br />
| Strike|| Blunt || 15 || 400 || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| Meat cleaver<br />
|rowspan="3"|[[File:meat_cleaver_sprite.png]]<br />
|rowspan="3"| 300<br />
| Hack|| Edge || 800 || 400 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Clap || Blunt || 800 || 400 || 1.25×<br />
|-<br />
| Strike || Blunt || 20 || 400 || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| Carving fork<br />
|rowspan="2"| [[File:carving_fork_sprite.png]]<br />
|rowspan="2"| 150<br />
| Stab|| Edge || 1 || 100 || 1.25×<br />
|rowspan="2"| Dagger<br />
|rowspan="2"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Strike || Blunt || 15 || 400 || 1.0×<br />
|}<br />
<br />
===Special variations===<br />
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the "base" weapon, and adding an adjective ("bulky", "large-headed", "branching", etc.) or renaming the weapon altogether ("blade", "curved sword"). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.<br />
<br />
== Size ==<br />
<br />
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness. Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}} 'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers. So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough. See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.<br />
<br />
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.<br />
<br />
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.<br />
{| class="wikitable sortable" border="border"<br />
|-<br />
! Type<br />
! Min Size<br />
(Two-Handed)<br />
! Min Size<br />
(One-Handed)<br />
! Dwarves<br />
Can't Wield<br />
! Dwarves Wield<br />
Two-Handed<br />
! Dwarves Wield<br />
One-Handed<br />
|- valign="top"<br />
| [[battle axe|Battle Axe]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[Crossbow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Mace]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Pick]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[short sword|Short Sword]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Spear]]<br />
| 5000<br />
| 47500<br />
| -<br />
| 11/49<br />
| 38/49<br />
|- valign="top"<br />
| [[war hammer|War Hammer]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Training Axe<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| Training Sword<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49 <br />
|- valign="top"<br />
| Training Spear<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[two-handed sword|2H Sword]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Flail]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[great axe|Great Axe]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Halberd]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Dagger]] (Large)<br />
| 5000<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[long sword|Long Sword]]<br />
| 52500<br />
| 57500<br />
| 11/49 (0)<br />
| 7/49 (18/49)<br />
| 31/49<br />
|- valign="top"<br />
| [[Maul]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Morningstar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[pike (weapon)|Pike]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Scimitar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Whip]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|}<br />
<br />
==Material==<br />
<br />
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metals (adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.<br />
<br />
{{v0.31 material metal table head}}<br />
<br />
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}<span style="display:none">3:3:1</span>|source=[[Raw adamantine]]|notes=<br/>|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Divine metal|notes= <br/>|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}<span style="display:none">6:6:1</span>|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,<br />+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}<span style="display:none">7:7:1</span>|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}<span style="display:none">7:7:1</span>|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
|}<br />
<br />
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:<br />
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with a bit more force, very light weapons tend to have less penetration. Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup><br />
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better for blunt weapons, but ''lower'' is better for armor. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.<br />
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the most important indicator of edged strength. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.<br />
<br />
*General Term Explanations (from Wikipedia)<br />
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.<br />
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.<br />
**'''Stress''' - Force per area = F/A<br />
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus<br />
<br />
=== Explanation ===<br />
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).<br />
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.<br />
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.<br />
<br />
=== Implications ===<br />
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.<br />
<br />
== Combat formulae ==<br />
<br />
Penetration is poorly understood, but most of the rest of combat is fairly well understood. Maybe it defines how deep blade may go thru layers of armor and flesh and bones and even cut off limbs. This may explain why it does not apply for blunt attacks that do not go thru layers.<br />
<br />
First, you need to calculate your weapon's momentum.<br />
<br />
Melee Weapon Momentum: M = Skill * Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) ))<br />
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )<br />
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5<br />
* Attacking a prone opponent in melee doubles momentum.<br />
<br />
Ranged Weapon Momentum: M = (w_density*w_size)/10<sup>5</sup> * min(10<sup>5</sup>*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)<br />
* Bow and Crossbow Momentum: M = (w_density*150)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*3), 20)<br />
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03<br />
** If 20 is larger because the ammunition is density 1667 or larger, M = 50<br />
* Blowgun Momentum: M = (w_density*20)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*4), 100)<br />
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02<br />
** If 100 is larger because the ammunition is density 251 or more, M = 5<br />
<br />
where:<br />
* '''M''' is the momentum.<br />
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.<br />
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)<br />
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)<br />
* '''Size''' is the average creature size (e.g. 60000 for dwarves)<br />
* '''i_Size''' is the specific creature's size<br />
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.<br />
* '''F''' is "fatness modifier" (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025<br />
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons<br />
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons<br />
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.<br />
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.<br />
<br />
An edged weapon undergoes the following comparison:<br />
<br />
M >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),<br />
<br />
where:<br />
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material<br />
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material<br />
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material<br />
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material<br />
* '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]]<br />
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)<br />
* '''w_quality''' is weapon [[quality]] multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)<br />
* '''a_quality''' is armor [[quality]] multiplier<br />
<br />
Expressed in the above terms,<br />
<br />
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) >= aSY/wSY + (A+1)*aSF/wSF<br />
<br />
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield. In both cases, higher is better on both weapons and armor, as is quality. Sharpness only matters to the weapon, and smaller contact area is better for the attacker.<br />
<br />
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the test is failed, the attack becomes blunt for this layer.<br />
<br />
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:<br />
<br />
2 * w_size * wIY > A * a_density<br />
<br />
where:<br />
* '''a_density''' is the armor material's density<br />
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with smaller contact areas and higher impact yields get through armor better. This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.<br />
<br />
On success, the following test is applied:<br />
<br />
M >= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,<br />
<br />
where: <br />
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10<sup>6</sup>)<br />
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Note that the armor wants as high impact fracture as possible to make this test fail. The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.<br />
<br />
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again. On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer. This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material.<br />
<br />
== Combat testing ==<br />
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and a distant second place respectively, with [[iron]] a slightly less distant third best material in the game, nearly matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).<br />
<br />
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].<br />
<br />
Keep in mind with how unbelievably complicated this system is very little should be taken as word of law yet. <br />
<br />
{| class="wikitable"<br />
|-<br />
! <br />
! Best<br />
! Better<br />
! Good<br />
! Fair<br />
! Poor<br />
! Terrible<br />
! Notes<br />
|-<br />
| Armor<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| <br />
| <br />
|-<br />
| Edged Weapons<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| Silver<br />
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.<br />
|-<br />
| Ammunition<br />
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver<br />
| <br />
| Adamantine<br />
| <br />
| <br />
| <br />
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.<br />
|-<br />
| Blunt Weapons<br />
| Platinum, Slade<br />
| Steel, Silver<br />
| Copper, Bismuth Bronze, Bronze, Iron<br />
| <br />
| <br />
| Adamantine<br />
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.<br />
|}<br />
<br />
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.<br />
<br />
===Analysis===<br />
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets. {{version|0.31.12}}.<br />
<br />
Even in 15&times;(steel armor+silver war hammer) versus 15&times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material.<br />
<br />
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves. Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).<br />
<br />
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].<br />
<br />
More arena tests are available in the [[Main:Military testing|Military testing]] article.<br />
<br />
==Bugs==<br />
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}<br />
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}<br />
*In the Premium version, the sprite sheets for equipped gear are mostly incomplete. The material of equipped gear is currently distinguished for [[dwarf|dwarves]], for [[elf|elves']] and [[kobold|kobolds']] [[armor]] (including metal armor), and for elves' wooden weapons; everything else has a default, 'gray' color palate.<br />
*The Premium version has placeholder sprites for equipped artifact gear (which can be any material), but these are not used for gear of nonstandard materials spawned in the [[object testing arena]], resulting in creatures that use them appearing un-equipped.<br />
<br />
==See also==<br />
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril<br />
<br />
{{Weapons}}<br />
{{Industry}}<br />
{{Category|Weapons}}</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Weapon&diff=292717Weapon2023-03-28T17:07:26Z<p>Putnam3145: /* Bugs */ Not a bug, just a misunderstanding of the mechanics; two-handed swords may be wielded with one hand, there's just a penalty for it</p>
<hr />
<div>{{av}}<br />
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''<br />
[[File:weapons_sprites_preview.png|right]]A '''weapon''', in the sense described on this page, is any [[item]] specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] ([[wood|wooden]] and [[bone]] crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.<br />
<br />
: (* No "wooden handle" is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)<br />
Graphically, each weapon's color palette will change according to the material used to make them, though this is currently the case with only dwarves. With [[kobold]]s, [[human]]s and [[goblin]]s, all wielded weapons will appear as steel-made. A slight exception to this is [[elves]], where they can also appear with grown wood weapons.<br />
<br />
Many creatures with a humanoid form ([[giant]], [[magma man|magma men]], [[animal people]], etc.), or even some non-humanoid creatures with hands can also wield weapons, which can be seen in the items tab after clicking on a creature, although their sprite will not reflect this. This because only dwarves, humans, elves, goblins and kobolds have dedicated sprites to resemble what they're wearing and wielding.<br />
<br />
== Basics ==<br />
=== Native vs. foreign ===<br />
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves). These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.<br />
<br />
=== Types of weapons ===<br />
{{main|Attack types}}<br />
Mechanically, all weapon attacks are separated into "edge" and "blunt" types, although these can be further split into four practical categories:<br />
*Slashing<br />
*Piercing<br />
*Crushing<br />
*Ranged<br />
<br />
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)<br />
<br />
====Slashing weapons====<br />
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''<br />
<br />
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor will usually prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targetted again, allowing dwarves to better focus on more vital parts.<br />
<br />
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a "slashing" weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the "Jack of all trades, master of none" weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that. Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.<br />
<br />
====Crushing weapons====<br />
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also [[flail]]s, [[maul]]s, [[whip]]s)''<br />
<br />
Also known as "blunt" or "bludgeoning" weapons, these work by concentrating their force behind a tiny, blunt point, (notably, war hammers have half the contact area of spears), smashing right through armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often "give in" to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.<br />
<br />
====Piercing weapons====<br />
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''<br />
<br />
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses. <br />
<br />
====Ranged weapons====<br />
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''<br />
<br />
These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Bows and crossbows both do extremely bad blunt damage over a contact area 100 times as wide as a war hammer, meaning it's far less likely for them to get through armor than such weapons.<br />
<br />
<br />
There exists one more umbrella category of weapon: the so-called "'''training weapon'''". Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].<br />
<br />
=== Weapon skill ===<br />
{{main|Combat skill#Weapon skill}}<br />
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.<br />
<br />
Once a dwarf has reached "Great" skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].<br />
<br />
=== Attachment ===<br />
A dwarf that has used a particular weapon for a long time will grow [[Attachment|attached]] to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.<br />
<br />
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement. The weapon in question may have no kills associated with it (legendary dwarves occasionally name their weapons while training with them). Once named, the weapon will appear in the artifact list, albeit in blue. It is unknown if named weapons perform better than unnamed weapons. Dwarves may also become attached to shields and name them in the same way.<br />
<br />
=== Quality and strange moods ===<br />
The [[quality]] of a weapon has a significant impact on its combat performance, as well as its [[value]].<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[DF2014:Strange_mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.<br />
<br />
=== Weapons as tools ===<br />
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s (wooden training axes worked prior to version 0.43.01), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.<br />
<br />
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.<br />
<br />
=== Ammunition ===<br />
:''Main article: [[Ammunition]]''<br />
<br />
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &mdash; crossbows are meant for shooting, not bashing.<br />
<br />
=== Secondary weapons ===<br />
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword "just in case" doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.<br />
<br />
=== "Best" weapon choices ===<br />
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''"What is the weapon with the biggest number?"'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work "best" against certain targets, and what don't, and (basically) why.<br />
<br />
''Dwarf Fortress'' combat is rarely "one-shot", nor is it a long process of whittling away a huge pile of "hit points" (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.<br />
<br />
==== Superior metal rule ====<br />
As a general rule, if a weapon slashes or pierces, it wants to be made from a "better" metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.<br />
<br />
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel.<br />
<br />
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison.)<br />
<br />
* [[steel]], the clear best*<br />
* ([[bronze]] or [[iron]]), very respectable, roughly equivalent** to each other<br />
* [[copper]], a distant third<br />
* [[silver]], a ''very'' distant last (included only because silver is listed to make slashing/piercing weapons)<br />
<br />
: (* There is also [[adamantine]], which is late game only, in a different league from the rest. That is not the subject of a "basic" discussion.)<br />
: (** There are some "X weapon vs Y armor" situations where iron is slightly better, but a couple where bronze is actually better than iron - but each is a very specific case. "Roughly equivalent" is a good rule of thumb.)<br />
<br />
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the "superior metal" rule, especially since everything except adamantine has essentially equal density when it comes to bolts due to their max velocity and force. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.<br />
<br />
==== vs. unarmored ====<br />
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.<br />
<br />
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.<br />
<br />
* recommended weapon: any sharp weapon<br />
<br />
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Axes have 60% the penetration and swords 40% of the penetration of spears, but much larger areas, which leads to much more bleeding and more chance of pulping. In theory, all edged weapons follow the "superior metal" rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver! (However, see "vs. undead", below.)<br />
<br />
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces achieve total pulping blows sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.<br />
<br />
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and may get off only 2-3 shots before melee combat begins. They are, however, excellent for chasing down fleeing targets, making them ideal against various thieves/wildlife.<br />
<br />
And the bonus lesson here is... armor your military.<br />
<br />
==== vs. [[armor]]ed ====<br />
<br />
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.<br />
<br />
* recommended weapon: steel spear<br />
* other choices: any steel sharp weapon, any warhammer or pick<br />
<br />
Your typical goblin or human sieges will never have steel. Even when undead have it, the coverage is only partial.<br />
<br />
Steel spears are the only edged weapon that can consistently pierce armor. Unless held by an extremely strong dwarf or made of adamantine, a sword will have difficulty getting through a breastplate, and an axe '''never''' will.<br />
<br />
Steel swords have biggest variety of attacks, allowing them to both stab organs and remove limbs. Picks have the velocity of a blunt weapon with the edge of a sharp weapon, giving them extra punch. Functionally, having "superior metal" will make the battle much like removing enemy armor. <br />
<br />
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)<br />
<br />
Blunt weapons work on flexible chain just as well as against an unarmored opponent, and can deform solid armor (which is everything "not chain") to land a killing blow. Warhammers are superior to maces in penetrating solid, "non-chain" armor and breaking bones.<br />
<br />
Slashing weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target, even with steel.<br />
<br />
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate <sup>[http://www.bay12forums.com/smf/index.php?topic=160814.msg7192083#msg7192083 3]</sup><br />
<br />
==== vs. [[undead]] ====<br />
<br />
* recommended weapon: mace only if you want to have a single corpse, axe if you want effiency.<br />
* other choices: sword and spear will do a fine job.<br />
<br />
u/MrNorrelDoesHisPart:<br />
<br />
