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Editing 40d:Entity token
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− | + | These tokens define entities, or [[civilizations]], in entity_*.txt files. | |
− | These | ||
== Gameplay == | == Gameplay == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
| ADVENTURE_TIER | | ADVENTURE_TIER | ||
| order | | order | ||
− | | | + | | allows adventure mode, the number determines the order in the list and must be in an order. If there is no tier 4 there can not be a tier 5. Humans, Elves, and Dwarves take up tier 1, 2, and 3 respectfully. |
[ADVENTURE_TIER:4] | [ADVENTURE_TIER:4] | ||
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| INDIV_CONTROLLABLE | | INDIV_CONTROLLABLE | ||
| | | | ||
− | | | + | | allows the Play Now! option adventure mode. |
|- | |- | ||
| CIV_CONTROLLABLE | | CIV_CONTROLLABLE | ||
| | | | ||
− | | | + | | allows fortress mode. |
|- | |- | ||
| CREATURE | | CREATURE | ||
| creature | | creature | ||
− | | | + | | if there is more then one CREATURE token the entity will pick one of them at random to populate when generated |
[CREATURE:DWARF] | [CREATURE:DWARF] | ||
|} | |} | ||
+ | |||
== Placement == | == Placement == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
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* biome | * biome | ||
* frequency | * frequency | ||
− | | | + | | frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there. |
[BIOME_SUPPORT:ANY_GRASSLAND:4] | [BIOME_SUPPORT:ANY_GRASSLAND:4] | ||
Line 53: | Line 51: | ||
| START_BIOME | | START_BIOME | ||
| biome | | biome | ||
− | | | + | | birth of the civilization can be performed on this biome |
[START_BIOME:MOUNTAIN] | [START_BIOME:MOUNTAIN] | ||
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| DEFAULT_SITE_TYPE | | DEFAULT_SITE_TYPE | ||
| site type | | site type | ||
− | | | + | | options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN |
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[DEFAULT_SITE_TYPE:CAVE_DETAILED] | [DEFAULT_SITE_TYPE:CAVE_DETAILED] | ||
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| LIKES_SITE | | LIKES_SITE | ||
| site type | | site type | ||
− | | | + | | most residents will try to move to this site type, unless already at one. |
[LIKES_SITE:CAVE_DETAILED] | [LIKES_SITE:CAVE_DETAILED] | ||
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| TOLERATES_SITE | | TOLERATES_SITE | ||
| site type | | site type | ||
− | | | + | | some residents will try to move to this site type, unless already at one. |
[TOLERATES_SITE:CITY] | [TOLERATES_SITE:CITY] | ||
− | | | + | |} |
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== Population == | == Population == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
| START_GROUP_NUMBER | | START_GROUP_NUMBER | ||
| number | | number | ||
− | | | + | | number of breeding couples to start with per entity |
[START_GROUP_NUMBER:10] | [START_GROUP_NUMBER:10] | ||
+ | |||
|- | |- | ||
| MAX_POP_NUMBER | | MAX_POP_NUMBER | ||
| number | | number | ||
− | | | + | | max population *per entity*, multiply this by max starting civ to get the total population of the species |
[MAX_POP_NUMBER:500] | [MAX_POP_NUMBER:500] | ||
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| MAX_SITE_POP_NUMBER | | MAX_SITE_POP_NUMBER | ||
| number | | number | ||
− | | | + | | max population per individual site |
[MAX_SITE_POP_NUMBER:200] | [MAX_SITE_POP_NUMBER:200] | ||
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| MAX_STARTING_CIV_NUMBER | | MAX_STARTING_CIV_NUMBER | ||
| number | | number | ||
− | | | + | | max number of entities to spawn at worldgen |
[MAX_STARTING_CIV_NUMBER:3] | [MAX_STARTING_CIV_NUMBER:3] | ||
|} | |} | ||
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− | + | == Items and Animals Used == | |
− | + | [AMMO:item token] | |
− | + | [ARMOR:item token:rarity] | |
− | + | [ARMOR:item token] | |
− | [ | + | [DIGGER:item token] |
+ | [GLOVES:item token:rarity] | ||
+ | [HELM:item token:rarity] | ||
+ | [INSTRUMENT:item token] | ||
+ | [PANTS:item token:rarity] | ||
+ | [SHIELD:item token] | ||
+ | [SHOES:item token:rarity] | ||
+ | [SIEGEAMMO:item token] | ||
+ | [TOY:item token] | ||
+ | [TRAPCOMP:item token] | ||
+ | [WEAPON:item token] | ||
+ | |||
+ | [USE_ANIMAL_PRODUCTS] | ||
