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Editing Creature token
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Latest revision | Your text | ||
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− | {{Quality|Exceptional}} | + | {{Quality|Exceptional|22:04, 20 September 2016 (UTC)}} |
{{av}} | {{av}} | ||
− | |||
− | + | A full list of all known [[creature]] [[token]]s. | |
− | + | __NOTOC__ | |
− | |||
− | + | <div align="center"> | |
− | + | {{alphabetical TOC}} | |
− | + | </div> | |
− | |||
− | {{alphabetical TOC | ||
==A== | ==A== | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. Used by [[cat]]s in the vanilla game. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from | + | | Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. |
|- | |- | ||
| {{text anchor|ALTTILE}} | | {{text anchor|ALTTILE}} | ||
| Creature | | Creature | ||
− | | | + | | 'character' or tile number |
− | + | | If set, the creature will blink between its TILE and its ALTTILE. | |
− | | If set, the creature will blink between its | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Found on | + | | Found on LARGE_PREDATORs 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}} |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to breathe | + | | Allows a creature to breathe with or without [[water]] - does not prevent drowning in [[magma]]. |
|- | |- | ||
| {{text anchor|APP_MOD_DESC_RANGE}} | | {{text anchor|APP_MOD_DESC_RANGE}} | ||
− | | | + | | Caste |
| | | | ||
− | *Range | + | *Range |
− | | | + | | [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work] |
− | |||
− | |||
|- | |- | ||
| {{text anchor|APP_MOD_GENETIC_MODEL}} | | {{text anchor|APP_MOD_GENETIC_MODEL}} | ||
− | | | + | | Caste |
| | | | ||
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX) | *Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX) | ||
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|- | |- | ||
| {{text anchor|APP_MOD_IMPORTANCE}} | | {{text anchor|APP_MOD_IMPORTANCE}} | ||
− | | | + | | Caste |
| | | | ||
*number | *number | ||
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|- | |- | ||
| {{text anchor|APP_MOD_NOUN}} | | {{text anchor|APP_MOD_NOUN}} | ||
− | | | + | | Caste |
| | | | ||
*noun | *noun | ||
*SINGULAR or PLURAL | *SINGULAR or PLURAL | ||
− | | Creates a noun for the appearance | + | | Creates a noun for the appearance and whether it is singular or plural. |
|- | |- | ||
| {{text anchor|APP_MOD_RATE}} | | {{text anchor|APP_MOD_RATE}} | ||
− | | | + | | Caste |
| | | | ||
*Rate (integer) | *Rate (integer) | ||
*Scale (DAILY, YEARLY) | *Scale (DAILY, YEARLY) | ||
− | *min | + | *min:max of growth |
− | + | *start year:start day | |
− | *start year | + | *end year:end day |
− | |||
− | *end year | ||
− | |||
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely. | | Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely. | ||
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| Caste | | Caste | ||
| | | | ||
− | * | + | *CV TEMPLATE NAME |
− | + | | Applies the specified [[creature variation token|creature variation]]. | |
− | | Applies the specified [[creature variation token|creature variation]] | ||
|- | |- | ||
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| Special | | Special | ||
| | | | ||
− | | Applies the effects of all pending | + | | Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Creature can breathe in water, but air-drowns on dry land. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Does not appear in the object testing arena's creature spawning list. |
|- | |- | ||
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| Creature | | Creature | ||
| | | | ||
− | | | + | | Can be kept in artificial hives by beekeepers. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Does not attack or frighten creatures with the NATURAL tag. |
|- | |- | ||
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| | | | ||
*token | *token | ||
− | *selection criteria | + | *bodypart |
+ | *selection criteria | ||
+ | *location | ||
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens | | Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
− | + | [ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br /> | |
− | ''GORE'' | + | ''GORE'' : name of the attack<br /> |
− | ''BODYPART:BY_CATEGORY:HORN'' | + | ''BODYPART:BY_CATEGORY:HORN'' : the horn is used to attack (presuming the creature has one) |
|- | |- | ||
| {{text anchor|ATTACK_TRIGGER}} | | {{text anchor|ATTACK_TRIGGER}} | ||
| Caste | | Caste | ||
− | | | + | | population:exported wealth:created wealth |
− | + | | Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger. | |
− | |||
− | |||
− | | Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start | ||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==B== | ==B== | ||
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| {{text anchor|BABY}} | | {{text anchor|BABY}} | ||
| Caste | | Caste | ||
− | | | + | | integer |
− | |||
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage. | | Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage. | ||
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| {{text anchor|BABYNAME}} | | {{text anchor|BABYNAME}} | ||
| Caste | | Caste | ||
− | | | + | | singular:plural |
− | + | | Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME. | |
− | |||
− | | Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see | ||
|- | |- | ||
| {{text anchor|BEACH_FREQUENCY}} | | {{text anchor|BEACH_FREQUENCY}} | ||
| Caste | | Caste | ||
− | | | + | | integer |
− | + | | 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 aquatic. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game. | |
− | | 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 | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers | + | | The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run 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. |
− | |||
− | |||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | * | + | * [[material token]] |
− | * | + | *matter state (LIQUID, GAS, SOLID) |
| Specifies what the creature's blood is made of. | | Specifies what the creature's blood is made of. | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Seems to be required to make the creature denouncable as a creature of the night. |
|- | |- | ||
| {{text anchor|BODY}} | | {{text anchor|BODY}} | ||
| Caste | | Caste | ||
− | | | + | | body parts |
− | |||
| Draws body parts from OBJECT:BODY files (such as body_default.txt) | | Draws body parts from OBJECT:BODY files (such as body_default.txt) | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
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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. | ||
− | + | '''If the body is left undefined, the creature will cause a crash whenever it spawns.''' | |
− | |||
− | '''If the body is left undefined, the creature | ||
|- | |- | ||
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| | | | ||
*ATTRIBUTE | *ATTRIBUTE | ||
− | *lowest | + | *lowest:lower:low:median:high:higher:highest |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| 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. | | 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. | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