"Maces did indeed perform the best in terms of creating the smallest number of additional reanimated opponents. They always scored perfectly and thus don’t have a margin of error. Axes produced the largest number of additional reanimated opponents, and spears produced relatively few reanimated body parts...(However) Axes and spears tie for fastest and maces come a distant third. Although it is true that an axe is much messier than a mace, it seems that an axe’s greater killing ability more than compensates for this problem. Maces thus appear to be the best choice when cleanliness is a priority but the worst choice when combat efficiency is important."<br />
<br />
*Newest Dwarven [https://www.reddit.com/r/dwarffortress/comments/11bh54h/combat_science_iii_fighting_the_undead/ !!Science!!] shows that while axe create a messy pile of reanimated corpse, the axe generally takes only 1/3 the time to kill all the reanimated bits. Therefore without considering the extra hauling labor, battle axe is the superior solution to reanimated corpse.<br />
<br />
==== vs. Undead Megabeast and other large fleshy creature ====<br />
<br />
** recommend weapon: if has access to steel: large army with steel spears.<br />
** recommend weapon: if has access to candy: candy axe.<br />
** not recommend weapon: anything inferior than steel.<br />
<br />
The result varies between axe, spear and sword. When a squad of 4 armored dwarves fight an undead cyclops with metal inferior to candy, only the ones armored with steel spear has a chance of winning. The squads with axe, mace and sword stand no fighting chance.<br />
<br />
With candy weapon however, axe and sword outperforms spear. Even one grandmaster axe dwarf with candy axe stands a chance to defeat the undead cyclops.<br />
<br />
==== vs. others ====<br />
This category consists of the rare "not like anything else" creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention. <br />
<br />
* recommended weapon: (varies) <br />
* other choices: any steel axe (depending), crossbow (from behind fortifications), whip<br />
<br />
There are many different types here, and no one approach works for all. Some are merely gigantic but (more or less) "normal", but many are non-organic, and most enjoy the "[[No Pain|don't feel pain]]" tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, [[Iron men|Iron man]], and [[HFS|hidden fun stuff]]. Many of these enemies ''have'' no internal organs while being huge, weakening the effectiveness of pain and pierce. Some are still flesh and blood, and they're functionally like unarmored wildlife, but some are made from some material that may be very difficult to slash at.* In the worst case of being made of steel, it leaves chipping away at the target until they collapse from cumulative damage, which means either penetrating a LOT of armor (warhammer or ideally whip) or breaking everything (mace). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the "superior metal" rule goes ''strongly'' in effect there - use steel sharp weapons for them, though whip would be best if you don't have those.<br />
<br />
(* although a forgotten beast made of, for instance, "mud" is laughably easy to kill)<br />
<br />
Ranged attacks are useful for taking care of the ones who are unapproachable themselves while being incredibly fragile. And at the very least, you're at less risk when raining down bolts from above, even if it won't do much damage.<br />
<br />
==== Final verdict ====<br />
Now, all that said, overall, if you had to choose one "least worst" weapon, it would probably have to be... the </u>steel short sword</u>. It has no true counters, no enemy it cannot ever defeat - while axes falls to iron men and copper armor and maces/hammers/spears falls to big creatures. If you cannot get steel, a second option would be the goblin-made whip, which is still somewhat effective against bronze colossi and big beasts, and maces and hammers will always be effective no matter what they're made of.<br />
<br />
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-"unusual" targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel > iron > bronze > copper > silver) for use against armor, if/when you meet that. Crushing weapons (in order: hammer, mace, and crossbow in melee) can be any metal, with silver or steel each ''slightly'' preferable. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.<br />
<br />
= Technical =<br />
From here down, there are tables of values pulled from the raws, some technical analyses, a few statistical observations, and some solid and some speculative inferences and conclusions.<br />
<br />
Insert obligatory "math warning" here.<br />
<br />
== Weapons ==<br />
=== Native weapons ===<br />
{| class="wikitable" border="border"<br />
! Type<br />
! Graphic<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Hands<br>Used<br />
! [[Weaponsmith|Metal]]<br />
! [[Bowyer|Wood]]<br />
! [[Bowyer|Bone]]<br />
! [[Stone crafter|Obsidian]]<br />
|- valign="top"<br />
|rowspan="3"| [[battle axe|Battle Axe]]<br />
|rowspan="3"| [[File:battle_axe_sprite.png]]<br />
|rowspan="3"| 800<br />
| Hack || Edge || 40000 || 6000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| one<br />
|rowspan="3"| Yes<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|-<br />
| Flat slap || Blunt || 40000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|-<br />
| [[Crossbow]] (Melee)<br />
| [[File:crossbow_sprite.png]]<br />
| 400<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Hammer<br />
| two<br />
| Yes<br />
| Yes<br />
| Yes<br />
| No<br />
|-<br />
| [[Mace]]<br />
| [[File:mace_sprite.png]]<br />
| 800<br />
| Bash || Blunt || 20 || (200) || 2.0×<br />
| Mace<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|-<br />
| [[Pick]] (foreign)<br />
| [[File:pickaxe_sprite.png]]<br />
| 500<br />
| Strike || Edge || 100 || 4000 || 2.0×<br />
| Mining<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|- valign="top"<br />
|rowspan="4"| [[short sword|Short Sword]]<br />
|rowspan="4"| [[File:short_sword_sprite.png]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| one<br />
|rowspan="4"| Yes<br />
|rowspan="4"| No<br />
|rowspan="4"| No<br />
|rowspan="4"| Yes<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[Spear]]<br />
|rowspan="2"| [[File:spear_sprite.png]]<br />
|rowspan="2"| 400<br />
| Stab || Edge || 20 || 10000 || 1.0×<br />
|rowspan="2"| Spear<br />
|rowspan="2"| one<br />
|rowspan="2"| Yes<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|-<br />
| [[war hammer|War Hammer]]<br />
| [[File:war_hammer_sprite.png]]<br />
| 400<br />
| Bash || Blunt || 10 || (200) || 2.0×<br />
| Hammer<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|}<br />
<br />
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}<br />
<br />
=== Details ===<br />
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. <br />
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. Larger weapons tend to do more damage due to the [[Material science#Attack Momentum|momentum formula]]<br />
* The size for a weapon is its volume in cm<sup>3</sup>.<br />
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.<br />
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). The game does not distinguish between "piercing" and "slashing" attacks, despite this page using those terms often--the only difference is that piercing weapons have small contact area and slashing ones have large contact area. Penetration tends to be the same between either, but large contact area makes it much more difficult for weapons to get through armor--armor that a spear can barely pierce would require '''400 times''' as much momentum for an axe to pierce.<br />
* The velocity is a direct multiplier on the attack's [[Material science#Attack Momentum|momentum]] - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).<br />
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.<br />
* Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.<br />
<br />
=== Training weapons ===<br />
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Graphic<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
|- valign="top"<br />
|rowspan="3"| Training Axe<br />
|rowspan="3"| [[File:training_axe_sprite.png]]<br />
|rowspan="3"| 800<br />
| Hack || Blunt || 30000 || (6000) || 1.25×<br />
|rowspan="3"| Axe<br />
|-<br />
| Flat slap || Blunt || 30000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| Training Sword<br />
|rowspan="4"| [[File:training_sword_sprite.png]]<br />
|rowspan="4"| 300<br />
| Slash || Blunt || 20000 || (4000) || 1.25×<br />
|rowspan="4"| Sword<br />
|-<br />
| Stab || Blunt || 50 || (2000) || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| Training Spear<br />
|rowspan="2"| [[File:training_spear_sprite.png]]<br />
|rowspan="2"| 400<br />
| Stab || Blunt || 200 || (10000) || 1.0×<br />
|rowspan="2"| Spear<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|}<br />
<br />
=== Foreign weapons ===<br />
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance.<br />
<br />
In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon. For example, if you create a human character, and manage to spawn into a world with a "broad body" or a "tall body" in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield. Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Graphic<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Used by<br />
! Hands Used<br />
|- valign="top"<br />
|rowspan="4"| [[Two-handed sword]]<br />
|rowspan="4"| [[File:two_handed_sword_sprite.png]]<br />
|rowspan="4"| 900<br />
| Slash || Edge || 100000 || 8000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 4000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 100000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| [[File:blowgun_sprite.png]]<br />
| 150<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| Subterranean [[animal people]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| [[File:bow_sprite.png]]<br />
| 300<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Flail]]<br />
| [[File:flail_sprite.png]]<br />
| 500<br />
| Bash || Blunt || 200 || (4000) || 2.5×<br />
| Mace<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| [[great axe|Great Axe]]<br />
|rowspan="3"| [[File:great_axe_sprite.png]]<br />
|rowspan="3"| 1300<br />
| Hack || Edge || 60000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Flat slap || Blunt || 60000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| [[Halberd]]<br />
|rowspan="3"| [[File:halberd_sprite.png]]<br />
|rowspan="3"| 1200<br />
| Slash || Edge || 20000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Shaft bash || Blunt || 20000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="3"| [[Dagger]] (Large)<br />
|rowspan="3"| [[File:dagger_sprite.png]]<br />
|rowspan="3"| 200<br />
| Slash || Edge || 1000 || 800 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| [[Goblin]], [[Kobold]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 5 || 1000 || 1.0×<br />
|-<br />
| Pommel strike || Blunt || 20 || (600) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| [[long sword|Long Sword]]<br />
|rowspan="4"| [[FIle:long_sword_sprite.png]]<br />
|rowspan="4"| 700<br />
| Slash || Edge || 60000 || 6000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Elf]], [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 3000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 60000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Maul]]<br />
| [[File:maul_sprite.png]]<br />
| 1300<br />
| Bash || Blunt || 100 || (6000) || 2.0×<br />
| Hammer<br />
| [[Goblin]], [[Human]]<br />
| Multi-grasp<br />
|- valign="top"<br />
|rowspan="2"| [[Morningstar]]<br />
|rowspan="2"| [[File:morningstar_sprite.png]]<br />
|rowspan="2"| 500<br />
| Bash || Edge || 10 || 500 || 2.0×<br />
|rowspan="2"| Mace<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[pike (weapon)|Pike]]<br />
|rowspan="2"| [[File:pike_weapon_sprite.png]]<br />
|rowspan="2"| 800<br />
| Stab || Edge || 20 || 12000 || 1.0×<br />
|rowspan="2"| Pike<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Multigrasp<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="4"| [[Scimitar]]<br />
|rowspan="4"| [[File:scimitar_sprite.png]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Scourge]]<br />
| [[File:scourge_sprite.png]]<br />
| 300<br />
| Lash || Edge || 10 || 50 || 2.0×<br />
| Whip<br />
| [[Goblin]]<br />
| Single-grasp<br />
|- valign="top"<br />
| [[Whip]]<br />
| [[File:whip_sprite.png]]<br />
| 100<br />
| Lash || Blunt || 1 || (10) || 5.0×<br />
| Whip<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| Stone axe<br />
|rowspan="3"|[[File:stone_axe_sprite.png]]<br />
|rowspan="3"| 400<br />
| Hack || Edge || 800 || 400 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Player in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Slap|| Blunt || 800|| 400 || 1.25×<br />
|-<br />
| Strike || Blunt || 20|| 400 || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| Carving knife<br />
|rowspan="3"|[[File:carving_knife_sprite.png]]<br />
|rowspan="3"| 150<br />
| Slash || Edge || 800 || 600 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 4 || 800 || 1.0×<br />
|-<br />
| Strike|| Blunt || 15|| 400 || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| Boning knife<br />
|rowspan="3"|[[File:boning_knife_sprite.png]]<br />
|rowspan="3"| 50<br />
| Slash || Edge || 500 || 300 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 2 || 400 || 1.0×<br />
|-<br />
| Strike|| Blunt || 10 || 200 || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| Slicing knife<br />
|rowspan="3"|[[File:slicing_knife_sprite.png]]<br />
|rowspan="3"| 150<br />
| Slash || Edge || 900 || 700|| 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 3 || 900 || 1.0×<br />
|-<br />
| Strike|| Blunt || 15 || 400 || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| Meat cleaver<br />
|rowspan="3"|[[File:meat_cleaver_sprite.png]]<br />
|rowspan="3"| 300<br />
| Hack|| Edge || 800 || 400 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Clap || Blunt || 800 || 400 || 1.25×<br />
|-<br />
| Strike || Blunt || 20 || 400 || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| Carving fork<br />
|rowspan="2"| [[File:carving_fork_sprite.png]]<br />
|rowspan="2"| 150<br />
| Stab|| Edge || 1 || 100 || 1.25×<br />
|rowspan="2"| Dagger<br />
|rowspan="2"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Strike || Blunt || 15 || 400 || 1.0×<br />
|}<br />
<br />
===Special variations===<br />
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the "base" weapon, and adding an adjective ("bulky", "large-headed", "branching", etc.) or renaming the weapon altogether ("blade", "curved sword"). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.<br />
<br />
== Size ==<br />
<br />
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness. Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}} 'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers. So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough. See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.<br />
<br />
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.<br />
<br />
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.<br />
{| class="wikitable sortable" border="border"<br />
|-<br />
! Type<br />
! Min Size<br />
(Two-Handed)<br />
! Min Size<br />
(One-Handed)<br />
! Dwarves<br />
Can't Wield<br />
! Dwarves Wield<br />
Two-Handed<br />
! Dwarves Wield<br />
One-Handed<br />
|- valign="top"<br />
| [[battle axe|Battle Axe]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[Crossbow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Mace]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Pick]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[short sword|Short Sword]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Spear]]<br />
| 5000<br />
| 47500<br />
| -<br />
| 11/49<br />
| 38/49<br />
|- valign="top"<br />
| [[war hammer|War Hammer]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Training Axe<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| Training Sword<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49 <br />
|- valign="top"<br />
| Training Spear<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[two-handed sword|2H Sword]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Flail]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[great axe|Great Axe]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Halberd]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Dagger]] (Large)<br />
| 5000<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[long sword|Long Sword]]<br />
| 52500<br />
| 57500<br />
| 11/49 (0)<br />
| 7/49 (18/49)<br />
| 31/49<br />
|- valign="top"<br />
| [[Maul]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Morningstar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[pike (weapon)|Pike]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Scimitar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Whip]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|}<br />
<br />
==Material==<br />
<br />
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metals (adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.<br />
<br />
{{v0.31 material metal table head}}<br />
<br />
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}<span style="display:none">3:3:1</span>|source=[[Raw adamantine]]|notes=<br/>|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Divine metal|notes= <br/>|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}<span style="display:none">6:6:1</span>|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,<br />+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}<span style="display:none">7:7:1</span>|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}<span style="display:none">7:7:1</span>|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
|}<br />
<br />
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:<br />
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with a bit more force, very light weapons tend to have less penetration. Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup><br />
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better for blunt weapons, but ''lower'' is better for armor. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.<br />
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the most important indicator of edged strength. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.<br />
<br />
*General Term Explanations (from Wikipedia)<br />
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.<br />
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.<br />
**'''Stress''' - Force per area = F/A<br />
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus<br />
<br />
=== Explanation ===<br />
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).<br />
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.<br />
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.<br />
<br />
=== Implications ===<br />
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.<br />
<br />
== Combat formulae ==<br />
<br />
Penetration is poorly understood, but most of the rest of combat is fairly well understood. Maybe it defines how deep blade may go thru layers of armor and flesh and bones and even cut off limbs. This may explain why it does not apply for blunt attacks that do not go thru layers.<br />
<br />
First, you need to calculate your weapon's momentum.<br />
<br />
Melee Weapon Momentum: M = Skill * Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) ))<br />
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )<br />
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5<br />
* Attacking a prone opponent in melee doubles momentum.<br />
<br />
Ranged Weapon Momentum: M = (w_density*w_size)/10<sup>5</sup> * min(10<sup>5</sup>*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)<br />
* Bow and Crossbow Momentum: M = (w_density*150)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*3), 20)<br />
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03<br />
** If 20 is larger because the ammunition is density 1667 or larger, M = 50<br />
* Blowgun Momentum: M = (w_density*20)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*4), 100)<br />
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02<br />
** If 100 is larger because the ammunition is density 251 or more, M = 5<br />
<br />
where:<br />
* '''M''' is the momentum.<br />
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.<br />
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)<br />
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)<br />
* '''Size''' is the average creature size (e.g. 60000 for dwarves)<br />
* '''i_Size''' is the specific creature's size<br />
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.<br />
* '''F''' is "fatness modifier" (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025<br />
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons<br />
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons<br />
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.<br />
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.<br />
<br />
An edged weapon undergoes the following comparison:<br />
<br />
M >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),<br />
<br />
where:<br />
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material<br />
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material<br />
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material<br />
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material<br />
* '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]]<br />
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)<br />
* '''w_quality''' is weapon [[quality]] multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)<br />
* '''a_quality''' is armor [[quality]] multiplier<br />
<br />
Expressed in the above terms,<br />
<br />
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) >= aSY/wSY + (A+1)*aSF/wSF<br />
<br />
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield. In both cases, higher is better on both weapons and armor, as is quality. Sharpness only matters to the weapon, and smaller contact area is better for the attacker.<br />
<br />
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the test is failed, the attack becomes blunt for this layer.<br />
<br />
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:<br />
<br />
2 * w_size * wIY > A * a_density<br />
<br />
where:<br />
* '''a_density''' is the armor material's density<br />