+ | [USE_ANY_PET_RACE] | ||
+ | [USE_CAVE_ANIMALS] | ||
+ | [USE_EVIL_ANIMALS] | ||
+ | [USE_EVIL_PLANTS] | ||
+ | [USE_EVIL_WOOD] | ||
+ | [USE_GOOD_ANIMALS] | ||
+ | [USE_GOOD_PLANTS] | ||
+ | [USE_GOOD_WOOD] | ||
+ | [USE_MISC_PROCESSED_WOOD_PRODUCTS] | ||
+ | [COMMON_DOMESTIC_MOUNT] | ||
+ | [COMMON_DOMESTIC_PACK] | ||
+ | [COMMON_DOMESTIC_PET] | ||
+ | [COMMON_DOMESTIC_PULL] | ||
+ | [RIVER_PRODUCTS] allow civ to use river products in the goods it has available for trade. | ||
+ | [OCEAN_PRODUCTS] allow civ to use ocean products in the goods it has available for trade. | ||
+ | [INDOOR_FARMING] determines if inside farms will be generated for civ towns. | ||
+ | [OUTDOOR_FARMING] determines if outside farms will be generated for civ towns. | ||
+ | [CLOTHING] civ members will attempt to wear clothing | ||
+ | [SUBTERRANEAN_CLOTHING] Will wear things made of spider silk and other subterranean materials. | ||
+ | [EQUIPMENT_IMPROVEMENTS] Allows items to be improved (needs verified) | ||
+ | [IMPROVED_BOWS] | ||
+ | [MINOR_METAL] Has a preference for weak metals (copper) | ||
+ | [LOW_SKILL] | ||
+ | |||
+ | |||
− | | | + | == Flavor == |
− | | | + | {| border="1" cellpadding="2" width="100%" |
− | | | + | ! width="20%" | Token |
− | | | + | ! width="20%" | Arguments |
+ | ! width="60%" | Description | ||
|- | |- | ||
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* metal token | * metal token | ||
* value | * value | ||
− | | | + | | what kind of metals the civ uses for coin minting |
[CURRENCY:SILVER:5] | [CURRENCY:SILVER:5] | ||
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* number | * number | ||
| OWN_RACE, FANCIFUL, EVIL, GOOD | | OWN_RACE, FANCIFUL, EVIL, GOOD | ||
− | + | number goes from 0 to 25600 where 256 is the default | |
[ART_FACET_MODIFIER:OWN_RACE:512] | [ART_FACET_MODIFIER:OWN_RACE:512] | ||
+ | |||
|- | |- | ||
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| CREATURE, PLANT, TREE, SHAPE, ITEM | | CREATURE, PLANT, TREE, SHAPE, ITEM | ||
0-25600 | 0-25600 | ||
− | |||
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512] | [ART_IMAGE_ELEMENT_MODIFIER:TREE:512] | ||
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* number | * number | ||
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600 | | ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600 | ||
− | |||
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | [ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | ||
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|- | |- | ||
| TRANSLATION | | TRANSLATION | ||
| language | | language | ||
− | | What language raw the entity uses | + | | What language raw the entity uses |
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|- | |- | ||
− | | | + | | CULL_SYMBOL |
| | | | ||
* noun | * noun | ||
* symbol | * symbol | ||
− | | ALL | + | | ALL, CIV, SITE |
− | Causes the entity to | + | Causes the entity to not use the words in these SYM sets |
− | [ | + | [CULL_SYMBOL:ALL:UGLY] |
|- | |- | ||
− | | | + | | SELECT_SYMBOL |
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* noun | * noun | ||
* symbol | * symbol | ||
− | | Causes the entity to | + | | Causes the entity to always use the words in these SYM sets |
− | [CULL_SYMBOL:ALL: | + | [CULL_SYMBOL:ALL:PEACE] |
|- | |- | ||
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| see [[color]] | | see [[color]] | ||
| | | | ||
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|- | |- | ||
| METAL_PREF | | METAL_PREF | ||
| | | | ||
− | | | + | | enables creatures of this entity to have a preference for one or more metals |
|- | |- | ||
| STONE_PREF | | STONE_PREF | ||
| | | | ||
− | | | + | | enables creatures of this entity to have a preference for one or more stones |
|- | |- | ||
| WOOD_PREF | | WOOD_PREF | ||
| | | | ||
− | | | + | | enables creatures of this entity to have a preference for one or more types of wood |
|- | |- | ||
| GEM_PREF | | GEM_PREF | ||
| | | | ||
− | | | + | | enables creatures of this entity to have a preference for one or more gems |
|- | |- | ||
| UNDEAD_CANDIDATE | | UNDEAD_CANDIDATE | ||
| | | | ||
− | | | + | | entity can be used to make the undead in ruins |
|} | |} | ||
== Religion == | == Religion == | ||
− | + | [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER | |