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| {{text anchor|BODY_DETAIL_PLAN}} | | {{text anchor|BODY_DETAIL_PLAN}} | ||
| Caste | | Caste | ||
− | | | + | | PlanName, PlanName:type:type:type:etc. |
− | + | | loads a plan 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. | |
− | |||
− | | | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /> | [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /> | ||
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| {{text anchor|BODY_SIZE}} | | {{text anchor|BODY_SIZE}} | ||
| Caste | | Caste | ||
− | | | + | | years:days:size |
− | + | | 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. | |
− | |||
− | |||
− | | Sets size at a given age. Size is in cubic centimeters, and for normal body materials | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
[BODY_SIZE:0:0:10000]<br /> | [BODY_SIZE:0:0:10000]<br /> | ||
[BODY_SIZE:1:168:50000]<br /> | [BODY_SIZE:1:168:50000]<br /> | ||
[BODY_SIZE:12:0:220000]<br /> | [BODY_SIZE:12:0:220000]<br /> | ||
− | This describes the size of a [[minotaur]]. | + | This describes the size of a [[minotaur]]. His birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old he would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg. |
|- | |- | ||
| {{text anchor|BODYGLOSS}} | | {{text anchor|BODYGLOSS}} | ||
| Caste | | Caste | ||
− | | | + | | gloss |
− | |||
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt) | | Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt) | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature eats bones. Implies | + | | Creature eats bones. Implies CARNIVORE. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}} |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Adds a type to a body part | + | | Adds a type to a body part. Used with SET_BP_GROUP. |
+ | In vanilla DF, this is used for adding the type 'GELDABLE' to the lower body of certain [[cat|creatures]]. | ||
|- | |- | ||
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| | | | ||
*QUALITY | *QUALITY | ||
− | *lowest | + | *lowest:lower:low:median:high:higher:highest |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| 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) | | 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) | ||
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| Caste | | Caste | ||
| | | | ||
− | | Removes a type from a body part. Used with | + | | Removes a type from a body part. Used with SET_BP_GROUP. |
|- | |- | ||
| {{text anchor|BUILDINGDESTROYER}} | | {{text anchor|BUILDINGDESTROYER}} | ||
| Caste | | Caste | ||
− | | | + | | 1 or 2 |
− | |||
| 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. | | 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. | ||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==C== | ==C== | ||
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| {{text anchor|CAN_DO_INTERACTION}} | | {{text anchor|CAN_DO_INTERACTION}} | ||
| Caste | | Caste | ||
− | | | + | | interaction token |
− | |||
| The creature can perform an interaction. See [[interaction token]]. | | The creature can perform an interaction. See [[interaction token]]. | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature gains | + | | The creature gains skills and can have 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. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Can | + | | Can talk. Note that this is not necessary for a creature to gain social skills. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature cannot | + | | Creature cannot climb, even if it has free grasp parts. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature cannot | + | | Creature cannot jump. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Acts | + | | Acts as NOT_LIVING, except that [OPPOSED_TO_LIFE] creatures will attack them. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Allows the creature to open | + | | Allows the creature to open doors that are set to be unpassable for pets. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature ''only'' eats | + | | Creature ''only'' eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. |
|- | |- | ||
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| | | | ||
*tile number or "letter" | *tile number or "letter" | ||
− | | Caste-specific | + | | Caste-specific ALTTILE. Requires CASTE_TILE. |
|- | |- | ||
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*bg | *bg | ||
*brightness | *brightness | ||
− | | Caste-specific | + | | Caste-specific COLOR. |
|- | |- | ||
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*bg | *bg | ||
*brightness | *brightness | ||
− | | Caste-specific | + | | Caste-specific GLOWCOLOR. |
|- | |- | ||
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| | | | ||
*tile value or "letter" | *tile value or "letter" | ||
− | | Caste-specific | + | | Caste-specific GLOWTILE. |
|- | |- | ||
| {{text anchor|CASTE_NAME}} | | {{text anchor|CASTE_NAME}} | ||
| Caste | | Caste | ||
− | | | + | | singular:plural:adjective |
− | + | | Caste-specific NAME. | |
− | |||
− | |||
− | | | ||
|- | |- | ||
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*singular | *singular | ||
*plural | *plural | ||
− | | Caste-specific | + | | Caste-specific PROFESSION_NAME. |
|- | |- | ||
| {{text anchor|CASTE_SOLDIER_ALTTILE}} | | {{text anchor|CASTE_SOLDIER_ALTTILE}} | ||
| Caste | | Caste | ||
− | | | + | | 'character' or tile number |
− | + | | Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE. | |
− | | Caste-specific | ||
|- | |- | ||
| {{text anchor|CASTE_SOLDIER_TILE}} | | {{text anchor|CASTE_SOLDIER_TILE}} | ||
| Caste | | Caste | ||
− | | | + | | 'character' or tile number |
− | + | | Caste-specific CREATURE_SOLDIER_TILE. | |
− | | Caste-specific {{ | + | |
+ | |- | ||
+ | | {{text anchor|CASTE_SPEECH}} | ||
+ | | Caste | ||
+ | | speech file | ||
+ | | Caste-specific SPEECH. | ||
|- | |- | ||
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| | | | ||
* tile number or "letter" | * tile number or "letter" | ||
− | | Caste-specific | + | | Caste-specific CREATURE_TILE. |
|- | |- | ||
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| {{text anchor|CDI}} | | {{text anchor|CDI}} | ||
| Caste | | Caste | ||
− | | | + | | Varies |
− | + | | Specifies details for the preceding CAN_DO_INTERACTION token. See [[interaction token]]. | |
− | | Specifies | ||
|- | |- | ||
| {{text anchor|CHANGE_BODY_SIZE_PERC}} | | {{text anchor|CHANGE_BODY_SIZE_PERC}} | ||
| Caste | | Caste | ||
− | | | + | | integer |
− | |||
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles. | | Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles. | ||
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| {{text anchor|CHANGE_FREQUENCY_PERC}} | | {{text anchor|CHANGE_FREQUENCY_PERC}} | ||
| Creature | | Creature | ||
− | | | + | | integer |
− | |||
| Multiplies frequency by a factor of (integer)%. | | Multiplies frequency by a factor of (integer)%. | ||
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| {{text anchor|CHILD}} | | {{text anchor|CHILD}} | ||
| Caste | | Caste | ||
− | | | + | | integer |
− | + | | Age at which creature is considered an adult. One can think of this as the duration of the child stage. If available to animal trainers, allows the creature's offspring to be rendered fully tame if trained during their childhood. | |
− | | Age at which creature is considered an adult | ||