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with smaller contact areas and higher impact yields get through armor better. This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.<br />
<br />
On success, the following test is applied:<br />
<br />
M >= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,<br />
<br />
where: <br />
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10<sup>6</sup>)<br />
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Note that the armor wants as high impact fracture as possible to make this test fail. The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.<br />
<br />
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again. On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer. This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material.<br />
<br />
== Combat testing ==<br />
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and a distant second place respectively, with [[iron]] a slightly less distant third best material in the game, nearly matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).<br />
<br />
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].<br />
<br />
Keep in mind with how unbelievably complicated this system is very little should be taken as word of law yet. <br />
<br />
{| class="wikitable"<br />
|-<br />
! <br />
! Best<br />
! Better<br />
! Good<br />
! Fair<br />
! Poor<br />
! Terrible<br />
! Notes<br />
|-<br />
| Armor<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| <br />
| <br />
|-<br />
| Edged Weapons<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| Silver<br />
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.<br />
|-<br />
| Ammunition<br />
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver<br />
| <br />
| Adamantine<br />
| <br />
| <br />
| <br />
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.<br />
|-<br />
| Blunt Weapons<br />
| Platinum, Slade<br />
| Steel, Silver<br />
| Copper, Bismuth Bronze, Bronze, Iron<br />
| <br />
| <br />
| Adamantine<br />
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.<br />
|}<br />
<br />
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.<br />
<br />
===Analysis===<br />
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets. {{version|0.31.12}}.<br />
<br />
Even in 15&times;(steel armor+silver war hammer) versus 15&times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material.<br />
<br />
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves. Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).<br />
<br />
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].<br />
<br />
More arena tests are available in the [[Main:Military testing|Military testing]] article.<br />
<br />
==Bugs==<br />
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}<br />
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}<br />
*In the Premium version, the sprite sheets for equipped gear are mostly incomplete. The material of equipped gear is currently distinguished for [[dwarf|dwarves]], for [[elf|elves']] and [[kobold|kobolds']] [[armor]] (including metal armor), and for elves' wooden weapons; everything else has a default, 'gray' color palate.<br />
*The Premium version has placeholder sprites for equipped artifact gear (which can be any material), but these are not used for gear of nonstandard materials spawned in the [[object testing arena]], resulting in creatures that use them appearing un-equipped.<br />
<br />
==See also==<br />
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril<br />
<br />
{{Weapons}}<br />
{{Industry}}<br />
{{Category|Weapons}}</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Creature_token&diff=292676Creature token2023-03-26T22:41:14Z<p>Putnam3145: </p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
<br />
The <code>[OBJECT:CREATURE]</code> [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens. All known creature tokens are listed below. <br />
<br />
Vanilla creature definitions can be found in <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\vanilla_creatures\</code>. <br />
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.<br />
<br />
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)<br />
<br />
__NOTOC__ <br />
{{clear}}<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead of "This [adorable] animal can't work" or "This animal is waiting to be trained".<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Appearance Modifier<br />
|<br />
*Range (6 values, low to high)<br />
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.<br />
<br />
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Appearance Modifier<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Appearance Modifier<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Appearance Modifier<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Appearance Modifier<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*creature variation ID<br />
*(optional) any amount of arbitrary arguments<br />
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*bodypart<br />
*selection criteria<br />
*location <br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><br />
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.<br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Special<br />
| <br />
*creature ID<br />
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.<br />
<br />
|-<br />
| {{text anchor|CREATURE}}<br />
| Creature<br />
|<br />
*creature ID<br />
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.<br />
<br />
The full list of tokens that use creature classes is: <br />
<br />
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}<br />
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}<br />
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}<br />
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}<br />
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.<br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are:<br />
*COLLECT_TROPHIES<br />
*COOK_PEOPLE<br />
*COOK_VERMIN<br />
*GRIND_VERMIN<br />
*COOK_BLOOD<br />
*GRIND_BONE_MEAL<br />
*EAT_BONE_PORRIDGE<br />
*USE_ANY_MELEE_WEAPON<br />
*GIANT_NEST<br />
*COLLECT_WEALTH.<br />
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby [[vermin]].<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:<br />
*SIMPLE_BURROW<br />
*SIMPLE_MOUND<br />
*WILDERNESS_LOCATION<br />
*SHRINE<br />
*LABYRINTH<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.<br />
<br />
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays [[egg]]s instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays the specified item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
Some examples of adjective use:<br />
* "super''dwarven'' strength"<br />
* "the ''dwarven'' hillocks of X"<br />
* Deity species as in "''feline'' deity"<br />
* Megabeast attacks in worldgen. One with multiple dragons being a "''draconic'' rampage"<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag may periodically "perform horrible experiments" offscreen, during which they can use creature-targeting interactions with an <code>[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]</code> tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}<br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not be hunted or fed to wild beasts.<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*casual chance<br />
*strong chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}<br />
| Caste<br />
|<br />
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.<br />
<br />
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What the creature's [[remains]] are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's [[remains]] are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from the creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from the creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (e.g. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLAIN_CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*text set<br />
| Caste-specific {{token|SLAIN_SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|SLAIN_SPEECH}}<br />
| Creature<br />
| <br />
*text set<br />
| Boasting speeches relating to killing this creature. Examples include text_dwarf.txt and text_elf.txt in data\vanilla\vanilla_creatures\objects.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SOURCE_HFID}}<br />
| Creature<br />
| <br />
*Integer<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's [[web]]s can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. 1000 by default.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Creature<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Tissue Layer Tokens==<br />
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].<br />
<br />
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the "actual" skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.<br />
<br />
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Begins a selection of tissue layers. <br />
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds tissue layers to those selected.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. <br />
<br />
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as "functional" tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
*[[Creature examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Body_token&diff=292646Body token2023-03-23T19:06:35Z<p>Putnam3145: </p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
<br />
'''Body tokens''' are one of the fundamental parts of creatures, and determine their bodily structure. There are two major types of body tokens: ''body templates'' (BODY) and ''body parts'' (BP).<br />
<br />
A creature uses the {{token|BODY|c}} [[creature token]] to list all of the body templates it includes. Each part listed in each template is then included in the creature. In other words: a creature lists the ''body templates'' it is made of. Each ''body template'' contains a set of ''body parts''. Each ''body part'' specifies which other body part it is attached to.<br />
<br />
Body parts can connect specifically to another body part, or generally to any body part of a certain category. These connections are handled by the CON and CONTYPE body part tokens respectively.<br />
<br />
Body parts can be renamed with a [[bodygloss]], allowing someone to reuse an existing template instead of defining a similar template with only the names of the body parts changed.<br />
{{clear}}<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#999999"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|BP}}<br />
|<br />
*ID<br />
*name<br />
*pluralized name<br />
| Begin the definition of a body part with the given ID, name, and plural name. If the plural form would just add an 's' then it can be replaced with 'STP' (which stands for "Standard Plural").<br />
<br />
|-<br />
| {{text anchor|APERTURE}}<br />
| <br />
| Marks the body part as an opening in the body. If it is {{token|EMBEDDED|bo}}, it cannot be gouged.<br />
<br />
|-<br />
| {{text anchor|BREATHE}}<br />
| <br />
| Body part is used to breathe. If all body parts with [BREATHE] are damaged or destroyed, the creature will suffocate unless it has the {{token|NOBREATHE|c}} tag. Note that bruising counts as (fast-healing) damage.<br />
<br />
|-<br />
| {{text anchor|CATEGORY}}<br />
| <br />
*ID<br />
| Assigns the body part to a user-defined category. Used by {{token|CON_CAT|bo}} to attach to other body parts.<br />
<br />
|-<br />
| {{text anchor|CON}}<br />
| <br />
*value<br />
| Connects the body part to a specific other body part.<br />
<br />
|-<br />
| {{text anchor|CON_CAT}}<br />
| <br />
*value<br />
| Connects the body part to all other body parts having the specified {{token|CATEGORY|bo}}.<br />
<br />
|-<br />
| {{text anchor|CONTYPE}}<br />
| <br />
*value<br />
| Connects the body part to all other body parts having the specified type token. Valid values are [[body_token#UPPERBODY|UPPERBODY]], [[body_token#LOWERBODY|LOWERBODY]], [[body_token#HEAD|HEAD]], [[body_token#GRASP|GRASP]], or [[body_token#STANCE|STANCE]].<br />
<br />
|-<br />
| {{text anchor|CIRCULATION}}<br />
| <br />
| Body part is responsible for blood circulation. Exact effects not known.<br />
<br />
|-<br />
| {{text anchor|CONNECTOR}}<br />
| <br />
| Body part is used to connect other body parts together. Used for the neck and lower spine.<br />
<br />
|-<br />
| {{text anchor|DEFAULT_RELSIZE}}<br />
| <br />
*Size<br />
| This command establishes the relative size of body parts within a creature. The numbers have no absolute meaning or units.<br />
<br />
|-<br />
| {{text anchor|DIGIT}}<br />
| <br />
| Defines part as a digit. Body parts that are digits, or have them as direct sub-parts, can perform gouging attacks within a wrestling hold.<br />
<br />
|-<br />
| {{text anchor|EMBEDDED}}<br />
| <br />
| Body part with this tag is embedded on the surface of parent body part. i.e.: eyes and mouth on head. It cannot be chopped off, can't be used to wrestle enemies and can't be grabbed by them.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| <br />
| Flags the body part as being needed for flight. Damage to a certain number of FLIER body parts will prevent the creature from flying. Note that a creature can only fly if the creature has the {{token|FLIER|c}} tag in its creature definition, and that a flying creature does not actually need any FLIER body parts. This tag's only purpose is to identify body parts which will cause a creature to '''lose''' the ability to fly when damaged.<br />
<br />
|-<br />
| {{text anchor|GELDABLE}}<br />
| <br />
| Creatures with a body part containing this token may be [[gelder|gelded]]. Gelding may also occur during combat if this body part is damaged sufficiently. <br />
<br />
|-<br />
| {{text anchor|GRASP}}<br />
| <br />
| Creature can wield a picked-up weapon with the body part, and can use the part to initiate almost all wrestling moves. When creatures are spawned with a weapon and shield, one GRASP part will hold a weapon while '''all others''' will hold shields. A grasp-able bodypart is needed for Grasp-attacks, which are in turn needed to start a fist fight. Creatures throwing a tantrum, but missing a bodypart with the grasp-property, will be cancelling their fist fight, due to being 'too injured'.<br />
<br />
|-<br />
| {{text anchor|GUTS}}<br />
| <br />
| Body part is susceptible to low blows. Used for guts. Damage to this body part causes nausea and may make the creature lose turns, vomiting uncontrollably.<br />
<br />
|-<br />
| {{text anchor|HEAD}}<br />
| <br />
| Flags the body part as being able to wear head clothing like hats, helms, etc. If all heads are chopped off, the creature dies. Multiple heads '''are''' redundant - for example, [[hydra]]s can survive with several missing heads.<br />
<br />
|-<br />
| {{text anchor|HEAR}}<br />
| <br />
| Body part is used to hear. May be a requirement for the body part to wear earrings.<br />
<br />
|-<br />
| {{text anchor|INDIVIDUAL_NAME}}<br />
| <br />
*name<br />
*plural<br />
| Adding individual names tells the game what to call each individual part in a [[body_token#NUMBER|NUMBER]]ed bodypart. This command replaces "first upper front tooth" for example.<br />
<br />
|-<br />
| {{text anchor|INTERNAL}}<br />
|<br />
| Marks the body part as being inside the body. It is behind all the other tissues of the body part, cannot be severed, nor used for wrestling. It cannot be targeted directly in combat, but can be damaged by attacks to the parent body part.<br />
<br />
|-<br />
| {{text anchor|JOINT}}<br />
| <br />
| Body part is a joint. If the limb it's in is grabbed in a wrestling hold, it can be broken with bending force, disabling the parent limb. If the joint is modded to sit outside the body, grabbing and breaking it snaps the entire limb right off.<br />
<br />
|-<br />
| {{text anchor|LIMB}}<br />
| <br />
| Body part is a limb. It can be used to initiate most wrestling moves. If it is located between an {{token|UPPERBODY|bo}} part and a {{token|GRASP|bo}} body part, it is eligible to be covered by certain types of armor (body armors and gauntlets). If it is located between a {{token|LOWERBODY|bo}} part and a {{token|STANCE|bo}} body part, it is eligible to be covered by other types of armor (Leg armors like pants, etc.; trailing body armors like mail shirts and robes; and high boots).<br />
<br />
|-<br />
| {{text anchor|LOWERBODY}}<br />
| <br />
| Flags the body part as being able to wear lower body clothing like skirts, pants, etc. If all parts with this token are chopped off or pulped, the creature dies. If the creature has multiple parts with this token, they will not die until all parts with this token have been pulped or severed. No such creature exists in the base game, however.<br />
<br />
|-<br />
| {{text anchor|LEFT}}<br />
| <br />
| Marks body part as on the left side of the body and vulnerable to attacks from the left. Used in conjunction with tags in the b_detail_plan_default raw.<br />
<br />
|-<br />
| {{text anchor|MOUTH}}<br />
| <br />
| Body part is a mouth. Implication unknown.<br />
<br />
|-<br />
| {{text anchor|NUMBER}}<br />
| <br />
*value<br />
| The number lets you stack identical body parts. These can be individually damaged by wounds, but you don't have to define them explicitly one by one. If you don't give them individual names (see teeth) they'll be preceded by ordinal numbers (first, second, etc.). In practice, though, they cannot be individually damaged - if you knock out one tooth, the entire group will be knocked out at once (and will be scattered across the area). Butchering doesn't respect this and produces only a single body part per group. The value is capped at 32.<br />
<br />
|-<br />
| {{text anchor|NERVOUS}}<br />
| <br />
| Body part is the hub of nervous function. Used for the parts of the spine. Damage disables everything in the parent bodypart and what's below it, causing death by suffocation in most cases.<br />
<br />
|-<br />
| {{text anchor|PREVENTS_PARENT_COLLAPSE}}<br />
| <br />
| Body part must be destroyed in order for the attached parent object to be considered destroyed. Found on skulls and spinal columns. <br />
<br />
|-<br />
| {{text anchor|RIGHT}}<br />
| <br />
| Marks body part as on the right side of the body and vulnerable to attacks from the right. Used in conjunction with tags in the b_detail_plan_default raw.<br />
<br />
|-<br />
| {{text anchor|SKELETON}}<br />
| <br />
| Body part is part of the creature's skeleton.<br />
<br />
|-<br />
| {{text anchor|STANCE}}<br />
| <br />
| Allows the creature to stand. Damage or loss of these body parts will cause creature to fall over. Loss of one STANCE part can be substituted with a crutch. Does not give the body part an ability to initiate wrestling moves, unlike {{token|GRASP|bo}} or {{token|LIMB|bo}}.<br />
<br />
|-<br />
| {{text anchor|SIGHT}}<br />
| <br />
| Body part is used to see with. If the creature has no SIGHT body parts, or if all its sight body parts are damaged or destroyed, it can't see unless it has the {{token|EXTRAVISION|c}} tag in its creature definition.<br />
<br />
|-<br />
| {{text anchor|SMELL}}<br />
| <br />
| Body part is used to smell. Currently unused.<br />
<br />
|-<br />
| {{text anchor|SMALL}}<br />
| <br />
| "SMALL means that the part isn't displayed as part of the overall displayed body part lists. They can't be splinted. They are more often targeted for torture (although those situations might not occur anymore). They are removed in skeletons if they aren't specifically skeletons/joints/digits/apertures. They are more easily lost in world gen duels. They are the only gougable/pinchable parts ''(note: at least this is no longer the case.)''. SMALL is an old tag, so it has accumulated some weird functions which'll get split off over time. " --Toady<br />
<br />
|-<br />
| {{text anchor|SOCKET}}<br />
| <br />
| Body part breaks off and goes flying if broken, even with blunt force. Used on teeth to make them easy to knock out. Rendered invalid by {{token|INTERNAL|bo}}.<br />
<br />
|-<br />
| {{text anchor|THROAT}}<br />
| <br />
| Body part can be strangled. Latching bites that hit the head have a chance to target this instead. Note: this tag doesn't control any bleeding behavior.<br />
<br />
|-<br />
| {{text anchor|THOUGHT}}<br />
| <br />
| The central core of the body. Used with the brain. Damage causes instant death unless the creature has {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT|c}}/{{token|NOTHOUGHT|c}}.{{verify}} <br />
<br />
|-<br />
| {{text anchor|TOTEMABLE}}<br />
| <br />
| This bodypart can be turned into a totem by craftsmen. Always drops from slaughtered creatures, no matter how small.<br />
<br />
|-<br />
| {{text anchor|UPPERBODY}}<br />
| <br />
| Flags the body part as being able to wear upper body clothing like coats, breastplates etc. If all parts with this token are pulped or chopped off, the creature dies. Multiple UPPERBODY parts are redundant, but no such creatures exist in the base game. All default creatures with bodies have the upper body as the root of the body tree, making it impossible to chop off.<br />
<br />
|-<br />
| {{text anchor|UNDER_PRESSURE}}<br />
| <br />
| Makes the body part pop out of the body when cut through. Used on guts. Body part shows up as "~" and drags behind the victim when spilled.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BUTCHER_ITEM}}<br />
| <br />
| Allows the item to be obtained from butchered or rotted vermin. Used with [[shell]]s.<br />
<br />
|}<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Body token]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Ethic&diff=292642Ethic2023-03-23T07:48:23Z<p>Putnam3145: /* Ethic types */</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
<br />
'''Ethic''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]]. (In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of sapient beings.)<br />
<br />
Some ethics also affect [[fortress mode]] features, such as [[justice]], or [[trading]]. In [[adventurer mode]], ethics can affect the [[level of conflict]] (lethal, or no quarter). During [[world generation]], ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.<br />
<br />
== Example ==<br />
In the [[raw file]]s for entities, ethics appear as follows:<br />
[ETHIC:LYING:PERSONAL_MATTER]<br />
<br />
This means that the entity will treat lying as a personal matter. More technically, the value of its LYING ethic is set to PERSONAL_MATTER.<br />
<br />
