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Editing Creature token
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Latest revision | Your text | ||
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− | {{Quality| | + | {{Quality|Unrated}} |
{{av}} | {{av}} | ||
{{Modding}} | {{Modding}} | ||
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*exported wealth | *exported wealth | ||
*created wealth | *created wealth | ||
− | | Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when | + | | 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. |
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[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /> | [BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <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. | 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. | ||
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'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}} | '''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}} | ||
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*plural | *plural | ||
*adjective | *adjective | ||
− | | | + | | Caste-specific {{token|NAME|c}}. |
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*number, max 100 | *number, max 100 | ||
− | | 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. | + | | 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}}. |
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|} | |} | ||
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| Caste | | Caste | ||
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− | | 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 | + | | 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. |
|} | |} | ||
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| Caste | | Caste | ||
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− | | Will attack | + | | 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." |
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Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart. | Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart. | ||
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*plural | *plural | ||
*adjective | *adjective | ||
− | | The generic name for any creature of this type - will be used | + | | 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. |
Some examples of adjective use: | Some examples of adjective use: | ||
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| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now. | | Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now. | ||
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| Caste | | Caste | ||
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− | *number | + | *number |
− | | Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}} | + | | Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. |
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*string | *string | ||
| 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. | | 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. | ||
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| Creature | | Creature | ||
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− | | Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags | + | | Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. |
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