|- | |- | ||
| {{text anchor|CHILDNAME}} | | {{text anchor|CHILDNAME}} | ||
| Caste | | Caste | ||
− | | | + | | singular:plural |
− | + | | Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME. | |
− | |||
− | | Defines a new name for a creature in | ||
|- | |- | ||
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*min | *min | ||
*max | *max | ||
− | | The minimum/maximum numbers of how many creatures per spawned cluster. | + | | The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified. |
|- | |- | ||
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*min | *min | ||
*max | *max | ||
− | |Number of | + | |Number of eggs laid in one sitting. |
|- | |- | ||
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| {{text anchor|COLOR}} | | {{text anchor|COLOR}} | ||
| Creature | | Creature | ||
− | | | + | | foreground:background:brightness |
− | |||
− | |||
− | |||
| Color of the creature's tile. See [[Color]] for usage. | | Color of the creature's tile. See [[Color]] for usage. | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creatures of this caste's species with the | + | | Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature is ' | + | | Creature is '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}} at the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones. |
|- | |- | ||
| {{text anchor|COPY_TAGS_FROM}} | | {{text anchor|COPY_TAGS_FROM}} | ||
− | | | + | | Spec |
| | | | ||
− | * | + | *CREATURE NAME |
− | | Copies another specified creature. | + | | Copies Creature, but not Caste tags from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with [[#APPLY_CREATURE_VARIATION]] to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 585: | Line 534: | ||
| | | | ||
*classname | *classname | ||
− | | An arbitrary creature classification. Can be set to anything, but | + | | An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| {{text anchor|CREATURE_SOLDIER_TILE}} | | {{text anchor|CREATURE_SOLDIER_TILE}} | ||
| Creature | | Creature | ||
− | | | + | | 'character' or tile number |
− | + | | Creatures active in their civilization's military will use this tile instead. | |
− | | Creatures active in their civilization's | ||
|- | |- | ||
| {{text anchor|CREATURE_TILE}} | | {{text anchor|CREATURE_TILE}} | ||
| Creature | | Creature | ||
− | | | + | | 'character' or tile number |
− | |||
| The symbol of the creature in ASCII mode. | | The symbol of the creature in ASCII mode. | ||
Line 612: | Line 552: | ||
| Caste | | Caste | ||
| | | | ||
− | | Sets the creature to be active at twilight in | + | | Sets the creature to be active at twilight in Adventurer Mode. |
|- | |- | ||
Line 630: | Line 570: | ||
| Caste | | Caste | ||
| | | | ||
− | | 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 | + | | 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 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. |
|- | |- | ||
Line 647: | Line 587: | ||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==D== | ==D== | ||
Line 661: | Line 603: | ||
| Caste | | Caste | ||
| | | | ||
− | | 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}}. | + | | 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}} {{version|0.47.01}}. Could not be specified in user-defined raws until 47.01. |
|- | |- | ||
| {{text anchor|DESCRIPTION}} | | {{text anchor|DESCRIPTION}} | ||
| Caste | | Caste | ||
− | | | + | | text |
− | + | | A brief description of the creature type. | |
− | | A brief description of the creature type | ||
|- | |- | ||
Line 674: | Line 615: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers. |
|- | |- | ||
| {{text anchor|DIFFICULTY}} | | {{text anchor|DIFFICULTY}} | ||
| Caste | | Caste | ||
− | | | + | | integer |
− | + | | Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode. | |
− | | Increases experience gain during adventure mode. Creatures with | ||
|- | |- | ||
Line 693: | Line 633: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature hunts vermin by diving from the air. On tame creatures | + | | The creature hunts vermin by diving from the air. On tame creatures it works the same as normal [[#HUNTS_VERMIN|HUNTS_VERMIN]]. Found on [[peregrine falcon]]s. |
|- | |- | ||
Line 699: | Line 639: | ||
| Creature | | Creature | ||
| | | | ||
− | | Adding this token to a creature | + | | Creature does not physically exist. Adding this token to a creature causes it to not appear in generated worlds (if it isn't ALWAYS_PRESENT for a civ), i.e. 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}}, the creature will be known to civilizations, allowing artists to depict them in engravings, statues and other such crafts. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. Note as long as the creature has a body defined in its raws this does NOT preclude summoning (something tagged as DOES_NOT_EXIST can still be summoned) [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938] |
− | |||
− | Note | ||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==E== | ==E== | ||
Line 717: | Line 657: | ||
| {{text anchor|EBO_ITEM}} | | {{text anchor|EBO_ITEM}} | ||
| Caste | | Caste | ||
− | | | + | | [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material) |
− | + | | Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT. | |
− | |||
− | | Defines the item that the creature drops upon being | ||
|- | |- | ||
| {{text anchor|EBO_SHAPE}} | | {{text anchor|EBO_SHAPE}} | ||
| Caste | | Caste | ||
− | | | + | | gem shape |
− | + | | The shape of the extra item of the creature upon butchering. Used with EXTRA_BUTCHER_OBJECT. | |
− | | The shape of the creature | ||
|- | |- | ||
Line 733: | Line 670: | ||
| Caste | | Caste | ||
| | | | ||
− | * | + | * [[material token]] |
− | * | + | *state (SOLID, LIQUID, or GAS) |
− | | | + | | Egg material. Egg-laying creatures will 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. |
|- | |- | ||
Line 742: | Line 679: | ||
| | | | ||
*size | *size | ||
− | | Determines the size of | + | | Determines the size of eggs. 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. |
|- | |- | ||
Line 748: | Line 685: | ||
| Creature | | Creature | ||
| | | | ||
− | | Makes the creature | + | | Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant. |
|- | |- | ||
Line 760: | Line 697: | ||
| Creature | | Creature | ||
| | | | ||
− | | | + | | Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS 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. |
|- | |- | ||
Line 768: | Line 705: | ||
* BY_CATEGORY, BY_TYPE, BY_TOKEN | * BY_CATEGORY, BY_TYPE, BY_TOKEN | ||
* TYPE, CATEGORY, or TOKEN | * TYPE, CATEGORY, or TOKEN | ||
− | | The creature drops an additional object when | + | | The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE. |
|- | |- | ||
Line 781: | Line 718: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Creature can see regardless of whether it has working eyes. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==F== | ==F== | ||
Line 798: | Line 737: | ||
| Creature | | Creature | ||
| | | | ||
− | | 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}} | + | | 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}} |
|- | |- | ||
Line 804: | Line 743: | ||
| Caste | | Caste | ||
| | | | ||
− | | Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct | + | | Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct, in previous versions it caused these creatures to crawl out of chasms and underground rivers. |
− | |||
|- | |- | ||
| {{text anchor|FEATURE_BEAST}} | | {{text anchor|FEATURE_BEAST}} | ||
| Caste | | Caste | ||
| | | | ||
− | | 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}}. | + | | 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}}. Could not be specified in user-defined raws until 47.01. |
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|- | |- | ||
Line 818: | Line 754: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature is female and can bear young. Usually determined inside a caste. |
|- | |- | ||
Line 824: | Line 760: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature is immune to FIREBALL and FIREJET attacks. 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. Allows the creature to path through high temperature zones, like lava or fires. |
|- | |- | ||
Line 830: | Line 766: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. |
|- | |- | ||
Line 836: | Line 772: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature's corpse is a single | + | | The creature's corpse is a single food item that needs to be cleaned 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). |
− | Without this or {{token|COOKABLE_LIVE|c}}, | + | Without this or {{token|COOKABLE_LIVE|c}}, 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. |
|- | |- | ||
| {{text anchor|FIXED_TEMP}} | | {{text anchor|FIXED_TEMP}} | ||
| Caste | | Caste | ||
− | | | + | | temperature |
− | + | | 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 it implies]]. May trigger wildfires on 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. | |
− | | 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 | ||
− | Note that temperatures | + | Note that temperatures 12000 and higher may cause pathfinding issues in fortress mode. |
|- | |- | ||
Line 858: | Line 793: | ||
| Caste | | Caste | ||
| | | | ||
− | | 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 | + | | 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. |
|- | |- | ||
Line 865: | Line 800: | ||
| | | | ||
*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}}. |
− | |||
− | |||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==G== | ==G== | ||
Line 884: | Line 819: | ||
| Caste | | Caste | ||
| | | | ||
− | * | + | * type (WALK, CLIMB, SWIM, CRAWL, or FLY) |
− | * | + | * gait name |
− | * | + | * full speed |
− | * | + | * build up time:max turning speed:start speed (or NO_BUILD_UP for instant use) |
− | + | * energy use | |
− | + | * Optional flags: | |
− | * | + | ** LAYERS_SLOW - if gait is slowed by increased weight |
− | * | + | ** STRENGTH - if gait is affected by Strength stat |
− | | Defines a gait | + | ** AGILITY - if gait is affected by Agility stat |
+ | ** STEALTH_SLOWS:penalty - if gait is slowed by being stealthed | ||
+ | | Defines a gait at which the creature can move. See [[Gait]] for more information. | ||
− | + | |- | |
− | + | | {{text anchor|GENERAL_BABY_NAME}} | |
− | + | | Creature | |
− | + | | singular:plural | |
− | + | | BABYNAME applied regardless of caste. | |
− | + | |- | |
+ | | {{text anchor|GENERAL_CHILD_NAME}} | ||
+ | | Creature | ||
+ | | singular:plural | ||
+ | | CHILDNAME applied regardless of caste. | ||
− | + | |- | |
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− | |- | ||
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}} | | {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}} | ||
| Caste | | Caste | ||
− | | | + | | A:B |
− | + | | Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}} | |
− | |||
− | | | ||
|- | |- | ||
Line 963: | Line 853: | ||
| Creature | | Creature | ||
| | | | ||
− | | Found on procedurally generated creatures like [[ | + | | Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws. |
|- | |- | ||
Line 969: | Line 859: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Creature can get infections from necrotic tissue. |
|- | |- | ||
Line 975: | Line 865: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | This creature's wounds can become infected if left untreated for too long. |
|- | |- | ||
Line 984: | Line 874: | ||
*background | *background | ||
*brightness | *brightness | ||
− | | The colour of the creature's | + | | The colour of the creature's GLOWTILE. |
|- | |- | ||
| {{text anchor|GLOWTILE}} | | {{text anchor|GLOWTILE}} | ||
| Creature | | Creature | ||
− | | | + | | ascii character |
− | + | | 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 CASTE_GLOWTILE instead. | |
− | | 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 | ||
|- | |- | ||
| {{text anchor|GNAWER}} | | {{text anchor|GNAWER}} | ||
| Caste | | Caste | ||
− | | | + | | verb |
− | |||
| 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). | | 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). | ||
Line 1,003: | Line 891: | ||
| {{text anchor|GOBBLE_VERMIN_CLASS}} | | {{text anchor|GOBBLE_VERMIN_CLASS}} | ||
| Caste | | Caste | ||
− | | | + | | class |
− | |||
| The creature eats vermin of the specified class. | | The creature eats vermin of the specified class. | ||
Line 1,010: | Line 897: | ||
| {{text anchor|GOBBLE_VERMIN_CREATURE}} | | {{text anchor|GOBBLE_VERMIN_CREATURE}} | ||
| Caste | | Caste | ||
− | | | + | | creature:caste |
− | + | | The creature eats a specified vermin. | |
− | |||
− | | The creature eats a specified | ||
|- | |- | ||
Line 1,031: | Line 916: | ||
| Special | | Special | ||
| | | | ||
− | | When using tags from an existing creature, inserts new tags | + | | When using tags from an existing creature, inserts new tags after the specified tag. |
|- | |- | ||
Line 1,037: | Line 922: | ||
| Creature | | Creature | ||
| | | | ||
− | | Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with | + | | Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with USE_GOOD_ANIMALS 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. |
|- | |- | ||
| {{text anchor|GRASSTRAMPLE}} | | {{text anchor|GRASSTRAMPLE}} | ||
| Caste | | Caste | ||
− | | | + | | value |
− | + | | 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. | |
− | | The value determines how rapidly | ||
|- | |- | ||
| {{text anchor|GRAVITATE_BODY_SIZE}} | | {{text anchor|GRAVITATE_BODY_SIZE}} | ||
| Caste | | Caste | ||
− | | | + | | target value |
− | |||
| 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. | | 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. | ||
Line 1,058: | Line 941: | ||
| | | | ||
*number | *number | ||
− | | The creature is a grazer | + | | 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. See [[Pasture]] for details on its issues. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==H== | ==H== | ||
Line 1,074: | Line 959: | ||
| {{text anchor|HABIT}} | | {{text anchor|HABIT}} | ||
| Caste | | Caste | ||
− | | | + | | type:probability |
− | + | | Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs. | |
− | |||
− | | Defines certain behaviors for the creature. The habit types are | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | These require the creature to have a | ||
|- | |- | ||
| {{text anchor|HABIT_NUM}} | | {{text anchor|HABIT_NUM}} | ||
| Caste | | Caste | ||
− | | | + | | number or TEST_ALL |
− | |||
| "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] | | "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] | ||