== Ethic types ==<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
!Extra Information<br />
|-<br />
| {{text anchor|ASSAULT}}<br />
| The result of a tantrumming citizen attacking another in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_KILL}}<br />
| This determines if the race will sometimes devour defeated enemy combatants.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_OTHER}}<br />
| This includes whether or not a race is willing to [[butcher]] other sapients. Note that, due to a bug, player forts will never butcher intelligent creatures in fortress mode (they are still willing to eat their meat though, should they have access to it). However this works as intended in adventure mode, worldgen, and offsite (caravans will deliver products made from sentients, etc.)<br />
|-<br />
| {{text anchor|KILL_ANIMAL}}<br />
| A response of JUSTIFIED_IF_EXTREME_REASON, JUSTIFIED_IF_SELF_DEFENSE, or anything from MISGUIDED to UNTHINKABLE (see below) causes the entity to refuse animal products in trade &mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL]. Animal products sold by caravans will be marked as "grown", which means kosher for their ethics, for example grown leather.<br />
|-<br />
| {{text anchor|KILL_ENEMY}}<br />
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_ENTITY_MEMBER}}<br />
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode. Determines whether and how often entity members will be murdered. <br />
|-<br />
| {{text anchor|KILL_NEUTRAL}}<br />
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode, and the creature will also demand that strangers identify themselves; it will also greatly increase war aggression in worldgen.<br />
|-<br />
| {{text anchor|KILL_PLANT}}<br />
| This includes a race's position towards wood &mdash; any response from MISGUIDED to UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and also prohibits them from bringing caravan [[wagon]]s. Caravans will sell grown wood objects (if the civ has WOOD_PREF) and even grown non-wood objects but that elves refuse to buy (if the civ uses misc processed wood products). <br />
|-<br />
| {{text anchor|LYING}}<br />
| Giving false witness reports?{{verify}}<br />
|-<br />
| {{text anchor|MAKE_TROPHY_ANIMAL}}<br />
| This determines whether animal kills will lead to characters with trophies. [[Historical figure]]s can arrive at your fortress with leather, horn, ivory, tooth, hair, bone or nail jewellery from slain non-sapients, and fortress citizens may put on [[crafts]] made from their kills as well. <br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAME_RACE}}<br />
| This determines whether kills of one's own race will lead to characters with trophies. [[Historical figure]]s can arrive at your fortress with leather, tooth, hair, bone or nail jewellery from their race, even INTELLIGENT. Example: goblin with -goblin tooth ring-.<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAPIENT}}<br />
| This determines whether kills of other sapients will lead to characters with trophies - as previously, but regarding other races, including INTELLIGENT.<br />
|-<br />
| {{text anchor|OATH_BREAKING}}<br />
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|SLAVERY}}<br />
|Civilization will enslave defeated enemies and bring them back to their site. Also affects whether you may trade caged sapient beings to merchants. Aside from diplomacy, higher/lower values don't seem to affect anything beyond if a civilization is willing to take slaves at all. {{verify}}<br />
|-<br />
| {{text anchor|THEFT}}<br />
| This determines whether the civilization will try to steal goods and how it will respond when stolen from.{{verify}}<br />
|-<br />
| {{text anchor|TORTURE_ANIMALS}}<br />
|Determines if the civilization will kill all animals of the conquered site, or preserve them for further use. <br />
|-<br />
| {{text anchor|TORTURE_AS_EXAMPLE}}<br />
|Civilization will sometimes execute non-combatants after defeating enemy defenders.<br />
|-<br />
| {{text anchor|TORTURE_FOR_FUN}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_INFORMATION}}<br />
|<br />
|-<br />
| {{text anchor|TREASON}}<br />
| Protects position-holders from being murdered like everyone else – the reason that demon overlords of goblins manage to live for centuries, despite goblins' regard of killing each other as being a personal matter. <br />
|-<br />
| {{text anchor|TRESPASSING}}<br />
| Ignoring burrow restrictions {{verify}}<br />
|-<br />
| {{text anchor|VANDALISM}}<br />
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.<br />
|}<br />
<br />
==Ethic values==<br />
As used internally (see below), roughly in order of acceptability:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Num !! Token<br />
|-<br />
| 0 || {{text anchor|NOT_APPLICABLE}}<br />
|-<br />
| 1 || {{text anchor|ACCEPTABLE}}<br />
|-<br />
| 2 || {{text anchor|PERSONAL_MATTER}}<br />
|-<br />
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}<br />
|-<br />
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}<br />
|-<br />
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}<br />
|-<br />
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}<br />
|-<br />
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}<br />
|-<br />
| 8 || {{text anchor|MISGUIDED}}<br />
|-<br />
| 9 || {{text anchor|SHUN}}<br />
|-<br />
| 10 || {{text anchor|APPALLING}}<br />
|-<br />
| 11 || {{text anchor|PUNISH_REPRIMAND}}<br />
|-<br />
| 12 || {{text anchor|PUNISH_SERIOUS}}<br />
|-<br />
| 13 || {{text anchor|PUNISH_EXILE}}<br />
|-<br />
| 14 || {{text anchor|PUNISH_CAPITAL}}<br />
|-<br />
| 15 || {{text anchor|UNTHINKABLE}}<br />
|-<br />
| 16 || {{text anchor|REQUIRED}}<br />
|}<br />
<br />
==Ethic value numbers in relation to each other==<br />
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.<br />
If an entity's accumulated animosity towards another passes a certain threshold (determined by the ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.<br />
<br />
In general, entities react much more strongly to actions that violate ''their'' taboos than to the outlawing of their customs in other civilisations.<br />
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.<br />
* Civ A will consider Civ B most unreasonable (&minus;5) for executing people over such a non-issue.<br />
* Civ B will be shocked and disgusted (&minus;15) that Civ A engages in such a debased activity.<br />
* The end result is mutual negativity. However, Civ B is 3&times; ''more'' offended, and much more likely to go to war over the issue &mdash; assuming, of course, they think they have a chance of winning.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! rowspan=2 colspan=2 | &nbsp;<br />
! colspan=16 | TARGET<br />
|- bgcolor="#dddddd"<br />
!width=6%| Accept. ||width=6%| Personal ||width=6%| Reperc. ||width=6%| Good ||width=6%| Extreme ||width=6%| Self-Def. ||width=6%| Sanct. ||width=6%| Misguid. ||width=6%| Shun ||width=6%| Appall. ||width=6%| Reprim. ||width=6%| Serious ||width=6%| Exile ||width=6%| Capital ||width=6%| Unthink. ||width=6%| Req.<br />
|-<br />
! rowspan=16 | {{rotate|OBSERVER}} &nbsp;&nbsp;&nbsp;&nbsp;<br />
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || 0<br />
|-<br />
! Extreme Rs. || {{tc|red|−1}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}}<br />
|-<br />
! Self-Defence || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Sanctioned || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Misguided || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Shun || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Appalling || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Reprimand || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Serious || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Exile || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Capital || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|−15}}<br />
|-<br />
! Unthinkable || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|−15}}<br />
|-<br />
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|}<br />
<br />
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].<br />
<br />
== Ethics of vanilla civilizations ==<br />
[[Animal people]] currently have the same ethics as [[kobold]]s.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Issue<br />
! Mountain<br>(dwarf)<br />
! Forest<br>(elf)<br />
! Plains<br>(human)<br />
! Evil<br>(goblin)<br />
! Skulking<br>(kobold)<br />
|-<br />
| Killing member of the same entity<br />
| Capital punishment<br />
| Justified with extreme reason<br />
| Justified with good reason<br />
| Personal matter<br />
| Exile<br />
|-<br />
| Killing neutral sapient<br />
| Only if sanctioned<br />
| Acceptable<br />
| Justified if no repercussions<br />
| Required<br />
| Required<br />
|-<br />
| Killing enemy<br />
| Acceptable<br />
| Acceptable<br />
| Acceptable<br />
| Required<br />
| Required<br />
|-<br />
| Killing animal<br />
| Acceptable<br />
| Justified in self-defence<br />
| Acceptable<br />
| Acceptable<br />
| Acceptable<br />
|-<br />
| Killing plant<br />
| Acceptable<br />
| Unthinkable<br />
| Acceptable<br />
| Acceptable<br />
| Acceptable<br />
|-<br />
| Torture as example<br />
| Unthinkable<br />
| Acceptable<br />
| Acceptable<br />
| Acceptable<br />
| Unthinkable<br />
|-<br />
| Torture for information<br />
| Unthinkable<br />
| Misguided<br />
| Acceptable<br />
| Acceptable<br />
| N/A<br />
|-<br />
| Torture for fun<br />
| Unthinkable<br />
| Unthinkable<br />
| Appalling<br />
| Acceptable<br />
| Acceptable<br />
|-<br />
| Torture of animals<br />
| Unthinkable<br />
| Unthinkable<br />
| Shunned<br />
| Acceptable<br />
| Unthinkable<br />
|-<br />
| Treason<br />
| Capital punishment<br />
| Exile<br />
| Capital punishment<br />
| Capital punishment<br />
| Unthinkable<br />
|-<br />
| Oathbreaking<br />
| Capital punishment<br />
| Exile<br />
| Capital punishment<br />
| Personal matter<br />
| N/A<br />
|-<br />
| Lying<br />
| Personal matter<br />
| Exile<br />
| Personal matter<br />
| Personal matter<br />
| N/A<br />
|-<br />
| Vandalism<br />
| Serious punishment<br />
| Reprimand<br />
| Serious punishment<br />
| Personal matter<br />
| N/A<br />
|-<br />
| Trespassing<br />
| Serious punishment<br />
| Reprimand<br />
| Serious punishment<br />
| Personal matter<br />
| N/A<br />
|-<br />
| Theft<br />
| Serious punishment<br />
| Reprimand<br />
| Serious punishment<br />
| Personal matter<br />
| N/A<br />
|-<br />
| Assault<br />
| Serious punishment<br />
| Exile<br />
| Serious punishment<br />
| Personal matter<br />
| Personal matter<br />
|-<br />
| Slavery<br />
| Capital punishment<br />
| Exile<br />
| Acceptable<br />
| Personal matter<br />
| Unthinkable<br />
|-<br />
| Eating sapients<br />
| Unthinkable<br />
| Unthinkable<br />
| Unthinkable<br />
| Personal matter<br />
| Unthinkable<br />
|-<br />
| Eating sapients (that have been killed in battle)<br />
| Unthinkable<br />
| Acceptable<br />
| Unthinkable<br />
| Personal matter<br />
| Unthinkable<br />
|-<br />
| Making a trophy from a corpse of the same race<br />
| Appalling<br />
| Unthinkable<br />
| Acceptable<br />
| Acceptable<br />
| Unthinkable<br />
|-<br />
| Making a trophy from a corpse of another sapient race<br />
| Shunned<br />
| Unthinkable<br />
| Acceptable<br />
| Acceptable<br />
| Unthinkable<br />
|-<br />
| Making a trophy from the corpse of an animal<br />
| Acceptable<br />
| Unthinkable<br />
| Acceptable<br />
| Acceptable<br />
| Unthinkable<br />
|}<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Ethic]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Ethic&diff=292641Ethic2023-03-23T07:47:35Z<p>Putnam3145: /* Ethic types */</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
<br />
'''Ethic''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]]. (In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of sapient beings.)<br />
<br />
Some ethics also affect [[fortress mode]] features, such as [[justice]], or [[trading]]. In [[adventurer mode]], ethics can affect the [[level of conflict]] (lethal, or no quarter). During [[world generation]], ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.<br />
<br />
== Example ==<br />
In the [[raw file]]s for entities, ethics appear as follows:<br />
[ETHIC:LYING:PERSONAL_MATTER]<br />
<br />
This means that the entity will treat lying as a personal matter. More technically, the value of its LYING ethic is set to PERSONAL_MATTER.<br />
<br />
== Ethic types ==<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
!Extra Information<br />
|-<br />
| {{text anchor|ASSAULT}}<br />
| The result of a tantrumming citizen attacking another in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_KILL}}<br />
| This determines if the race will sometimes devour defeated enemy combatants.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_OTHER}}<br />
| This includes whether or not a race is willing to [[butcher]] other sapients. Note that, due to a bug, player forts will never butcher intelligent creatures in fortress mode (they are still willing to eat their meat though, should they have access to it). However this works as intended in adventure mode, worldgen, and offsite (caravans will deliver products made from sentients, etc.)<br />
|-<br />
| {{text anchor|KILL_ANIMAL}}<br />
| A response of JUSTIFIED_IF_EXTREME_REASON, JUSTIFIED_IF_SELF_DEFENSE, or anything from MISGUIDED to UNTHINKABLE (see below) causes the entity to refuse animal products in trade &mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL]. Animal products sold by caravans will be marked as "grown", which means kosher for their ethics, for example grown leather.<br />
|-<br />
| {{text anchor|KILL_ENEMY}}<br />
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_ENTITY_MEMBER}}<br />
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode. Determines whether and how often entity members will be murdered. <br />
|-<br />
| {{text anchor|KILL_NEUTRAL}}<br />
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode, and the creature will also demand that strangers identify themselves. Setting this to REQUIRED will greatly increase war aggression in worldgen.<br />
|-<br />
| {{text anchor|KILL_PLANT}}<br />
| This includes a race's position towards wood &mdash; any response from MISGUIDED to UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and also prohibits them from bringing caravan [[wagon]]s. Caravans will sell grown wood objects (if the civ has WOOD_PREF) and even grown non-wood objects but that elves refuse to buy (if the civ uses misc processed wood products). <br />
|-<br />
| {{text anchor|LYING}}<br />
| Giving false witness reports?{{verify}}<br />
|-<br />
| {{text anchor|MAKE_TROPHY_ANIMAL}}<br />
| This determines whether animal kills will lead to characters with trophies. [[Historical figure]]s can arrive at your fortress with leather, horn, ivory, tooth, hair, bone or nail jewellery from slain non-sapients, and fortress citizens may put on [[crafts]] made from their kills as well. <br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAME_RACE}}<br />
| This determines whether kills of one's own race will lead to characters with trophies. [[Historical figure]]s can arrive at your fortress with leather, tooth, hair, bone or nail jewellery from their race, even INTELLIGENT. Example: goblin with -goblin tooth ring-.<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAPIENT}}<br />
| This determines whether kills of other sapients will lead to characters with trophies - as previously, but regarding other races, including INTELLIGENT.<br />
|-<br />
| {{text anchor|OATH_BREAKING}}<br />
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|SLAVERY}}<br />
|Civilization will enslave defeated enemies and bring them back to their site. Also affects whether you may trade caged sapient beings to merchants. Aside from diplomacy, higher/lower values don't seem to affect anything beyond if a civilization is willing to take slaves at all. {{verify}}<br />
|-<br />
| {{text anchor|THEFT}}<br />
| This determines whether the civilization will try to steal goods and how it will respond when stolen from.{{verify}}<br />
|-<br />
| {{text anchor|TORTURE_ANIMALS}}<br />
|Determines if the civilization will kill all animals of the conquered site, or preserve them for further use. <br />
|-<br />
| {{text anchor|TORTURE_AS_EXAMPLE}}<br />
|Civilization will sometimes execute non-combatants after defeating enemy defenders.<br />
|-<br />
| {{text anchor|TORTURE_FOR_FUN}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_INFORMATION}}<br />
|<br />
|-<br />
| {{text anchor|TREASON}}<br />
| Protects position-holders from being murdered like everyone else – the reason that demon overlords of goblins manage to live for centuries, despite goblins' regard of killing each other as being a personal matter. <br />
|-<br />
| {{text anchor|TRESPASSING}}<br />
| Ignoring burrow restrictions {{verify}}<br />
|-<br />
| {{text anchor|VANDALISM}}<br />
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.<br />
|}<br />
<br />
==Ethic values==<br />
As used internally (see below), roughly in order of acceptability:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Num !! Token<br />
|-<br />
| 0 || {{text anchor|NOT_APPLICABLE}}<br />
|-<br />
| 1 || {{text anchor|ACCEPTABLE}}<br />
|-<br />
| 2 || {{text anchor|PERSONAL_MATTER}}<br />
|-<br />
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}<br />
|-<br />
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}<br />
|-<br />
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}<br />
|-<br />
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}<br />
|-<br />
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}<br />
|-<br />
| 8 || {{text anchor|MISGUIDED}}<br />
|-<br />
| 9 || {{text anchor|SHUN}}<br />
|-<br />
| 10 || {{text anchor|APPALLING}}<br />
|-<br />
| 11 || {{text anchor|PUNISH_REPRIMAND}}<br />
|-<br />
| 12 || {{text anchor|PUNISH_SERIOUS}}<br />
|-<br />
| 13 || {{text anchor|PUNISH_EXILE}}<br />
|-<br />
| 14 || {{text anchor|PUNISH_CAPITAL}}<br />
|-<br />
| 15 || {{text anchor|UNTHINKABLE}}<br />
|-<br />
| 16 || {{text anchor|REQUIRED}}<br />
|}<br />
<br />
==Ethic value numbers in relation to each other==<br />
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.<br />
If an entity's accumulated animosity towards another passes a certain threshold (determined by the ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.<br />
<br />
In general, entities react much more strongly to actions that violate ''their'' taboos than to the outlawing of their customs in other civilisations.<br />
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.<br />
* Civ A will consider Civ B most unreasonable (&minus;5) for executing people over such a non-issue.<br />
* Civ B will be shocked and disgusted (&minus;15) that Civ A engages in such a debased activity.<br />
* The end result is mutual negativity. However, Civ B is 3&times; ''more'' offended, and much more likely to go to war over the issue &mdash; assuming, of course, they think they have a chance of winning.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! rowspan=2 colspan=2 | &nbsp;<br />
! colspan=16 | TARGET<br />
|- bgcolor="#dddddd"<br />
!width=6%| Accept. ||width=6%| Personal ||width=6%| Reperc. ||width=6%| Good ||width=6%| Extreme ||width=6%| Self-Def. ||width=6%| Sanct. ||width=6%| Misguid. ||width=6%| Shun ||width=6%| Appall. ||width=6%| Reprim. ||width=6%| Serious ||width=6%| Exile ||width=6%| Capital ||width=6%| Unthink. ||width=6%| Req.<br />
|-<br />
! rowspan=16 | {{rotate|OBSERVER}} &nbsp;&nbsp;&nbsp;&nbsp;<br />
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || 0<br />
|-<br />
! Extreme Rs. || {{tc|red|−1}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}}<br />
|-<br />
! Self-Defence || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Sanctioned || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Misguided || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Shun || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Appalling || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Reprimand || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Serious || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Exile || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Capital || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|−15}}<br />
|-<br />
! Unthinkable || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|−15}}<br />
|-<br />
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|}<br />
<br />
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].<br />
<br />
== Ethics of vanilla civilizations ==<br />
[[Animal people]] currently have the same ethics as [[kobold]]s.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Issue<br />
! Mountain<br>(dwarf)<br />
! Forest<br>(elf)<br />
! Plains<br>(human)<br />
! Evil<br>(goblin)<br />
! Skulking<br>(kobold)<br />
|-<br />
| Killing member of the same entity<br />
| Capital punishment<br />
| Justified with extreme reason<br />
| Justified with good reason<br />
| Personal matter<br />
| Exile<br />
|-<br />
| Killing neutral sapient<br />
| Only if sanctioned<br />
| Acceptable<br />
| Justified if no repercussions<br />
| Required<br />
| Required<br />
|-<br />
| Killing enemy<br />
| Acceptable<br />
| Acceptable<br />
| Acceptable<br />
| Required<br />
| Required<br />
|-<br />
| Killing animal<br />
| Acceptable<br />
| Justified in self-defence<br />
| Acceptable<br />
| Acceptable<br />
| Acceptable<br />
|-<br />
| Killing plant<br />
| Acceptable<br />
| Unthinkable<br />
| Acceptable<br />
| Acceptable<br />
| Acceptable<br />
|-<br />
| Torture as example<br />
| Unthinkable<br />
| Acceptable<br />
| Acceptable<br />
| Acceptable<br />
| Unthinkable<br />
|-<br />
| Torture for information<br />
| Unthinkable<br />
| Misguided<br />
| Acceptable<br />
| Acceptable<br />
| N/A<br />
|-<br />
| Torture for fun<br />
| Unthinkable<br />
| Unthinkable<br />
| Appalling<br />
| Acceptable<br />
| Acceptable<br />
|-<br />
| Torture of animals<br />
| Unthinkable<br />
| Unthinkable<br />
| Shunned<br />
| Acceptable<br />
| Unthinkable<br />
|-<br />
| Treason<br />
| Capital punishment<br />
| Exile<br />
| Capital punishment<br />
| Capital punishment<br />
| Unthinkable<br />
|-<br />
| Oathbreaking<br />
| Capital punishment<br />
| Exile<br />
| Capital punishment<br />
| Personal matter<br />
| N/A<br />
|-<br />
| Lying<br />