− | + | [RELIGION_SPHERE:*] Can by any available [[Sphere]]. Multiple entries are possible. | |
− | + | Religions will tend to have the spheres listed, but will also have other spheres. | |
− | + | [SPHERE_ALIGNMENT:*:*] | |
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− | PANTHEON | ||
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− | [SPHERE_ALIGNMENT: | ||
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== Leadership == | == Leadership == | ||
− | + | [CAN_HAVE_MILITARY_LEADER] Allows the entity to have a military leader. | |
− | + | [CAN_HAVE_MILITARY_SITE_LEADER] Allow the entity to have military minor leaders. | |
− | + | [LEADER_TYPE:profession token] Makes the leader this profession, uses tileset professions | |
− | + | [SITE_LEADER_TYPE:profession token]Makes the minor leaders this profession, uses tileset professions | |
− | + | [MAYOR] civ settlements have a mayor | |
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== Behavior == | == Behavior == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
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|- | |- | ||
| ABUSE_BODIES | | ABUSE_BODIES | ||
| | | | ||
− | | | + | | heads on pikes, possible others? |
|- | |- | ||
| ACTIVE_SEASON | | ACTIVE_SEASON | ||
| season | | season | ||
− | | the season | + | | the season an entity is most active and will trade, interact with others, and/or invade |
[ACTIVE_SEASON:AUTUMN] | [ACTIVE_SEASON:AUTUMN] | ||
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| AMBUSHER | | AMBUSHER | ||
| | | | ||
− | | | + | | when invading sneaks around and shoots at straggling members of your society |
|- | |- | ||
| AT_PEACE_WITH_WILDLIFE | | AT_PEACE_WITH_WILDLIFE | ||
| | | | ||
− | | | + | | will not attack wildlife. |
|- | |- | ||
| BABYSNATCHER | | BABYSNATCHER | ||
| | | | ||
− | | | + | | sends thieves to steal babies |
|- | |- | ||
| DIPLOMAT | | DIPLOMAT | ||
| | | | ||
− | | | + | | sends diplomats to come and talk to you |
|- | |- | ||
| DIPLOMAT_BODYGUARDS | | DIPLOMAT_BODYGUARDS | ||
| | | | ||
− | | | + | | diplomats have bodyguards |
+ | |||
+ | |- | ||
+ | | ENTITY_GROUPING | ||
+ | | alignment | ||
+ | | FRIENDLY, EVIL, or NUISANCE | ||
+ | [ENTITY_GROUPING:FRIENDLY] | ||
|- | |- | ||
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| ITEM_THIEF | | ITEM_THIEF | ||
| | | | ||
− | | | + | | sends thieves to steal items |
|- | |- | ||
| MERCHANT_BODYGUARDS | | MERCHANT_BODYGUARDS | ||
| | | | ||
− | | | + | | merchants have bodyguards |
|- | |- | ||
| MERCHANT_NOBILITY | | MERCHANT_NOBILITY | ||
| | | | ||
− | | | + | | civ has a merchant prince |
|- | |- | ||
| PROGRESS_TRIGGER_POPULATION | | PROGRESS_TRIGGER_POPULATION | ||
| level | | level | ||
− | | 0 to 5, civ will come to site once population at site has reached that level | + | | 0 to 5, civ will come to site once population at site has reached that level |
|- | |- | ||
| PROGRESS_TRIGGER_PRODUCTION | | PROGRESS_TRIGGER_PRODUCTION | ||
| level | | level | ||
− | | 0 to 5, civ will come to site once created wealth has reached that level | + | | 0 to 5, civ will come to site once created wealth has reached that level |
|- | |- | ||
| PROGRESS_TRIGGER_TRADE | | PROGRESS_TRIGGER_TRADE | ||
| level | | level | ||
− | | 0 to 5, civ will come to site once exported goods has reached that level | + | | 0 to 5, civ will come to site once exported goods has reached that level |
|- | |- | ||
− | | | + | | RESPECT_ANIMALS |
| | | | ||
− | | | + | | will not buy animal based items and is angered at the attempt |
|- | |- | ||
− | | | + | | RESPECT_TREES |
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− | | | + | | will not buy wooden items and is angered at the attempt |
|- | |- | ||
− | | | + | | SIEGER |
| | | | ||
− | | | + | | allows the entity to invade your fortress if angered. (needs verified) |
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− | | | + | | SKULKING |
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− | + | | This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time | |
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− | | | + | | TREE_CAP_DIPLOMACY |
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− | | | + | | Makes the entity angry if you cut down too many trees. |
|} | |} | ||
− | + | [[Category:Modding]] | |
− |