Line 1,108: | Line 979: | ||
| | | | ||
| The creature has a shell. Seemingly no longer used - holdover from previous versions. | | The creature has a shell. Seemingly no longer used - holdover from previous versions. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|HFID}} | ||
+ | | Creature | ||
+ | | Integer (generic token?) | ||
+ | | Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated. | ||
|- | |- | ||
Line 1,121: | Line 998: | ||
| {{text anchor|HOMEOTHERM}} | | {{text anchor|HOMEOTHERM}} | ||
| Caste | | Caste | ||
− | | | + | | number or NONE |
− | |||
| 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. | | 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. | ||
Line 1,129: | Line 1,005: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature hunts and kills nearby | + | | Creature hunts and kills nearby vermin. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==I== | ==I== | ||
Line 1,147: | Line 1,025: | ||
| Caste | | Caste | ||
| | | | ||
− | | 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) | + | | 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) |
|- | |- | ||
Line 1,153: | Line 1,031: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature is immobile while on land. Only works on | + | | The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land. |
|- | |- | ||
Line 1,159: | Line 1,037: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature radiates | + | | The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials. |
|- | |- | ||
Line 1,165: | Line 1,043: | ||
| Caste | | Caste | ||
| | | | ||
− | | Alias for | + | | Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during worldgen and post-gen. In fortress mode, CAN_LEARN is enough. |
|- | |- | ||
Line 1,173: | Line 1,051: | ||
* [[item token]] | * [[item token]] | ||
* [[material token]] | * [[material token]] | ||
− | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.) | + | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). |
|- | |- | ||
Line 1,183: | Line 1,061: | ||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==L== | ==L== | ||
Line 1,196: | Line 1,076: | ||
| {{text anchor|LAIR}} | | {{text anchor|LAIR}} | ||
| Caste | | Caste | ||
− | | | + | | type:probability |
− | + | | 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 SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH. | |
− | |||
− | | 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 | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| {{text anchor|LAIR_CHARACTERISTIC}} | | {{text anchor|LAIR_CHARACTERISTIC}} | ||
| Caste | | Caste | ||
− | | | + | | characteristic:probability |
− | |||
− | |||
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS. | | Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS. | ||
Line 1,223: | Line 1,094: | ||
| {{text anchor|LAIR_HUNTER_SPEECH}} | | {{text anchor|LAIR_HUNTER_SPEECH}} | ||
| Caste | | Caste | ||
− | | | + | | speech file |
− | |||
| What this creature says while hunting adventurers in its lair. | | What this creature says while hunting adventurers in its lair. | ||
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| Caste | | Caste | ||
| | | | ||
− | | Will attack | + | | Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). 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." |
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,240: | Line 1,107: | ||
| Creature | | Creature | ||
| | | | ||
− | | | + | | Creature can spawn as a wild animal in the appropriate biomes. |
− | |||
− | |||
|- | |- | ||
Line 1,248: | Line 1,113: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature lays | + | | Creature lays eggs instead of giving birth to live young. |
|- | |- | ||
Line 1,256: | Line 1,121: | ||
* [[item token]] | * [[item token]] | ||
* [[material token]] | * [[material token]] | ||
− | | Creature lays | + | | Creature lays a particular item instead of regular eggs. |
|- | |- | ||
Line 1,282: | Line 1,147: | ||
| Caste | | Caste | ||
| | | | ||
− | | 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 | + | | 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. |
|- | |- | ||
Line 1,290: | Line 1,155: | ||
* minimum | * minimum | ||
* maximum | * maximum | ||
− | | Determines the number of offspring per one birth | + | | Determines the number of offspring per one birth. |
|- | |- | ||
− | | {{text anchor|LOCAL_POPS_CONTROLLABLE}} | + | | {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}} |
| Creature | | Creature | ||
| | | | ||
Line 1,299: | Line 1,164: | ||
|- | |- | ||
− | | {{text anchor|LOCAL_POPS_PRODUCE_HEROES}} | + | | {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}} |
| | | | ||
| | | | ||
Line 1,308: | Line 1,173: | ||
| Caste | | Caste | ||
| | | | ||
− | | Lets a creature open | + | | Lets a creature open doors that are set to forbidden in Fortress Mode. |
|- | |- | ||
Line 1,319: | Line 1,184: | ||
| {{text anchor|LOW_LIGHT_VISION}} | | {{text anchor|LOW_LIGHT_VISION}} | ||
| Caste | | Caste | ||
− | | | + | | number |
− | + | | Determines how well a creature can see in the dark. Higher is better. Dwarves have 10000, which amounts to perfect nightvision. | |
− | | Determines how well a creature can see in the dark | ||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==M== | ==M== | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | No function, presumably a placeholder. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature is able to see while | + | | The creature is able to see while covered in magma. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature is male. Usually declared inside a caste. |
|- | |- | ||
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| | | | ||
*occasionally body part | *occasionally body part | ||
− | | Adds a possible mannerism to the creature's profile. | + | | Adds a possible mannerism to the creature's profile. |
+ | See [[Creature mannerism token]] for further info. | ||
|- | |- | ||
Line 1,364: | Line 1,231: | ||
| | | | ||
*material id | *material id | ||
− | | Begins defining a new | + | | Begins defining a new material.{{verify}} |
|- | |- | ||
Line 1,371: | Line 1,238: | ||
| | | | ||
*[[Material token]] | *[[Material token]] | ||
− | * | + | *A:B |
− | + | | Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}} | |
− | | | ||
|- | |- | ||
Line 1,379: | Line 1,245: | ||
| Caste | | Caste | ||
| | | | ||
− | | Sets the creature to be active at dawn in | + | | Sets the creature to be active at dawn in Adventurer Mode. |
|- | |- | ||
| {{text anchor|MAXAGE}} | | {{text anchor|MAXAGE}} | ||
| Caste | | Caste | ||
− | | | + | | min:max |
− | + | | Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. The chance does not increase with further age [http://i.imgur.com/A1A4aA9.png]. Note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa. | |
− | |||
− | | | ||
− | |||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with | + | | Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with CAN_LEARN, will severely impact their pathfinding and lead the creature to move extremely slowly when not performing any task. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | A 'boss' creature. A small number of the | + | | A 'boss' creature. A small number of the creature 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. |