| Personal matter<br />
| Exile<br />
| Personal matter<br />
| Personal matter<br />
| N/A<br />
|-<br />
| Vandalism<br />
| Serious punishment<br />
| Reprimand<br />
| Serious punishment<br />
| Personal matter<br />
| N/A<br />
|-<br />
| Trespassing<br />
| Serious punishment<br />
| Reprimand<br />
| Serious punishment<br />
| Personal matter<br />
| N/A<br />
|-<br />
| Theft<br />
| Serious punishment<br />
| Reprimand<br />
| Serious punishment<br />
| Personal matter<br />
| N/A<br />
|-<br />
| Assault<br />
| Serious punishment<br />
| Exile<br />
| Serious punishment<br />
| Personal matter<br />
| Personal matter<br />
|-<br />
| Slavery<br />
| Capital punishment<br />
| Exile<br />
| Acceptable<br />
| Personal matter<br />
| Unthinkable<br />
|-<br />
| Eating sapients<br />
| Unthinkable<br />
| Unthinkable<br />
| Unthinkable<br />
| Personal matter<br />
| Unthinkable<br />
|-<br />
| Eating sapients (that have been killed in battle)<br />
| Unthinkable<br />
| Acceptable<br />
| Unthinkable<br />
| Personal matter<br />
| Unthinkable<br />
|-<br />
| Making a trophy from a corpse of the same race<br />
| Appalling<br />
| Unthinkable<br />
| Acceptable<br />
| Acceptable<br />
| Unthinkable<br />
|-<br />
| Making a trophy from a corpse of another sapient race<br />
| Shunned<br />
| Unthinkable<br />
| Acceptable<br />
| Acceptable<br />
| Unthinkable<br />
|-<br />
| Making a trophy from the corpse of an animal<br />
| Acceptable<br />
| Unthinkable<br />
| Acceptable<br />
| Acceptable<br />
| Unthinkable<br />
|}<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Ethic]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Template:Info.txt_tokens&diff=292416Template:Info.txt tokens2023-03-14T04:00:18Z<p>Putnam3145: /* Info.txt Tokens */ i'm pretty sure about this</p>
<hr />
<div>==Info.txt Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#DCCF99"<br />
! Token<br />
! Arguments<br />
! Usage<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ID}}<br />
| id<br />
| {{tc|red|Required}}<br />
| The ID of the mod. This should be unique, with no two mods sharing the same ID. IDs starting with "vanilla_" are reserved for vanilla raws.<br />
<br />
|-<br />
| {{text anchor|NUMERIC_VERSION}}<br />
| integer<br />
| {{tc|red|Required}}<br />
| An integer version number for the mod. Must be greater than or equal to EARLIEST_COMPATIBLE_NUMERIC_VERSION. Must be integer.<br />
<br />
|-<br />
| {{text anchor|DISPLAYED_VERSION}}<br />
| string<br />
| {{tc|red|Required}}<br />
| The version of the mod, as displayed in-game.<br />
<br />
|-<br />
| {{text anchor|EARLIEST_COMPATIBLE_NUMERIC_VERSION}}<br />
| integer<br />
| {{tc|red|Required}}<br />
| The earliest compatible numeric version of the mod. Installed mods are automatically updated, if a later compatible version is available.<br />
<br />
|-<br />
| {{text anchor|EARLIEST_COMPATIBLE_DISPLAYED_VERSION}}<br />
| string<br />
| {{tc|red|Required}}<br />
| The earliest compatible numeric version, as displayed in-game.<br />
<br />
|-<br />
| {{text anchor|AUTHOR}}<br />
| string<br />
| {{tc|red|Required{{verify}}}}<br />
| The name of the author (usually you).<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| string<br />
| {{tc|red|Required{{verify}}}}<br />
| The name of the mod.<br />
|-<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| string<br />
| <br />
| A description of the mod, shown in the mod loading screen.<br />
|-<br />
<br />
|-<br />
| {{text anchor|REQUIRES_ID}}<br />
| string<br />
| <br />
| Mod cannot be used unless mod with given ID is also loaded.<br />
|-<br />
<br />
|-<br />
| {{text anchor|REQUIRES_ID_BEFORE_ME}}<br />
| string<br />
| <br />
| Mod cannot be used unless mod with given ID is earlier in the mod load list.<br />
|-<br />
<br />
|-<br />
| {{text anchor|REQUIRES_ID_AFTER_ME}}<br />
| string<br />
| <br />
| Mod cannot be used unless mod with given ID is later in the mod load list.<br />
|-<br />
<br />
|-<br />
| {{text anchor|CONFLICTS_WITH_ID}}<br />
| string<br />
| <br />
| Mod cannot be used if mod with given ID is also loaded.<br />
|-<br />
<br />
|}</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Armor&diff=291961Armor2023-03-05T08:33:23Z<p>Putnam3145: /* Shield */</p>
<hr />
<div>{{Quality|Masterwork|19:39, 13 February 2023 (UTC)}}<br />
{{av}}<br />
[[File:dwarf_armor_preview.png|right]]'''Armor''' is protective equipment used to reduce/deflect damage during [[combat]]. It comes in a variety of individual pieces that work together to cover a dwarf - there is no "suit of armor" in the sense of a single piece of equipment. Each armor piece protects a certain area or areas of a dwarf, and different pieces might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory. <br />
<br />
Loosely speaking, anything worn provides some protection, so it is considered "armor". In the [[stocks]] menu {{menu icon|k}}, each piece of armor is listed under the location where it is worn - "armor" being with other torso pieces, headwear, handwear, legwear, and footwear. However, this page will concentrate mostly just on combat-quality armor. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)<br />
<br />
Though many creatures, including non-humanoids, can wear all kinds of armor, it is only dwarves, [[human]]s, [[elf|elves]], [[kobold]]s and [[goblin]]s that will visually appear wearing different articles of armor. This is because those aforementioned races have dedicated sprite sheets for each of them. While other creatures ''can'' wear armor, it won't appear on their sprite, but clicking on them and checking their inventory can show they are wearing certain pieces of armor, even if it wouldn't make sense in real life.<br />
<br />
'''The actual effectiveness of a given piece of armor depends largely on the weapon(s) being used against it.''' "Chain" pieces are flexible, and while good against slashing [[weapons]] (axes), they don't do much to stop the crushing force of blunt weapons (maces and hammers). "Solid" pieces (breastplates, greaves, gauntlets) are rigid, so they are more widely effective as protection against all weapons but are heavier. See the [[weapon]] article for more specific information.<br />
<br />
Also, for slashing and piercing weapons (but not bludgeoning), the "armor vs. weapon" results are very dependent on the metal of each. A "better" metal will defeat a "lesser" armor, while a weapon of a lesser metal will be stopped more easily. For bludgeoning weapons, "weight" is the guiding rule, and all combat metals have roughly the same [[density|weight]]. See [[Weapon#Superior metal rule]] for further discussion.<br />
<br />
Keeping in mind the enemies you are likely to meet and how they will be armed, it is advisable to equip your militia dwarves with at least bronze or iron armor, as copper will quickly be outclassed against most anything except silver weapons and (most) animal attacks. Testing in the arena shows that armored dwarves have a huge advantage over unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) However, untrained dwarves will become encumbered and slowed down wearing armor due to lacking the [[armor user]] skill.<br />
<br />
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart]]<br />
== Basics ==<br />
=== Purpose ===<br />
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf would invariably suffer injury from a weapon strike, well-armored dwarves have a good chance of taking reduced damage or shrugging it off altogether. Potentially damaging blows become mere bruises and otherwise lethal or incapacitating wounds are reduced to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless function as such and may block weak attacks.<br />
<br />
While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a goblin [[ambush]] in seconds. One clad in a full set of exceptional-quality steel armor, however, can absorb most of a goblin squad's ammunition and half a minute of its time before finally being killed. Unarmored or lightly armored dwarves may suffice to deal with lone thieves and the local wildlife, but a serious [[military|army]] requires equally serious armor.<br />
<br />
=== Types of armor ===<br />
In terms of classifications, armor can be thought of as having three different types: clothing, leather, or metal. When you first create any [[squad]] in your squad sidebar {{menu icon|q}}, you will have the choice to assign a default uniform - "No uniform" (assigning no additional equipment, i.e., keeping their civilian clothing, no weapon), "Leather armor" (leather pieces and a melee weapon), "Metal armor" (any metal pieces and a melee weapon), or "Archer" (which is identical to "Leather armor" but with a choice of ranged weapon). <br />
<br />
You can make additional custom uniforms for this purpose and mix and match different armor types, but otherwise, these refer to the pieces and combinations described below.<br />
----<br />
'''Note:''' It is important to note that '''all''' predefined uniforms have the "uniform worn over clothes" option enabled. As a result, dwarves will be unable to equip additional footwear armor, as they keep their civilian footwears on and it is not possible to wear 2 types of footwears on top of each other. <br />
To edit any uniform and/or fix this problem:<br />
*Select the squad wearing the uniform you wish to edit in the squad tab {{menu icon|q}}<br />
*Click on "Equip" at the bottom of the tab<br />
*Click on "Details" on any dwarf<br />
*Click on "Uniform worn over clothing" to change it to "Uniform replaces clothing"<br />
*Set a new name for the uniform<br />
*Select "Confirm and save uniform"<br />
*Assign the newly created uniform to the whole squad (Button "Assign uniform" -> Select from the list)<br />
----<br />
The first type of armor is [[clothing]], which is made of [[cloth]] at a [[clothier's shop]] or [[leather]] at a [[leather works]]. Clothing can usually* only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can reduce damage. Most dwarves will be wearing clothing; those that aren't will usually be either very [[tantrum|unhappy]], [[children|babies]], or [[insane]]. All dwarves, both your initial 7 and [[migrants]], arrive with a full set of clothing (but it does [[Clothing#Wear|wear]] out, so you'll need to make or [[caravan|trade]] for more sooner or later).<br />
<br />
:''(*)[[Silk]] clothing is a little stronger against cutting/piercing attacks but still far from "military grade" protection.<br />
<br />
The second type is [[leather]] and/or [[bone]] armor, which is specialized for the purpose of defense compared to standard clothing. It is also very weak and designed to protect against small- to medium-sized animal attacks; it provides almost no noticeable defense against larger animals or military weapons. Leather/bone armor is usually only used by [[hunter]]s, or as the very first armor that a fortress military uses, for defending against marauding [[Rhesus macaque|macaque]]s and the like. These can be made before any [[metal industry]] is up and running, and they only need the raw material ([[bone]] or [[Skin|tanned hide]]s) and a [[craftsdwarf's workshop]] or [[leather works]], respectively.<br />
<br />
Note that [[clothing]] made from leather is ''not'' the same as "leather armor", even if it consumes identical raw material. Protective leather armor that can be produced from the [[leather works]] includes "leather armor" (referring to leather upper-body armor), leather leggings, leather boots (high and low), and leather helms - these items are forms of true "military" armor, and non-military dwarves will not pick them up to wear.<br />
<br />
The last type is classic combat-quality [[metal]] armor. This armor is made by an [[armorsmith]] at a [[metalsmith's forge]] and should be the armor of choice for any serious military. This armor can further be broken down into two sub-types. Flexible "chain" armor pieces, either a shirt or leggings (only), are stronger against cutting weapons (axes, swords) but do little against blunt/crushing weapons (maces, hammers, flails, whips), though they are difficult to [[wear|destroy]] with blunt force as well. Rigid "plate" pieces provide the best all-around protection. Plate pieces include helmets, metal gauntlets, and boots - there are no "chain" versions for those pieces. A full suit might incorporate both, the plate pieces layered over the chain pieces, for the best of both worlds.<br />
<br />
==== By location ====<br />
Though all clothes can protect from damage, a "complete" suit of armor consists of the following pieces, one cell from each column.<br />
<br />
{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left"<br />
|-<br />
! scope="col" style="background:#efefef;" | Torso<br />
! scope="col" style="background:#efefef;" | Head<br />
! scope="col" style="background:#efefef;" | Arm<br />
! scope="col" style="background:#efefef;" | Leg<br />
! scope="col" style="background:#efefef;" | Feet<br />
! scope="col" style="background:#efefef;" | [[Shield|Shields]] (block attacks)<br />
|-<br />
|Leather armor (upper body + lower body)<br />
|Cap<br />
|Gloves (hands)<br />
|Leggings, made of leather or chain<br />
|Low boots (feet)<br />
|Buckler<br />
|-<br />
|'''Mail shirt''' (upper body + lower body + neck + upper arms + upper legs)<br> <br />
and/or </br>'''Breastplate''' (upper body + lower body only)<br />
|Helm<br />
|Gauntlets (hands + wrists)<br />
|Greaves, made of plate<br />
|High boots (feet + lower legs)<br />
|Shield<br />
|}<br />
<br />
The second row is the more effective choice, while the first row offers less protection but does not slow down dwarves unskilled as "[[Combat_skill#Equipment_skills|armor users]]". Be aware that civilians will also pick up and wear leather caps and leather gloves; leather helms can be produced instead, as civilians will not equip helms, but this may slow your unskilled dwarves down.<br />
<br />
Note that if a mail shirt is combined with high boots, explicit "leg" covering can be omitted. (Dwarves don't have knees to protect, so the upper leg is covered from the shirt and the lower leg from the boot for complete coverage).<br />
<br />
=== Armor skill ===<br />
Attacking and being attacked with armor on gives 3 [[experience]] to the [[armor user]] [[skill]], with 9 more points if the attack actually hits armor. Whereas armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in their armor. In arena tests, a grand master armor user could move at twice the speed of a dabbling user when in heavy armor. Faster speed translates into faster movement, although only when walking around since the combat/movement speed split in 2014.<br />
<br />
Every time a dwarf deflects an attack with their armor, it will be [[report]]ed as - for example - <span style="font-family:IBM Plex Mono Medium, Consolas, monospace; font-size:12.5px; background-color:#000; color:#3cd5d5;">Dwarf 1 slashes Dwarf 2 in the upper body with his iron short sword, but the attack is deflected by Dwarf 2's small iron breastplate!</span>, and the dwarf will receive 18 experience on top of the 12 mentioned before. The skill can be trained by attacking local wildlife, or through [[live training]] schemes.<br />
<br />
=== Shield skill ===<br />
Likewise, shield use trains the [[shield user]] [[skill]]. Shields are a special piece of armor that can be worn on one arm (and cannot be worn with two-handed weapons) and can be used to block attacks better than equivalent armor can (a difference amounting to deflection instead of broken bones), greatly increasing dwarven survivability. The skill modifies how often the dwarf will be able to block an attack with the shield, and it is likewise trained every time the shield is used to block an attack, at 30 experience apiece. It can be trained in the same ways.<br />
<br />
=== Material ===<br />
:''See also: [[Metal#Weapon and armor quality]]''<br />
<br />
{| class="wikitable"<br />
! Material !! Workshop !! Labor !! Notes<br />
|-<br />
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below<br />
|-<br />
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets, and helms only<br />
|-<br />
| [[Shell]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, gauntlets, and helms only<br />
|-<br />
| [[Leather]] || [[Leather works]] || [[Leatherworker|Leatherworking]] || Light and unencumbering but weak protection.<br />
|-<br />
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.<br />
|-<br />
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|elves]])<br />
|}<br />
<br />
Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piercing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor, almost regardless of its material. Rigid armor provides limited blunt protection, and chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer.<br />
<br />
Shields are a bit different than other pieces of armor. Their material doesn't affect how well they deflect attacks. Wood and leather are both very light compared to their metal equivalents, and they are just as effective for blocking; however, they make for poor bludgeons if used to bash enemies (and they frequently are). When combined with changes made to how wear is applied to various materials, this means shields and bucklers of either will likely need to be replaced somewhat frequently if they are not artifact-quality. There can be no denying that the metal saved is worth it, however, especially in metal-poor embarks.<br />
<br />
Certain weapons are surprisingly good at penetrating armor. Copper whips will shatter skulls through steel helmets. <sup>[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]</sup><br />
<br />
{| class="wikitable"<br />
! colspan=5|Armor material comparison<br />
|-<br />
! Poor !! Acceptable !! Good !! Excellent !! Best <br />
|-<br />
| Leather/Bone || Copper || Iron/Bronze<nowiki>*</nowiki> || Steel || Adamantine<br />
|}<br />
:: (* Bronze here also includes [[Bismuth_bronze|Bismuth bronze]], as both have the same combat stats and are armor-grade metals. [[Black_bronze|Black bronze]] '''cannot''' be used for armor.)<br />
<br />
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals. Roughly equivalent to leather, bone armor provides practically no protection against "real" weapons, or large animals, and little against the attacks of medium-sized animals, making it an inferior option even for [[hunter]]s, except as a fashion statement.<br />
* [[Copper]] armor is the lowest-grade type of metal armor but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next to guaranteed on any embark containing more than one metal).<br />
* [[Bronze]] is an [[alloy]] of copper and [[tin]], which requires [[cassiterite]]. It is much improved over copper armor and is slightly stronger than iron, but it also weighs more and is more elastic.<br />
:* [[Bismuth bronze]] has identical properties to standard bronze, but has been alloyed with [[bismuth]], making it more valuable (and fancier-[[Color#Material_by_color|color]]ed). If you have access to bismuth and want to put it to use, and you have the time and [[fuel]] for the extra steps, you can save some tin and increase the [[value]] of the final objects this way.<br />
* [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]] and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze but is slightly weaker (but more rigid) and has a less complicated smelting process.<br />
* [[Steel]] is the best non-adamantine armor material and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel in ''Dwarf Fortress'' is just as valuable as [[gold]]; making lots of armor is a sure way to attract [[siege|attention]], but at least it's going into shiny armor, right?<br />
* [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparalleled armor but is very time-consuming to produce in addition to being hazardous to mine. It is immensely valuable to boot.<br />
<br />
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armor will considerably slow down a raw recruit of average strength, as shown briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].<br />
<br />
[http://www.bay12forums.com/smf/index.php?topic=92852.msg2601760#msg2601760 Some dwarven science] has also been conducted on the armor values of strange mood armors made from non-weapons-grade materials. The results seem to indicate the following ''rough'' order of preference in terms of armor properties (but take note of the artifact multiplier as well): Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.<br />
<br />
=== Quality and strange moods ===<br />
Quality is an important modifier on armor. Armor gets a deflection bonus based on quality level, but its effect is only known for regular (1x), masterwork (2x), and artifact (3x) armor; presumably, the quality ranks in between are progressive.<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
This means that effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.<br />
<br />
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, or three times as good as a more mundane piece of armor. Artifact-quality weapons-grade armor items are very strong defensively. However, artifacts can also be made of totally inappropriate materials, and the spectacularly low defensive values of [[giant hedgehog]] [[bone]] leggings vastly outweigh any bonuses it gets. Fortunately, soldiers will not by themselves claim artifact equipment; it can only be issued by the overseer assigning it as specific item. <br />
<br />
Strange moods are an exception to the number-of-bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.<br />
<br />
=== Attachment ===<br />
Dwarves that have used a particular piece of armor for an extended period of time may grow [[Attachment|attached]] to it, becoming [http://www.bay12forums.com/smf/index.php?msg=7312290 better] at withstanding blows with it and unhappy if it is taken away. This is fine if it is a pair of ☼Steel Greaves☼, but it is a major problem if they are using what is meant to be interim armor. This happens less often with armor than it does for weapons. These events generate announcements.<br />
<br />
=== Mechanics ===<br />
There is no fundamental difference in performance between clothing and armor, something accentuated by regular clothing's ability to block attacks. Armor can be thought of as metal clothing, thicker and made of materials that have a much better chance of blocking attacks. Armor is, however, different in that it is not subject to standard [[wear]], will not be automatically equipped by civilians, and only non-clothing garments increase the [[Combat_skill|armor user]] skill.<br />
<br />
The availability of specific articles of clothing varies by [[civilization]], and each has its own set of clothing that it can produce. In Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, whereas the former must be stripped off dead enemies. Dwarves are gender-insensitive; a male dwarf may well put on a dress.<br />
<br />
Non-armor clothing can provide some defense, most importantly to areas that are not covered by regular armor. The ears, nose, lips, and teeth are always exposed, even in full armor. Robes and cloaks will provide a bulwark of low-level protection, making them useful for military dwarves, especially those you plan to send through the [[danger room]].<br />
<br />
=== Encumbrance ===<br />
Sometimes, it is better to wear less than more armor, because it slows you down. Non-armor users tend to get slowed down significantly if they are wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates. Gauntlets only weigh 1-2 units of weight depending on material, and high boots weigh 3 units. Most clothing weighs 1 unit or less, with the exception of plant cloth clothing, which weigh 4 times as much as their silk and yarn alternatives. <br />
<br />
Since most dwarves are not [[danger_room]]-trained right away into legendary armor users, it is highly recommended that you do not outfit them with the maximum amount of armor possible, as this will make them super slow and allow the enemy to get in many hits before they have a chance to fight back. Weight also hinders ranged units like marksdwarves, who more or less depend on their first strike and fast reload to cripple the enemy before they get into melee and who may also spend the majority of their time behind fortifications anyway.<br />
<br />
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal high boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 {{Verify}} (Are armor levels still relevant in the new material properties-based mechanics?) metal armor layer that covers all areas without sacrificing speed due to encumbrance on non-armor users. This setup will prevent most cutting and stabbing attacks from weapons below the armor's metal grade, but it will still be vulnerable to crushing attacks since no metal greaves or breastplate is worn. Lighter and weaker types of armor, like leather armor and bone greaves, can also be worn in addition to the metal layer to provide additional protection without encumbrance, and they tend to be at least moderately effective if they are masterworks {{Verify}}. Shields should be made of wood when possible because a copper shield could weigh up to 13 units of weight, and material does not matter for blocking attacks. However, wooden and leather shields wear out and break rather quickly in the new version when used to hit armor in combat, so in the long run, a metal shield might be worth it.<br />
<br />
=== Wear ===<br />
Armor can suffer [[wear]] when it is struck in combat. Whether armor is damaged in a fight depends on material differences (e.g. steel weapons can easily damage copper armor) and presumably also the power of the attacker. Armor is irreparable, so if it's destroyed in combat, new armor must be made or purchased to replace it.<br />
<br />
Armor (and clothing) stored in a [[stockpile]] with the [[refuse]] category enabled experience accelerated wear - this is a feature intended to dispose of unwanted items in a refuse stockpile.{{bug|5711}}<br />
<br />
== Layers ==<br />
The layers are, in order from inner to outer:<br />
*Under<br />
*Over<br />
*Armor<br />
*Cover<br />
<br />
==Types of protection==<br />
===Material requirements===<br />
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one.<br />
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.<br />
<br />
===Headgear===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small><br />
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small><br />
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cap{{tooltip|<sup>§</sup>|Shaped}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cap_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cap_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"|+{{verify|description for METAL_ARMOR_LEVELS token says it only works if ARMORLEVEL is explicitly declared, which is not for cap}}<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.3<br />
|style="border:1px #AAA solid;padding:0.2em;"|30%<br />
<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"|Helm{{tooltip|<sup>§</sup>|Shaped}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:helm_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:helm_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"|Hood<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:hood_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:hood_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mask{{tooltip|<sup>§</sup>|Shaped}}{{tooltip|<sup>ƒ</sup>|Foreign}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mask_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mask_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L,B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Turban{{tooltip|<sup>ƒ</sup>|Foreign}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:turban_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:turban_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Head Veil{{tooltip|<sup>ƒ</sup>|Foreign}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:head_veil_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:head_veil_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Face Veil{{tooltip|<sup>ƒ</sup>|Foreign}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:face_veil_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:face_veil_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Headscarf{{tooltip|<sup>ƒ</sup>|Foreign}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:headscarf_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:headscarf_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
===Upper body===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small><br />
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small><br />
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Dress<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:dress_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:dress_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5 <br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shirt<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shirt_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shirt_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Tunic<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:tunic_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:tunic_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Toga{{tooltip|<sup>≈</sup>|Uncommon}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:toga_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:toga_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Vest<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:vest_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:vest_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Robe<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:robe_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:robe_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Coat<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:coat_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:coat_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Leather Armor{{tooltip|<sup>§</sup>|Shaped}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:leather_armor_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:leather_armor_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mail_shirt_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mail_shirt_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.8<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate{{tooltip|<sup>§</sup>|Shaped}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:breastplate_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:breastplate_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|9<br />
|style="border:1px #AAA solid;padding:0.2em;"|M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|2.7<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cloak_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cloak_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape{{tooltip|<sup>ƒ</sup>|Foreign}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cape_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cape_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Backpack<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:backpack_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|>300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Quiver<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:quiver_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|>300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Flask<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:flask_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|Unique<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
[[Quiver]]s and [[backpack]]s are also worn on the upper body, counting towards layer permit size. [[Flask]]s are attached to the upper body armor or the garment worn over it (but not cover-layer items, such as cloaks).<br />
<br />
===Hands===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small><br />
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small><br />
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting Efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Gloves<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:gloves_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:glove_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Gauntlets{{tooltip|<sup>§</sup>|Shaped}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:gauntlets_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:gauntlet_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1 <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mittens<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mittens_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mitten_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|150%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
Each crafting job produces a pair of gloves, gauntlets, or mittens -- one right-handed and one left-handed. The items from a single job may have different quality levels.<br />
<br />
===Lower body===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small><br />
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small><br />
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Trousers<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:trousers_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:trousers_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|4<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Leggings{{tooltip|<sup>§</sup>|Shaped}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:leggings_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:leggings_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.5<br />
|style="border:1px #AAA solid;padding:0.2em;"|150%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Greaves{{tooltip|<sup>§</sup>|Shaped}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:greaves_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:greaves_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|B,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.8<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Loincloths<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:loincloth_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:loincloth_thong_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Braies{{tooltip|<sup>≈</sup>|Uncommon}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:braies_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:braies_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Thongs{{tooltip|<sup>ƒ</sup>|Foreign}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:thong_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:loincloth_thong_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|25%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Short){{tooltip|<sup>ƒ</sup>|Foreign}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:short_skirt_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:short_skirt_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts{{tooltip|<sup>ƒ</sup>|Foreign}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:skirt_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:skirt_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Long){{tooltip|<sup>ƒ</sup>|Foreign}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:long_skirt_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:long_skirt_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
===Footwear===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small><br />
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small><br />
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Socks<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:socks_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:socks_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Sandals{{tooltip|<sup>ƒ</sup>|Foreign}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:sandals_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:sandals_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shoes<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shoes_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shoes_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Low Boots<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:low_boots_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:low_boots_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|High Boots<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:high_boots_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:high_boots_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Chausses{{tooltip|<sup>ƒ</sup>|Foreign}}<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:chausses_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:chausses_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
Each crafting job produces one pair of footwear. Unlike gloves, footwear items are interchangeable (they are not right- or left-footed). The two items from a single crafting job may have different quality levels.<br />
<br />
===Shield===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small><br />
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small><br />
!style="border:1px #AAA solid;padding:1.2em;"|Blockchance<br />
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Buckler<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:buckler_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:buckler_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M,W<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shield<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shield_sprite.png]]<br />
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shield_icon.png]]<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|4<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M,W<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|}<br />
Note: Striking with a shield trains both misc object user and armor user skills. Additionally, shield material and quality only matter for bashing attacks and do not affect blocking. Skills rolls are 1d(blockchance) + 2d(skill*15), so skill matters more than blockchance even at novice skill.<br />
<br />
Armor levels 1-3 were referred to as 'leather', 'chain', or 'plate' in earlier versions.<br />
:+ The armor level is increased by one if made from metal.<br />
:<sup>§</sup> A shaped item, max one shaped item per body slot (e.g. a breastplate cannot be worn with leather armor, but it can be worn with a mail shirt, while greaves and leggings cannot be combined).<br />
:<sup>ƒ</sup> This "foreign" article can never be crafted by dwarves (except for [[artifact]]s) but may be purchased in trade, although, not every article without this can always be crafted (see {{token|armor|e}}).<br />
:<sup>≈</sup> Uncommon for dwarven civilizations, thus not always available.<br />
<br />
==Special procedurally generated armors==<br />
Some rare entities have their own procedurally generated armors. Currently, these armors are produced by copying the default properties of the "base" armor and adding an adjective ("bulging", "segmented", "rounded", etc.). Dwarves in [[strange mood]]s that select from all armors with a certain tag may produce one of these procedurally generated armors. Since they retain the properties of their base items, these armors should be as usable as standard armor of the base type.<br />
<br />
==Equipping clothing==<br />
Items in ''Dwarf Fortress'' must be equipped in a specific order. For example, a dwarf must equip a layer type of Under before he equips a layer type of Over. The complete order is: Under, Over, Armor, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This issue doesn't typically occur with soldiers, however.<br />
<br />
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.<br />
<br />
===Process for equipping a new piece of clothing===<br />
[[File:aardvark_armor_preview.png|thumb|300px|right|An aardvark wearing armor meant for a dwarf. Somehow.]]The following variables will be used in the logic below: <br />
:'''Current Item''' refers to the specific item being equipped. <br />
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]). <br />
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.<br />
<br />
In order to equip a new item, the dwarf (or other creature) ...<br />
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).<br />
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped.<br />
:*checks if the item is shaped [S] and will only equip the item if no other shaped items are equipped '''on that body part'''.<br />
:*will equip items with lowest permit level first. If two items share the same permit value, the highest-size item will be equipped first{{verify}}.<br />
:*then checks if the total size of items on each body part the current item would cover (excluding the current item's size) is less than or equal to the current item's permit level.<br />
:*in case of an Armor layer item, also checks whether its own size + permit value is greater than the total size of items already on the body part.<br />
:*in case of any non-Cover item, checks whether the total size of '''items in the same layer including the current item''' is less than the smallest permit value among these items.<br />
:*if all above logic is true, the dwarf will equip the item.<br />
<br />
===Equipment process example===<br />
Each item is listed in order of being equipped. The primary focus of this example is that the total size must be equal to or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.<br />
<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
<br />
!style="border:1px #AAA solid;padding:0.2em;"|Item Type<br />
!style="border:1px #AAA solid;padding:1em;"|Size<br />
!style="border:1px #AAA solid;padding:1em;"|Total Size*<br />
!style="border:1px #AAA solid;padding:1em;"|Permit<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate [S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|45<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|65<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|50<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|65<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|80<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|95<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|110<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|125<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|140<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|155<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|150<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|160<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|170<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|180<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|190<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|200<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|210<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|220<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|230<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|240<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|250<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|260<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|270<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|280<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|290<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|Cape<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|310<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|300<br />
|-<br />
|}<br />
<br />
* * = Total Size includes the size of all equipped items but does not include the item being equipped<br />
*<span style="color:#F00">Red Text</span> = This item cannot be equipped because the total size is larger than the item's permitted size.<br />
<br />
==Size, Permit, and layering armor==<br />
<br />
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.<br />
<br />
Example: A helm (30 size, 20 permit) can be worn over two head veils (10, 100) and can fit 6 additional hoods if desired. <br />
<br />
Example: Wearing a cap (10, 15) allows only one face veil (10, 100), but a combined total of up to 9 head veils and hoods can be added.<br />
<br />
'''[[Adventurer mode]]''' follows the arena rules, so it is possible to have three mail shirts (15, 50), a breastplate (20, 50), and 25 capes (10, 300) on one's upper body plus a helm and six hoods on one's head. Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (Testing finds 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 successive time he gets dressed, he feels the need to do it differently.)<br />
<br />
===Some more workarounds regarding Size, Permit, and Layering===<br />
Let's say you want to kit out your soldier's upper body. Try walking through this in arena mode to get a feel for it.<br />
<br />
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.<br />
<br />
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 armor pieces' permit + size (or rather, the permit value ignoring that item's size in the calculation) like so:<br />