− | Requires specifying a | + | Requires specifying a [[#BIOME|BIOME]] in which the creature will live. Subterranean biomes appear to not be allowed. |
|- | |- | ||
Line 1,417: | Line 1,280: | ||
| | | | ||
*[[Attribute|ATTRIBUTE]] | *[[Attribute|ATTRIBUTE]] | ||
− | *lowest | + | *lowest:lower:low:<br>median:high:<br>higher:highest |
− | + | | Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | | Sets up a | ||
|- | |- | ||
Line 1,435: | Line 1,292: | ||
*rust counter rate | *rust counter rate | ||
*demotion counter rate | *demotion counter rate | ||
− | + | | Mental attribute gain/decay rates. Defaults are 500:4:5:4. | |
|- | |- | ||
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* [[material token]] | * [[material token]] | ||
* frequency | * frequency | ||
− | | Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of | + | | Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of time units the creature needs to "recharge". Does not work on sentient creatures, regardless of [[ethics]]. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Alias for | + | | Alias for MISCHIEVOUS. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature may be used as a [[mount]]. No use for the player | + | | Creature may be used as a [[mount]]. No use for the player, but enemy sieging forces may arrive with cavalry. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature may be used as a | + | | Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions. |
|- | |- | ||
Line 1,485: | Line 1,342: | ||
| Caste | | Caste | ||
| | | | ||
− | | Makes the species usually produce a single offspring per birth, | + | | Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. |
|- | |- | ||
Line 1,494: | Line 1,351: | ||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==N== | ==N== | ||
Line 1,507: | Line 1,366: | ||
| {{text anchor|NAME}} | | {{text anchor|NAME}} | ||
| Creature | | Creature | ||
− | | | + | | singular:plural:adjective |
− | + | | The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as "nothing" by the game. | |
− | |||
− | |||
− | | The generic name for any creature of this type - will be used | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,523: | Line 1,373: | ||
| Caste | | Caste | ||
| | | | ||
− | | Animal is considered to be natural. NATURAL animals will not engage creatures tagged with | + | | Animal is considered to be natural. NATURAL animals will not engage creatures tagged with AT_PEACE_WITH_WILDLIFE in combat unless they are members of a hostile entity and vice-versa. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Alias of | + | | Alias of NATURAL. |
|- | |- | ||
| {{text anchor|NATURAL_SKILL}} | | {{text anchor|NATURAL_SKILL}} | ||
| Caste | | Caste | ||
− | | | + | | [[Skill_token|Skill token]]:value |
− | + | | The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 15 is legendary. | |
− | |||
− | | The creature possesses | ||
|- | |- | ||
Line 1,543: | Line 1,391: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Found on [[Bogeyman|bogeymen]]. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen. |
|- | |- | ||
− | | {{text anchor|NIGHT_CREATURE_EXPERIMENTER}} | + | | {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}} |
| Caste | | Caste | ||
| | | | ||
− | | Found on some [[ | + | | Found on some [[Necromancer|necromancers]]. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255] |
− | |||
|- | |- | ||
| {{text anchor|NIGHT_CREATURE_HUNTER}} | | {{text anchor|NIGHT_CREATURE_HUNTER}} | ||
Line 1,556: | Line 1,403: | ||
| | | | ||
| 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. | | 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. | ||
− | |||
− | |||
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). | 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). | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature cannot become | + | | Creature cannot become dizzy. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature does not need to | + | | Creature does not need to eat. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature cannot suffer | + | | Creature cannot suffer fevers. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Creature has no gender and is unable to breed. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | The | + | | The affected caste cannot gain any physical skills. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | The | + | | The affected caste cannot lose any physical skills. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature doesn't require an organ with the | + | | Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains. |
|- | |- | ||
Line 1,673: | Line 1,512: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature doesn't need to breathe or have | + | | Creature doesn't need to breathe or have [BREATHE] parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown. |
|- | |- | ||
Line 1,679: | Line 1,518: | ||
| Caste | | Caste | ||
| | | | ||
− | | Sets the creature to be active at night in | + | | Sets the creature to be active at night in Adventurer Mode. |
|- | |- | ||
Line 1,685: | Line 1,524: | ||
| Caste | | Caste | ||
| | | | ||
− | | 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 | + | | 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 vanilla game. |
|- | |- | ||
Line 1,697: | Line 1,536: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature doesn't feel fear and will never | + | | Creature doesn't feel fear and will never run away from battle. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature. |
|- | |- | ||
Line 1,703: | Line 1,542: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature will not | + | | Creature will not drop meat when butchered. |
|- | |- | ||
Line 1,721: | Line 1,560: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature will not drop a hide when | + | | Creature will not drop a hide when butchered. |
|- | |- | ||
Line 1,727: | Line 1,566: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature will not drop a skull on | + | | Creature will not drop a skull on butcher, rot, or decay of severed head. |
|- | |- | ||
Line 1,733: | Line 1,572: | ||
| Caste | | Caste | ||
| | | | ||
− | | Does not produce | + | | Does not produce miasma when rotting. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Weapons can't get stuck in | + | | Weapons can't get stuck in creature. |
|- | |- | ||
Line 1,751: | Line 1,590: | ||
| Caste | | Caste | ||
| | | | ||
− | | Cannot be | + | | Cannot be butchered. |
|- | |- | ||
Line 1,757: | Line 1,596: | ||
| Caste | | Caste | ||
| | | | ||
− | | 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 | + | | 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 OPPOSED_TO_LIFE (undead) will be docile towards creatures with this token. |
|- | |- | ||
Line 1,763: | Line 1,602: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature doesn't require a | + | | Creature doesn't require a [THOUGHT] body part to survive. Has the added effect of preventing speech. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==O== | ==O== | ||
Line 1,779: | Line 1,620: | ||
| {{text anchor|ODOR_LEVEL}} | | {{text anchor|ODOR_LEVEL}} | ||
| Caste | | Caste | ||
− | | | + | | number |
− | + | | How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50. | |
− | | How easy the creature is to | ||
|- | |- | ||
| {{text anchor|ODOR_STRING}} | | {{text anchor|ODOR_STRING}} | ||