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts and '''+ 20''' from the breastplate, matching the '''50''' permit.<br />
* Against the breastplate, you have '''3 x 15 = 45 < 50''', which is fine.<br />
Now, if you add a fourth mail shirt, these tests will fail. However, because of the layering order (mail shirts being armor layer 2, the breastplate armor layer 3), the breastplate is added after the shirts. This results in the breastplate being dropped.<br />
<br />
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.<br />
<br />
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 armor.<br />
<br />
Going through armor like this for the rest of the body (most of it is simpler) gives you a final setup of:<br />
<br />
'''Armor'''<br/><br />
3 × mail shirts<br /><br />
1 × breastplate<br /><br />
6 × cloaks<br /><br />
16 × capes<br />
<br />
'''Armor (no foreign items)'''<br/><br />
3 × mail shirts<br /><br />
1 × breastplate<br /><br />
6 × cloaks<br />
<br />
'''Armor (cheap)'''<br/><br />
6 × dress<br/><br />
3 × robe<br/><br />
3 × cloak<br/><br />
<br />
'''Legs'''<br/><br />
3 × long skirts<br /><br />
1 × greaves<br />
<br />
'''Legs (no foreign items)'''<br/><br />
2 × trousers<br /><br />
1 × greaves<br />
<br />
'''Legs (cheap)'''<br/><br />
2 × trousers<br /><br />
1 × leggings<br />
<br />
'''Helm'''<br/><br />
1 × helm<br /><br />
8 × hood<br />
<br />
'''Gloves'''<br/><br />
1 × pairs of gauntlets<br /><br />
1 × pairs of mittens<br />
<br />
'''Gloves (cheap)'''<br/><br />
2 × pairs of gloves<br /><br />
1 × pairs of mittens<br />
<br />
'''Boots †'''<br/><br />
1 × pairs of chausses<br /><br />
1 × pairs of high boots<br />
<br />
'''Boots (no foreign items) †'''<br/><br />
1 × pairs of socks<br /><br />
1 × pairs of high boots<br />
<br />
'''Boots (cheap) †'''<br/><br />
1 × pairs of socks<br /><br />
1 × pairs of shoes<br />
<br />
To produce a set of full armor for a single dwarf (assuming you use no foreign items), you would require 14 metal bars and 16 units of cloth (or silk or yarn).<br />
<br />
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.<br />
<br />
''Note: "Cheap" implies the sets can be made from secondary materials such as bone and cloth, with item types not overlapping with the other, more combat-oriented sets that use metal, leather, and cloth (for socks). As a rule of thumb, combat sets provide better protection, but cheap sets are lighter and easier to mass-produce.''<br />
<br />
† It appears that equipping footwear on one foot can affect what can be equipped on the other. For example, if a uniform calls for socks and high boots, a dwarf will only equip 3 of those 4 items between both of his feet.<br />
<br />
==Coverage==<br />
The value of coverage of an armor piece is the percentage probability that an attack made against a body part covered by said armor piece actually hits the armor. Example: Helms and caps both cover only the head (facial features excluded). 100% of attacks against the head of a helm-wearing dwarf are affected by the helm's protective capabilities because helms have 100% coverage. In the case of a cap-wearing dwarf, only 50% of attacks made against the head are affected by the cap - the remaining 50% bypass it and land directly on the head because caps have only 50% coverage. The value of coverage has an additional role in determining how well the armor protects against contaminants and temperature effects.<br />
<br />
By default, armor pieces cover only a single body part, at which they are 'anchored' (hands, feet, lower body, upper body, or head){{verify}}. Their coverage is extended to other body parts using the following three tags:<br />
<br />
:'''[UBSTEP]'''<br />
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, so both are always covered.<br />
<br />
Breastplates have a default of 0, meaning they only cover the torso.<br /><br />
Mail shirts have [UBSTEP:1], so they cover the upper arms and neck.<br />
<br />
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 and then lower arm, skip the hand, and then cover the fingers. The same goes for facial features after skipping the head and the toes after skipping the entire legs and feet.<br /><br />
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), so I'm not sure if anything else would actually cover toes or not. This needs additional testing.<br />
<br />
Testing in arena: in three battles with 15x15 dwarves where both sides was equipped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, the team with robes was victorious (2-3 survivors).<br />
<br />
:'''[LBSTEP]'''<br />
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 (e.g. 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.<br />
<br />
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.<br /><br />
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.<br />
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.<br />
<br />
:'''[UPSTEP]'''<br />
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.<br />
<br />
Low boots literally only cover the foot.<br /><br />
High boots have [UPSTEP:1], so they cover the lower leg. If you consider that 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.<br />
Gauntlets have [UPSTEP:1], so they cover the lower arms. Because there is no other protection for arms like there is for legs, you need gauntlets and mail shirts to protect your arms fully.<br />
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. They are the perfect undergarment.<br />
<br />
The whole method is pretty nifty, even though faces can't be covered by head armor. This means that mouths, noses, eyes, and cheeks are as vulnerable as if you were not wearing anything at all, even if the name of an article of clothing would normally imply that it protects them. This also applies to teeth, lips, and ears.<br />
<br />
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers, and boots cover toes).<br />
<br />
== Other Restrictions ==<br />
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.<br />
<br />
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 particular, caps conflict with helms (both are shaped items), and shoes are too large to fit inside boots. <br />
<br />
Military dwarves have a "pecking order" for equipment. The captain of the first squad created has first dibs, followed by their underlings in order, followed by the second squad, etc...<br />
<br />
In adventurer mode, you have direct control over what armor you put on, and they are only limited by permit and "one only" (shaped) restrictions. This means you can wear three suits of mail (total size 45) plus another suit of chain or plate on top of them. On top of this, you can add six cloaks.<br />
<br />
== Bugs ==<br />
{{Translation<br />
| dwarven = tosid<br />
| elvish = datome<br />
| goblin = nuklat<br />
| human = stalcon<br />
}}<br />
* Many players report ranged dwarves have particular trouble equipping and using ammunition unless the squad is assigned a uniform that includes a ranged weapon ''when the squad is created.'' This can be the default archer uniform, or any other uniform that has a ranged weapon assigned. Adding a ranged weapon or ranged weapon equipped uniform to the squad after creation will result in the squad failing to ever pick up bolts or arrows and the ammunition icon will remain red.<br />
* Getting military dwarves to put on all their assigned equipment can be iffy. {{bug|535}}<br />
* In fortress mode, it is possible to have (at least) 3 shields equipped.<br />
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}<br />
* In the Premium version, the sprite sheets for equipped gear are mostly incomplete. The material of equipped gear is currently distinguished for dwarves, elves, and kobolds armor (including metal armor), and for elves' wooden weapons; everything else has a default, 'gray' color palate.<br />
* The Premium version has placeholder sprites for equipped artifact gear (which can be any material), but these are not used for gear of nonstandard materials spawned in the [[object testing arena]], resulting in creatures that use them appearing un-equipped.<br />
<br />
<br />
{{Industry}}<br />
<br />
{{Category|Armor|0}}<br />
[[ru:Armor]]</div>Putnam3145http://dwarffortresswiki.org/index.php?title=Modding&diff=291933Modding2023-03-03T01:08:30Z<p>Putnam3145: /* Best practice */</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
{{For/see|a list of Dwarf Fortress mods|[[List of mods]]}}<br />
{{Modding}}<br />
'''Modding''', or creating [[mod]]s, refers to modifying the behavior of the base game (vanilla). ''Dwarf Fortress'' is remarkably moddable.<br />
<br />
== Resource Overview==<br />
[[File:modding_icon.png|120px|right]]This section serves as a portal to all modding-related pages on the wiki. <br />
<br />
; Using Mods:<br />
* [[Mod#Installing Mods|Installing mods]]<br />
* [[Mod#Enabling Mods|Enabling mods in-game]]<br />
<br />
; Guides and references:<br />
* [[Modding guide|Modding Guide]]<br />
* [[Modding pitfalls]] for troubleshooting<br />
<br />
* [[Mod#Mod Format|Mod Format]] and [[Game folders and files]]<br />
* [[Mod#Publish on Steam Workshop|Publish on Steam Workshop]]<br />
* [[Memory hacking]], [[Main:Offset Finding Methods|Offset Finding Methods]]<br />
* [[Character table]]<br />
<br />
; Where to get help?<br />
* This [http://www.bay12games.com/forum/index.php?board=13.0 forum] is the official DF subforum dedicated to discussions about modding.<br />
* [https://discord.com/channels/329272032778780672/629902895138996264 Kitfox modding discord] <br />
* [https://docs.dfhack.org/en/stable/docs/Introduction.html#getting-help DFhack questions] <br />
<br />
; Modding tools<br />
There are several [[Utilities#Modding_tools|utilities]] that assist in modding efforts. There is [http://www.bay12forums.com/smf/index.php?topic=28829.0 a list of them] on the [[Bay 12 Forums]].<br />
* Text Editors are used in all areas of modding. Use a good text editor to edit files and search into multiple files (like th/e free [https://notepad-plus-plus.org/ Notepad++] for example) or more advanced editors capable of highlighting and formatting the displayed text (like [[Utilities#DF_RAW_Language_server|DF RAW Language server]])<br />
* Image Editor will be needed for doing custom graphics. [https://www.getpaint.net/ Paint.NET], Photoshop and GIMP are the most used, but whatever supports the .png format will work.<br />
<br />
=== Documentation===<br />
; [[Raw file]]s<br />
<br />
These object files, stored in <code>/data/vanilla/*/objects/</code>, define various specifics of game items, materials, and creatures, and can be changed using mods to alter how the game behaves. These are text based and can be edited with any text editor, however, editing the vanilla raw files is now discouraged.<br />
<br />
See [[Token|Token reference]] - It's always good to refer to tokens on the wiki. Even experienced modders have to look up tokens! A list of articles about tokens can be found here.<br />
<br />
; [[Graphics|Graphics Files]]:<br />
<br />
The `/data/art/` subfolder of Dwarf Fortress is used to store user-customizable graphics sets.<br />
<br />
; [[Reaction]]s:<br />
<br />
; [[Language token|Language]] and [[Speech file]]:<br />
<br />
; [[Audio|Sound and Music files]]:<br />
<br />
All sound and music files used by ''Dwarf Fortress'' are stored in the [https://en.wikipedia.org/wiki/Ogg .ogg] format within the <code>/data/sound/</code> subfolders. You can replace the existing ogg files with different ones. That has to be performed manually and isn't actually supported by the game. You can also change some of the definitions of when certain musical cues are played, using available [[music token]]s and [[sound token]]s in the raw files. However, you can't add new music or sounds other than replacing what's already there.<br />
<br />
=== Best practice ===<br />
The current best practice is to not modify the original raw files, since most modifications can be made via mods. Mods can add new objects, add tokens to existing objects, and cut objects entirely. You should prefer SELECT over CUT, and prefer CUT over not loading vanilla raws.<br />
<br />
== Guide ==<br />
This is intended to be a guide to inform those new to ''Dwarf Fortress'' modding on what elements of the game can be modified, and how. After reading through this guide, a user should be capable of editing creatures, entities, materials ''et al'', and creating their own.<br />
<br />
Generally, breaking stuff is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed.<br />
<br />
This guide is based on [[40d:Modding guide|Teldin's guide]], originally created for version 0.27.176.39c. Per wiki tradition, it has been updated through all the major releases since then; hopefully it reflects current knowledge.<br />
<br />
=== Token reference ===<br />
It's always good to refer to tokens on the wiki. Even experienced modders have to look up tokens! A list of articles about tokens can be found [[Token|here]].<br />
<br />
=== Basics of DF modding ===<br />
To make a mod, one must put a folder into the <code>/mods/</code> folder. The vast majority of modifications to the game can be done via this method. This folder should contain a file named "info.txt" and two subfolders: "graphics" (where you insert [[Graphics set repository|graphics sets]]), and "objects", which contains all the data for, generally, everything in the game that is not hardcoded.<br />
<br />
The [[info.txt]] is formatted like so:<br />
<br />
{{code|<br />
[ID:my_first_mod]<br />
[NUMERIC_VERSION:1]<br />
[DISPLAYED_VERSION:1.0.0]<br />
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:1]<br />
[EARLIEST_COMPATIBLE_DISPLAYED_VERSION:1.0.0]<br />
[AUTHOR:Your Name Here]<br />
[NAME:My First Mod]<br />
[DESCRIPTION:A cool mod I made!]<br />
}}<br />
<br />
A mod should have all of these. There are a [[mod info token|few more tokens]], but the above are the important ones.<br />
<br />
Most of the game's vanilla content is in the same format as mods. Many text files can be found in the subfolders of the <code>/data/vanilla</code> folder - these are the [[raw file|raw files]], and using them as a basis for modification is quite easy. For now, we will take a look at one of the existing files. For example, if you open <code>/data/vanilla/vanilla_creatures/creature_standard.txt</code>, it should look something like this:<br />
<br />
{{code|<br />
creature_standard<br />
<br />
[OBJECT:CREATURE]<br />
<br />
[CREATURE:DWARF]<br />
[DESCRIPTION:A short, sturdy creature fond of drink and industry.]<br />
[NAME:dwarf:dwarves:dwarven]<br />
[CASTE_NAME:dwarf:dwarves:dwarven]<br />
[CREATURE_TILE:1][COLOR:3:0:0]<br />
[CREATURE_SOLDIER_TILE:2]<br />
...<br />
}}<br />
<br />
As you can see, each file comprises a header string stating the file name, a second header stating the type of object data it contains, followed by the contents of the file itself. These are all necessary elements of the file, and without them, the file will be ignored by the game. <br />
<br />
'''In other words, to be recognized by the game, a raw file must have all of the following:'''<br />
<br />
# A filename that refers to the type of objects contained therein. '''Creature files must start with creature_, entity files must start with entity_, and so on.'''<br />
# The filename on the first line of the file.<br />
# [OBJECT:type], where "type" is replaced with the relevant object type.<br />
<br />
Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, "[CREATURE:DWARF]"), again stating the type of object, and then the object's unique identifier - if an identifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. ([[Duplicated raws|For example...]]) Below that, we have the body of the entry, which determines the entry's specific properties.<br />
<br />
The body of an entry is made up of a series of "tokens", which are essentially flags that can be added or removed to affect the entry's attributes. Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the [CARNIVOROUS] token, but it's impossible to create your own token detailing a specific diet for the creature.<br />
<br />
Before we continue, a few key things to remember when modding the raw files:<br />
<br />
* Try to avoid modifying the existing raw files when possible. You should make a mod instead!<br />
* When adding files, token identifiers are all you need to include to ensure proper references are maintained. The game searches through all loaded raw files by tokens. For example, you can add a new pair of leather boots and not even have to add it to a file named item_shoes.txt, but rather your own file, say item_shoes_new.txt and ensure you have the token listed, ex. [ITEM_SHOES:ITEM_SHOES_BOOTS_NEW].<br />
<br />
* When a new world is generated, the mods included are "baked in" and cannot be modified except to be updated--for this, the game checks that the mod used by the save is of a compatible NUMERIC_VERSION.<br />
* There's nothing stopping you from just copying an existing creature/entity/whatever, changing the identifier, and modifying it. This can save you a lot of time, especially when it comes to entities.<br />
<br />
=== Modifying the vanilla objects ===<br />
<br />
You should not modify the vanilla raws where they originally are if you can help it. Instead, patch them using the patching functions now provided with ''Dwarf Fortress'' since v50.01.<br />
<br />
There are two patching functions: SELECT and CUT. When SELECT is used, it lets you make changes to an object without needing the entire entry to be present in your mod file. When CUT is used, it forces the game to not use that object, even though it is still found in the vanilla raws (or in any other mods earlier in the load order). Both of these functions take the form of tokens. These functions are not universally applicable to any token found in any entry, just the following list of objects:<br />
<br />
CREATURE, ENTITY, INTERACTION, ITEM, WORD, TRANSLATION, SYMBOL, INORGANIC, PLANT, MUSIC, REACTION, SOUND<br />
<br />
The syntax required for these functions is: '''['''<function>'''_'''<object>''':'''<specific object being affected>''']'''. For instance, [CUT_PLANT:MUSHROOM_HELMET_PLUMP] cuts the plump helmet object in the vanilla file plant_standard.txt, so the game will not use that object at all. However, [SELECT_ITEM_HELM:ITEM_HELM_HELM] does not select the helm object from the vanilla file item_helm.txt, even though that's how the object appears in that file, because there is no [SELECT_ITEM_HELM] token. Instead, the helm would be selected with [SELECT_ITEM:ITEM_HELM_HELM].<br />
<br />
For example, if you wanted to mod beards onto dwarven women while also removing elephants from the game:<br />
<br />
{{code|<br />
creature_mypatch<br />
<br />
[OBJECT:CREATURE]<br />
<br />
[SELECT_CREATURE:DWARF] starts editing DWARF from the end of the entry<br />
[SELECT_CASTE:FEMALE]<br />
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]<br />
<br />
[CUT_CREATURE:ELEPHANT] removes the ELEPHANT creature<br />
}}<br />
<br />
Or, say, add your own reaction and building to dwarves:<br />
<br />
{{code|<br />
entity_mypatch<br />
<br />
[OBJECT:ENTITY]<br />
<br />
[SELECT_ENTITY:MOUNTAIN]<br />
[PERMITTED_REACTION:MY_REACTION]<br />
[PERMITTED_BUILDING:MY_BUILDING]<br />
}}<br />
<br />
And in any of these, one can add the token [LOG_CURRENT_ENTRY] somewhere under one of the objects of the file, which logs the full contents of the object in question to logs\current_entry.txt. This can be useful to make sure that the patch is doing what you think it is. For instance if [LOG_CURRENT_ENTRY] were added on the next line after [CREATURE:DWARF] in your mod file, then the dwarf object would be the object detailed in the log entry.<br />
<br />
...Speaking of, let's move on to modifying and adding entities.<br />
<br />
=== Modding civilizations (entities) ===<br />
<br />
Entities - the objects that determine how civilizations work - are stored in <code>vanilla_entities/entity_default.txt</code> (though, like all other files, you may add more). They follow the same format as any other raw file:<br />
<br />
{{code|<br />
entity_default<br />
<br />
[OBJECT:ENTITY]<br />
<br />
[ENTITY:ENTITYNAME]<br />
[CREATURE:CREATURETYPE]<br />
[TRANSLATION:LANGUAGETYPE]<br />
[BIOME_SUPPORT:BIOMETOKEN:FREQUENCY]<br />
...[OTHER TAGS]...<br />
}}<br />
<br />
Most of the time, it doesn't matter which order these tokens are in or where they're placed so long as they're below the "ENTITY:" identifier, but there are some important exceptions in the case of other files, especially creatures, which can contain a lot of "nested" tokens.<br />
<br />
"[CREATURE:]" links the civilization with a specific creature defined in a creature file. This is the creature that'll be making up the entity's population, and, therefore, the creature you'll be playing as in fortress or adventure mode if the entity is a playable one. For example, if you wanted to do something silly, you could switch the "CREATURE:DWARF" entry in entity_default.txt with "CREATURE:ELF" and you would be marching elves around in fortress mode, although they would still use dwarven technology, language and names and so forth. Oh, and before you get any funny ideas - it ''is'' possible to define more than one creature for a civ, but that won't work in quite the way you probably expect; it will pick only one of the defined creatures at random to use for the civ. Later on, in the creature section, you'll learn about castes, which will provide a much more viable alternative, so try to bear with us until then.<br />
<br />
"[TRANSLATION:]" defines the language file that the entity will be using, which will determine what their untranslated words are for things. This doesn't determine which words they use for naming things, only the way those words are spelled. The default language files are HUMAN, DWARF, ELF, and GOBLIN.<br />
<br />
"[BIOME_SUPPORT:]" defines the biomes that civs will attempt to settle in. The "FREQUENCY" value determines the likelihood of them building there, but also raises an important point: most of the values you'll be setting for things are relative to each other. If one were to type:<br />
<br />
{{code|<br />
[BIOME_SUPPORT:ANY_FOREST:1]<br />
[BIOME_SUPPORT:SAVANNA:2]<br />
}}<br />
<br />
This would have very much the same effect as:<br />
<br />
{{code|<br />
[BIOME_SUPPORT:ANY_FOREST:5]<br />
[BIOME_SUPPORT:SAVANNA:10]<br />
}}<br />
<br />