| Caste | | Caste | ||
− | | | + | | string |
− | + | | What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used. | |
− | | What the creature | ||
|- | |- | ||
Line 1,794: | Line 1,633: | ||
| Caste | | Caste | ||
| | | | ||
− | | 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 | + | | 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 NOT_LIVING 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. |
|- | |- | ||
| {{text anchor|ORIENTATION}} | | {{text anchor|ORIENTATION}} | ||
| Caste | | Caste | ||
− | | | + | | MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance |
− | + | | 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 become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value. | |
− | |||
− | |||
− | |||
− | | 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 | ||
|- | |- | ||
− | | {{text anchor|OUTSIDER_CONTROLLABLE}} | + | | {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}} |
| Caste | | Caste | ||
| | | | ||
− | | Lets you play as an | + | | Lets you play as an outsider of this species in adventure mode. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==P== | ==P== | ||
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| Caste | | Caste | ||
| | | | ||
− | | Allows the creature to be used as a pack animal. | + | | Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures! |
− | |||
− | |||
|- | |- | ||
Line 1,836: | Line 1,671: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature is immune to all | + | | The creature is immune to all paralyzing special attacks. |
|- | |- | ||
Line 1,845: | Line 1,680: | ||
|- | |- | ||
− | + | | {{text anchor|PEARL}} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | {{text anchor|PEARL}} | ||
| Caste | | Caste | ||
| | | | ||
− | | In earlier versions, creature would generate | + | | In earlier versions, creature would generate pearls. Does nothing in the current version.{{verify}} |
|- | |- | ||
| {{text anchor|PENETRATEPOWER}} | | {{text anchor|PENETRATEPOWER}} | ||
| Caste | | Caste | ||
− | | | + | | value |
− | + | | Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version range from 1 to 3. A higher value is better at penetrating containers. | |
− | | Controls the ability of | ||
− | |||
− | |||
|- | |- | ||
Line 1,871: | Line 1,696: | ||
| | | | ||
*ATTRIBUTE | *ATTRIBUTE | ||
− | *lowest | + | *lowest:median:highest |
− | |||
− | |||
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info. | | Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info. | ||
Line 1,880: | Line 1,703: | ||
| Caste | | Caste | ||
| | | | ||
− | | Allows the creature to be | + | | Allows the creature to be tamed in Fortress mode. Prequisite 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 Dwarf Therapist, which is completely unaffected by the tag. |
|- | |- | ||
Line 1,886: | Line 1,709: | ||
| Caste | | Caste | ||
| | | | ||
− | | Allows the creature to be | + | | Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen without 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. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag. |
|- | |- | ||
| {{text anchor|PETVALUE}} | | {{text anchor|PETVALUE}} | ||
| Caste | | Caste | ||
− | | | + | | value |
− | |||
| 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. | | 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. | ||
Line 1,898: | Line 1,720: | ||
| {{text anchor|PETVALUE_DIVISOR}} | | {{text anchor|PETVALUE_DIVISOR}} | ||
| Caste | | Caste | ||
− | | | + | | value |
− | + | | Divides the creature's PETVALUE by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune. | |
− | | Divides the creature's | ||
|- | |- | ||
Line 1,915: | Line 1,736: | ||
| | | | ||
*[[Attribute|ATTRIBUTE]] | *[[Attribute|ATTRIBUTE]] | ||
− | *lowest | + | *lowest:lower:low:median:high:higher:highest |
− | + | | Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | | Sets up a | ||
|- | |- | ||
Line 1,933: | Line 1,748: | ||
*rust counter rate | *rust counter rate | ||
*demotion counter rate | *demotion counter rate | ||
− | + | | Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE. | |
|- | |- | ||
Line 1,941: | Line 1,756: | ||
*BY_TYPE, BY_CATEGORY, or BY_TOKEN | *BY_TYPE, BY_CATEGORY, or BY_TOKEN | ||
*body type, category, or token | *body type, category, or token | ||
− | | Adds a body part group to selected body part group. Presumably used immediately after | + | | Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP. |
|- | |- | ||
Line 1,948: | Line 1,763: | ||
| | | | ||
*material | *material | ||
− | | Adds a material to selected materials. Used immediately after | + | | Adds a material to selected materials. Used immediately after SELECT_MATERIAL. |
|- | |- | ||
Line 1,954: | Line 1,769: | ||
| Caste | | Caste | ||
| | | | ||
− | *number | + | *number |
− | | Weighted population of caste; Lower is rarer. Not to be confused with | + | | Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY. |
|- | |- | ||
| {{text anchor|POPULATION_NUMBER}} | | {{text anchor|POPULATION_NUMBER}} | ||
| Creature | | Creature | ||
− | | | + | | min:max |
− | |||
− | |||
| 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. | | 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. | ||
Line 1,969: | Line 1,782: | ||
| Caste | | Caste | ||
| | | | ||
− | | 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 | + | | 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 CAN_SPEAK 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. Beings with this token behave like civilized leaders and will sometimes make journeys to the wilds and tame creatures for their civilization to use; above-ground beings domesticate above-ground animals, while demons domesticate subterranean wildlife. |
|- | |- | ||
| {{text anchor|PREFSTRING}} | | {{text anchor|PREFSTRING}} | ||
| Creature | | Creature | ||
− | | | + | | 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. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,992: | Line 1,797: | ||
*singular | *singular | ||
*plural | *plural | ||
− | | 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 | + | | 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 CASTE_PROFESSION_NAME instead. |
|- | |- | ||
| {{text anchor|PRONE_TO_RAGE}} | | {{text anchor|PRONE_TO_RAGE}} | ||
| Caste | | Caste | ||
− | | | + | | Chance |
− | |||
| 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. | | 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. | ||
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| Caste | | Caste | ||
| | | | ||
− | * | + | * [[material token]] |
− | * | + | *matter state (LIQUID, GAS, SOLID) |
− | | The creature has pus. Specifies the stuff secreted by | + | | The creature has pus. Specifies the stuff secreted by infected wounds. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==R== | ==R== | ||
Line 2,032: | Line 1,838: | ||
| {{text anchor|REMAINS}} | | {{text anchor|REMAINS}} | ||
| Caste | | Caste | ||
− | | | + | | singular:plural |
− | + | | What creature's remains are called. | |
− | |||
− | | What | ||
|- | |- | ||
Line 2,041: | Line 1,845: | ||
| Caste | | Caste | ||
| | | | ||
− | | What color the creature's | + | | What color the creature's remains are. |
|- | |- | ||
Line 2,047: | Line 1,851: | ||
| Caste | | Caste | ||
| | | | ||
− | | Goes with | + | | Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites. |