This holds true for a lot of values throughout the files, excluding when it simply doesn't make sense, such as in materials.<br />
<br />
You can find many details about the rest of the civilization tokens [[entity token|here]]. <br />
<br />
Besides those mentioned, some fundamental ones are the <code>[SITE_CONTROLLABLE]</code> token, which lets you control the civ in fortress mode, the <code>[OUTSIDER_CONTROLLABLE]</code> token, which allows you to play in adventure mode as an outsider, and the <code>[ALL_MAIN_POPS_CONTROLLABLE]</code> token, which allows you to play a civ native (non-outsider) in adventure mode. Other tokens that you should pay attention to are START_BIOME and the ones regarding sites, but in general, you can just run through the aforementioned list and add or remove what you want.<br />
<br />
If you have more than one civ with the <code>[SITE_CONTROLLABLE]</code> token, all the available civs from those entities will appear in the group selection section on the embark screen. It may not be immediately obvious from which species each civ may be - while this can be determined from legends mode, the topmost species in the "neighbors" display in the embark screen is always the same as the currently selected species; if your group is dwarven, dwarves will be topmost, whilst (say) elves will be topmost if your chosen group is elven. By default, the game seems to choose a civ (and therefore a species if there is more than one) at random.<br />
<br />
You can also attempt to discern the civ yourself by the names it uses - this is the realm of "symbols", collections of words centered around a specific concept. The civ will use the words comprising whatever symbols are applicable to it for various things. This association might be a little confusing at first, so, let's refer to the DWARF entity:<br />
<br />
{{code|<br />
[SELECT_SYMBOL:WAR:NAME_WAR]<br />
[SUBSELECT_SYMBOL:WAR:VIOLENT]<br />
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]<br />
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]<br />
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]<br />
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]<br />
}}<br />
<br />
Here, we can see that dwarves will generally name their wars first after words in the "NAME_WAR" symbol group, and then, after words in the "VIOLENT" symbol group. This might, for example, result in a war being named "The War of Carnage". The symbols used for the other types of conflict are arrayed in a similar fashion. It would be trivial to replace the instances of VIOLENT with, say, PEACE and end up with a battle called "The Clash of Calm" or something.<br />
<br />
{{code|<br />
[SELECT_SYMBOL:ROAD:NAME_ROAD]<br />
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]<br />
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]<br />
[SELECT_SYMBOL:WALL:NAME_WALL]<br />
}}<br />
<br />
The above applies here. Dwarves are fond of naming their roads and tunnels after... roads and tunnels.<br />
<br />
{{code|<br />
[SELECT_SYMBOL:REMAINING:ARTIFICE]<br />
[SELECT_SYMBOL:REMAINING:EARTH]<br />
[CULL_SYMBOL:ALL:DOMESTIC]<br />
[CULL_SYMBOL:ALL:SUBORDINATE]<br />
[CULL_SYMBOL:ALL:EVIL]<br />
[CULL_SYMBOL:ALL:UNTOWARD]<br />
[CULL_SYMBOL:ALL:FLOWERY]<br />
[CULL_SYMBOL:ALL:NEGATIVE]<br />
[CULL_SYMBOL:ALL:UGLY]<br />
[CULL_SYMBOL:ALL:NEGATOR]<br />
}}<br />
<br />
This section deals with everything else. The things that haven't already been dealt with (hence the "REMAINING") - such as site names, kingdom names, the names of individuals, and such - will have names from the ARTIFICE and EARTH symbol groups. After that, the dwarf entity is told to cull all inappropriate symbols - this applies to everything (hence the "ALL") so if the game happens to choose a symbol associated with, say, EVIL for one of the battles, it'll scrap that name and try again. This sort of thing adds a lot of flavour to DF's entities and can account for a lot of a civ's perceived personality.<br />
<br />
Another basic thing to note: any entity token that's dealing with weapons, armor, clothing, etc., will state the items that the civ can build natively, not necessarily the ones they can wear or use. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. <br />
<br />
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's "ENTITY:" identifier! This can be anything, so long as it's not already existing.<br />
<br />
At the end of some of the default entries you'll find a list of positions, both ones that'll directly affect you in fort mode (such as nobles) and ones that'll primarily affect worldgen and adventure mode. A list of the tokens applicable to positions can be found [[position token|here]]; they don't require a great deal of explanation.<br />
<br />
==== Trade ====<br />
The following [[entity token]]s affect the appearance of [[trading]] [[caravan]]s:<br />
<br />
* [[Entity token#ACTIVE_SEASON|[ACTIVE_SEASON]]] - Defines the seasons when an entity may visit your fortress.<br />
* [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] - Defines the triggers which control when an entity will become interested in your fortress.<br />
* [[Entity token#COMMON_DOMESTIC_PACK|[COMMON_DOMESTIC_PACK]]] - Allows the civilization to use domestic pack animals. If an entity lacks pack animals (or ability to pull wagons), it will be unable to send caravans (showing as {{DFtext|No Trade|6:1}} at the [[embark]] screen), unless it has domesticated any suitable animal species or is forced to use a non-suitable creature by the [ANIMAL] definition [ALWAYS_WAGON-PULLER] on creature, caste or class.<br />
* [[Entity token#COMMON_DOMESTIC_PULL|[COMMON_DOMESTIC_PULL]]] - Allows the civilization to use domestic animals to pull [[wagon]]s, assuming their [[Ethic#KILL_PLANT|KILL_PLANT ethic]] permits them to use wagons in the first place.<br />
* [[Entity token#MERCHANT_BODYGUARDS|[MERCHANT_BODYGUARDS]]] - Caravan will be guarded by [[soldier]]s.<br />
<br />
=== Modding creatures ===<br />
<br />
Creature modding is great fun – you can change nearly any aspect of a creature, or make your own completely from scratch.<br />
<br />
Modding creatures is very similar to modding civs: it's just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all of the information about each and every non-random creature in the game, from animals to dwarves to goblins to even caravan wagons. A lot of the creature tokens are fairly self-explanatory; you can find a list of such tokens [[creature token|here]]. But before you start creating your own creatures, you'll want to learn how the tissues system works.<br />
<br />
==== Creature materials and tissues ====<br />
<br />
In the most basic sense, a creature is a series of body parts. These parts are defined in their own file, and we'll talk about them later, as a specific aspect of how creatures work, which throws off a lot of prospective modders, is the relationship between body parts, tissues, and materials. We're going to show you part of the creature entry for a bronze colossus (bear with us):<br />
<br />
{{code|<br />
...<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]<br />
[NO_THOUGHT_CENTER_FOR_MOVEMENT]<br />
[TISSUE:BRONZE]<br />
[TISSUE_NAME:bronze:bronze]<br />
[TISSUE_MATERIAL:INORGANIC:BRONZE]<br />
[MUSCULAR]<br />
[FUNCTIONAL]<br />
[STRUCTURAL]<br />
[RELATIVE_THICKNESS:1]<br />
[CONNECTS]<br />
[TISSUE_SHAPE:LAYER]<br />
[TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]<br />
...<br />
}}<br />
<br />
At the top, we can see the "BODY:" token, followed by a list of body parts. As you've probably guessed, these parts make up the physical form of the colossus. But the colossus has to be made out of something - it has to have tissues, and those tissues also have to be made out of something - in this case, bronze.<br />
<br />
Below the BODY token you'll see a TISSUE token, followed by an identifier, much like the others we've seen. The TISSUE block is determining how the tissue works, and which purposes it'll serve. As the colossus is just going to be made out of this one tissue, this tissue needs to act like bone, muscle, and everything else combined, hence the MUSCULAR, FUNCTIONAL and STRUCTURAL tokens. The tissue also references a material - INORGANIC:BRONZE - the properties of which are declared in the inorganic materials file, and the tissue is subsequently made out of this material. With us so far?<br />
<br />
Below the tissue definition is the TISSUE_LAYER line. TISSUE_LAYER allows you to control where each tissue is applied. Its first argument defines if it's to search by body part category (BY_CATEGORY), body part type (BY_TYPE), or look for a specific part (BY_TOKEN). That's followed by the parts argument itself, which is in this case ALL (so the game's looking for parts in all categories, which is to say, every body part). This is followed by the tissue to be applied, BRONZE. So the TISSUE_LAYER token is telling the game to select all body parts in every category and make them out of the tissue "BRONZE". The colossus is now made of bronze.<br />
<br />
By now you're probably thinking "Wow, if this was for a creature made out of however many tissues, this would be amazingly longwinded" and you're right. Luckily, there are two methods by which we can speed things up a lot.<br />
<br />
Firstly, there are material and tissue templates. Let's say you were going to make a lot of creatures out of bronze, and you didn't want to have to copy and paste the bronze tissue all over the place. Instead, you create a tissue template. This goes, as you've probably guessed, in a tissue template file.<br />
<br />
{{code|<br />
[TISSUE_TEMPLATE:BRONZE_TEMPLATE]<br />
[TISSUE_NAME:bronze:bronze]<br />
[TISSUE_MATERIAL:INORGANIC:BRONZE]<br />
[MUSCULAR]<br />
[FUNCTIONAL]<br />
[STRUCTURAL]<br />
[RELATIVE_THICKNESS:1]<br />
[CONNECTS]<br />
[TISSUE_SHAPE:LAYER]<br />
}}<br />
<br />
Now, instead of applying the tissue to each and every bronze creature you're making, you can just refer to the template:<br />
<br />
{{code|<br />
...<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]<br />
[NO_THOUGHT_CENTER_FOR_MOVEMENT]<br />
[USE_TISSUE_TEMPLATE:BRONZE:BRONZE_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]<br />
...<br />
}}<br />
<br />
Material templates work in the same way, but refer to materials instead of tissues.<br />
<br />
However, if we're looking at something like a dwarf, even with the templates, editing can get very slow indeed:<br />
<br />
{{code|<br />
...<br />
[USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:FAT:FAT_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]<br />
...<br />
}}<br />
<br />
This is where body detail plans, which have their own file, and are designed to help automate some of the more common processes in creature creation, come in. The first entry in b_detail_plan_default.txt does exactly what we've been trying to do above: it takes all the common materials and shoves them into one plan, which can be referenced with a single token.<br />
<br />
{{code|<br />
...<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
...<br />
}}<br />
<br />
Much easier. But what about the TISSUE_LAYER tokens? Will we have to type out all of those manually?<br />
<br />
Nope, detail plans have that covered as well. It's possible to place variable arguments into a detail plan. For example:<br />
<br />
{{code|<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]<br />
[BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]<br />
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]<br />
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG3:50:ARG2:5:ARG1:1]<br />
[BP_LAYERS:BY_CATEGORY:ARM:ARG4:25:ARG3:25:ARG2:5:ARG1:1]<br />
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]<br />
...<br />
[BP_LAYERS:BY_CATEGORY:NOSE:ARG5:4:ARG1:1]<br />
...<br />
}}<br />
<br />
First an argument is placed in the plan (ARG1, ARG2 etc.), followed by the thickness of the tissue that will be inserted in place of the argument. So when we reference the VERTEBRATE_TISSUE_LAYERS plan, we'll be able to do something like this:<br />
<br />
{{code|<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
}}<br />
<br />
ARG1 in the detail plan is replaced by SKIN, the first tissue we entered. ARG2 is replaced by FAT, ARG3 by MUSCLE, ARG4 by BONE, and ARG5 by CARTILAGE. Hence, our creature's body part designated as BODY is made up of SKIN with thickness 1, FAT with thickness 5, and MUSCLE with thickness 50. Its nose is made up of SKIN (thickness 1) and CARTILAGE (thickness 4).<br />
<br />
Things left out of the body plans aside, our dwarf's entire body, material, tissue and tissue layer tokens have been boiled down to this:<br />
<br />
{{code|<br />
...<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:<br />
THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
...<br />
}}<br />
<br />
This can save you a lot of time and space if you're making lots of changes common to many creatures. In general, if you're making a creature that's fleshy or chitinous, there are detail plans already included in the game to help you out. You should only have to resort to declaring tissues individually (like our bronze colossus) if you're doing something really out-of-the-ordinary.<br />
<br />
Another great thing about templates (and so, detail plans) is that they can be modified after being declared. Let's say we wanted our dwarves to be perpetually on fire (don't ask). We leave the body stuff declared normally:<br />
<br />
{{code|<br />
...<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:<br />
THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
...<br />
}}<br />
<br />
We then, in our own mod, select the appropriate material:<br />
<br />
{{code|<br />
[SELECT_CREATURE:DWARF]<br />
[SELECT_MATERIAL:SKIN]<br />
[MAT_FIXED_TEMP:10600]<br />
...<br />
}}<br />
<br />
We don't want them burning to death, so we'll need to stop that from happening:<br />
<br />
{{code|<br />
[SELECT_CREATURE:DWARF]<br />
[SELECT_MATERIAL:SKIN]<br />
[MAT_FIXED_TEMP:10600]<br />
[SELECT_MATERIAL:ALL]<br />
[HEATDAM_POINT:NONE]<br />
...<br />
}}<br />
<br />
Note that this makes use of DF's built-in temperature scale. You can read more about that [[Temperature|on this page]]. We're also referencing material tokens, which we haven't gone over yet - we'll talk about making your own materials later.<br />
<br />
==== Creature castes ====<br />
<br />
Another potentially extremely powerful part of the creature raws is the caste system. The caste system handles both true biological castes and lesser variations, such as sexes.<br />
<br />
To understand the true potential of the caste system, we only need to take a look at the raws for antmen, found in creature_subterrenean.txt:<br />
<br />
{{code|<br />
...<br />
[CASTE:WORKER]<br />
[CASTE_NAME:worker ant woman:worker ant women:worker ant woman]<br />
Female, but non-breeding.<br />
[POP_RATIO:10000]<br />
[CASTE:SOLDIER]<br />
[CASTE_NAME:soldier ant woman:soldier ant women:soldier ant woman]<br />
Female, but non-breeding.<br />
[POP_RATIO:1000]<br />
[CASTE:DRONE]<br />
[MALE]<br />
[CASTE_NAME:drone ant man:drone ant men:drone ant man]<br />
[POP_RATIO:5]<br />
[CASTE:QUEEN]<br />
[FEMALE]<br />
[CASTE_NAME:queen ant woman:queen ant women:queen ant woman]<br />
[POP_RATIO:1]<br />
[SELECT_CASTE:WORKER]<br />
[SELECT_ADDITIONAL_CASTE:SOLDIER]<br />
[SELECT_ADDITIONAL_CASTE:QUEEN]<br />
[BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH]<br />
[BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]<br />
[SELECT_CASTE:DRONE]<br />
[BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]<br />
[BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]<br />
[FLIER]<br />
[SELECT_CASTE:ALL]<br />
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]<br />
[BODY_DETAIL_PLAN:CHITIN_TISSUES]<br />
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
...<br />
}}<br />
<br />
It's evident that the process of creating and editing castes is comparable to the modifications we were making to tissues and materials earlier: A caste is declared, and modifications to the base creature are made. Declared castes can be selected and subsequently modified, again, just like tissues and materials.<br />
<br />
In this case, each caste is declared, given its own name, and a POP_RATIO, which determines how commonly a birth results in that caste - for every 10000 workers born, there'll be an average of 1000 soldiers, 5 drones and one queen. You've probably also noticed that the DRONE and QUEEN castes have the MALE and FEMALE tokens respectively - these tokens determine how breeding works. A creature without both a MALE caste and a FEMALE caste will be unable to breed (no asexually reproducing creatures yet, unfortunately). As they lack FEMALE, the workers and soldiers are unable to breed with the male drones.<br />
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After this, there are some modifications to bodyparts. In this case, the drones have wings and the FLIER token, which the other castes lack. It's entirely possible for creatures of different castes to have completely different body structures, even to the extent that they don't resemble each other at all. If you read the section of this guide that dealt with entities, you may remember a passing mention of multi-creature civilisations and how they don't quite work as you may think they would. The castes system is your workaround. You could create a caste that is, for all intents and purposes, a human, and another caste of the same creature that acts exactly like a giant cave spider, put the creature in a civ, and get a human-spider civ. The only flaw in this approach is that the castes will interbreed.<br />
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That's the most complex components of creature creation out of the way. You should find the rest trivial by comparison.<br />
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=== Modding items ===<br />
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Items are fairly simple to deal with. By default, each item type is contained in its own file; this may help make browsing for a specific item easier, but from a purely technical point of view, it's possible to throw all items into one file. Unfortunately, [[Item definition token|item definition tokens]] don't seem to be especially well-documented (at least not as well as the other object types), but you should be able to figure out most things by way of our explanations and your assumptions.<br />
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Let's look at the entry for, of course, the thong:<br />
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{{code|<br />
[ITEM_PANTS:ITEM_PANTS_THONG]<br />
[NAME:thong:thongs]<br />
[LAYER:UNDER]<br />
[COVERAGE:25]<br />
[LAYER_SIZE:10]<br />
[LAYER_PERMIT:30]<br />
[MATERIAL_SIZE:1]<br />
[SOFT]<br />
[LEATHER]<br />
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]<br />
}}<br />
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Most of these are pretty obvious if one compares them to the other entries in the file. There's a layer for the item, determining where it's worn; a coverage value to determine how well it protects you from cold and other things; a size token to determine how much it counts for when it's under something else; a layer permit token to determine how much can be worn under it; and a material size token to determine how much raw material it takes to make it.<br />
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Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere. Simple! These tokens work by tying into material properties - some materials are designated as suitable for making hard items, some for soft, etc..<br />
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Weapons involve a little more detail:<br />
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{{code|<br />
[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]<br />
[NAME:two-handed sword:two-handed swords]<br />
[SIZE:900]<br />
[SKILL:SWORD]<br />
[TWO_HANDED:67500]<br />
[MINIMUM_SIZE:62500]<br />
[MATERIAL_SIZE:5]<br />
[ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]<br />
[ATTACK_PREPARE_AND_RECOVER:3:3]<br />
[ATTACK:EDGE:50:4000:stab:stabs:NO_SUB:1000]<br />
[ATTACK_PREPARE_AND_RECOVER:3:3]<br />
[ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]<br />
[ATTACK_PREPARE_AND_RECOVER:3:3]<br />
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]<br />
[ATTACK_PREPARE_AND_RECOVER:3:3]<br />
}}<br />
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SIZE determines how heavy the weapon is. This has a substantial effect on weapon effectiveness. SKILL determines which skill is used in using the weapon; a list of skills can be found [[skill token|on this page]]. MINIMUM_SIZE determines the minimum size a creature must be before the weapon can be wielded, while TWO_HANDED determines how large a creature must be in order to wield the weapon with one hand.<br />
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Attacks take a little more explanation. The first value determines the contact area of the weapon's attack; this should be high for slashing weapons and low for bludgeoning, piercing and poking ones. The second value determines how deep the weapon penetrates - for BLUNT attacks this value is ignored as they're not supposed to penetrate anyway, but in the case of EDGE attacks it should generally be lower for slashing attacks and higher for stabbing attacks.<br />
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Following these are the nouns and verb used; they should be self-explanatory. Finally, we have the velocity modifier, which has a multiplying effect on the weapon's size for the purposes of determining how powerful it is in combat. But more accurate it describe distribution of momentum across length of weapon. So STAB perfomed with only muscular power and modifier is x1 (1000). SLASH performed with some rotating momentum of cutting edge, but sword is pretty balanced thru it's length and modifier is just x1.25 (1250). Axes, hammers and maces have more unbalanced mass distribution and weapon mass concentrated far from grasp, so higher modifiers.<br />
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ATTACK_PREPARE_AND_RECOVER determine number of game frames to perform these actions. In vanilla almost not varies for different weapons.<br />
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Other, more miscellaneous items are generally simple and shouldn't require any further expla