|- | |- | ||
Line 2,060: | Line 1,864: | ||
| | | | ||
*material token | *material token | ||
− | | Removes a material from | + | | Removes a material from a creature. |
|- | |- | ||
Line 2,067: | Line 1,871: | ||
| | | | ||
*tissue token | *tissue token | ||
− | | Removes a tissue from | + | | Removes a tissue from a creature. |
|- | |- | ||
Line 2,074: | Line 1,878: | ||
| | | | ||
*BY_TYPE, BY_CATEGORY or BY_TOKEN | *BY_TYPE, BY_CATEGORY or BY_TOKEN | ||
− | *body type | + | *body category, type, or token |
− | * | + | *First person retract description |
− | * | + | *Second person retract description |
− | * | + | *First person cancel retract description |
− | * | + | *Second person cancel retract description |
− | | The creature will retract into | + | | 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. (eg. Turtle, Hedgehog) |
− | + | First-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. | |
− | Undead curled up creatures are buggy | + | Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}. |
|- | |- | ||
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}} | | {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}} | ||
| | | | ||
| | | | ||
− | | 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 | + | | 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 HUNTS_VERMIN, obviously. |
|- | |- | ||
Line 2,094: | Line 1,898: | ||
| Caste | | Caste | ||
| | | | ||
− | + | | 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. | |
− | |||
− | |||
− | |||
− | | Creature will occasionally root around in the grass, looking for insects. | ||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==S== | ==S== | ||
Line 2,120: | Line 1,918: | ||
| Creature | | Creature | ||
| | | | ||
− | | The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with | + | | The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with <code>[GOOD]</code> or <code>[EVIL]</code>. |
|- | |- | ||
Line 2,126: | Line 1,924: | ||
| Caste | | Caste | ||
| | | | ||
− | * | + | * [[material token]] |
− | * | + | *Material State |
− | * | + | *location secreted from (by_type, by_category, by_token) |
− | * | + | *body part |
− | * | + | *tissue layer |
− | * | + | *trigger |
− | | | + | | creates a secreted material on given tissue on a given part of the body. Valid triggers are: |
− | * | + | *CONTINUOUS (tested: every 40 ticks) |
− | + | *EXTREME_EMOTION | |
− | * | + | *EXERTION |
− | + | ||
− | * | ||
− | |||
|- | |- | ||
Line 2,144: | Line 1,940: | ||
| Creature | | Creature | ||
| | | | ||
− | * | + | *caste name |
− | | | + | | adds an additional previously defined caste to the selection. Used after SELECT_CASTE. |
|- | |- | ||
Line 2,151: | Line 1,947: | ||
| Creature | | Creature | ||
| | | | ||
− | * | + | *caste name, or ALL |
− | | | + | | selects a previously defined caste |
|- | |- | ||
Line 2,158: | Line 1,954: | ||
| Creature | | Creature | ||
| | | | ||
− | * | + | *Material token |
| Selects a locally defined material. Can be ALL. | | Selects a locally defined material. Can be ALL. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SEMIMEGABEAST}} |
− | | | + | | Caste |
− | | | + | | |
− | + | | Essentially the same as MEGABEAST, but more of them are created during worldgen. See [[semi-megabeast]] page for details. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SENSE_CREATURE_CLASS}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | * Creature class |
+ | * [[Tilesets|Tile]] | ||
+ | * [[Color|Color]] | ||
+ | | Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 2,190: | Line 1,980: | ||
*category, type, or token | *category, type, or token | ||
| Begins a selection of body parts. | | Begins a selection of body parts. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SET_TL_GROUP}} | ||
+ | | Caste | ||
+ | | | ||
+ | *TISSUE | ||
+ | *BY_CATEGORY, BY_TYPE, BY_TOKEN | ||
+ | *Location - category, type, or token | ||
+ | *tissue | ||
+ | | begins a selection of tissue layers | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SHEARABLE_TISSUE_LAYER}} | ||
+ | | Caste | ||
+ | | | ||
+ | * tissue modifier | ||
+ | * required value | ||
+ | | 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 (a llama's wool must have a LENGTH of 300 before it is shearable). | ||
|- | |- | ||
| {{text anchor|SKILL_LEARN_RATE}} | | {{text anchor|SKILL_LEARN_RATE}} | ||
| Caste | | Caste | ||
− | | | + | | [[skill_token]]:percentage |
− | + | | The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function. | |
− | |||
− | | The rate at which this creature learns this skill. Requires | ||
|- | |- | ||
| {{text anchor|SKILL_LEARN_RATES}} | | {{text anchor|SKILL_LEARN_RATES}} | ||
| Caste | | Caste | ||
− | | | + | | percentage |
− | + | | The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function. | |
− | | The rate at which this creature learns all skills. Requires | ||
|- | |- | ||
| {{text anchor|SKILL_RATE}} | | {{text anchor|SKILL_RATE}} | ||
| Caste | | Caste | ||
− | | | + | | [[skill_token]]:percentage:value:value:value |
− | + | | As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function. | |
− | |||
− | |||
− | |||
− | |||
− | | | ||
|- | |- | ||
Line 2,221: | Line 2,021: | ||
| Caste | | Caste | ||
| | | | ||
− | * | + | *% of improvement points you get |
− | * | + | *unused counter rate |
− | * | + | *rust counter rate |
− | * | + | *demotion counter rate |
| 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. | | 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. | ||
− | Default is [SKILL_RATES:100:8:16:16]. Requires | + | Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function. |
|- | |- | ||
| {{text anchor|SKILL_RUST_RATE}} | | {{text anchor|SKILL_RUST_RATE}} | ||
| Caste | | Caste | ||
− | | | + | | [[skill_token]]:value:value:value |
− | + | | The rate at which this skill decays. Lower values cause the skill to decay faster. Requires CAN_LEARN or INTELLIGENT to function. | |
− | + | ||
− | + | |- | |
− | |||
− | | The rate at which this skill decays. Lower values cause the skill to decay faster. Requires | ||
− | |||
− | |- | ||
| {{text anchor|SKILL_RUST_RATES}} | | {{text anchor|SKILL_RUST_RATES}} | ||
| Caste | | Caste | ||
− | | | + | | value:value:value |
− | + | | The rate at which all skills decay. Lower values cause the skills to decay faster. Requires CAN_LEARN or INTELLIGENT to function. | |
− | |||
− | |||
− | | The rate at which all skills decay. Lower values cause the skills to decay faster. Requires | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 2,265: | Line 2,044: | ||
| Caste | | Caste | ||
| | | | ||
− | | Shorthand for | + | | Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{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 [EVIL] will become servants of goblins in their civilizations, in the style of [[troll]]s. |
|- | |- | ||
Line 2,271: | Line 2,050: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature leaves " | + | | Creature leaves "remains" instead of a corpse. Used by vermin. |
|- | |- | ||
| {{text anchor|SMELL_TRIGGER}} | | {{text anchor|SMELL_TRIGGER}} | ||
| Creature | | Creature | ||
− | | | + | | value |
− | + | | Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all. | |
− | | Determines how keen a creature's sense of smell is | ||
|- | |- | ||
| {{text anchor|SOLDIER_ALTTILE}} | | {{text anchor|SOLDIER_ALTTILE}} | ||
| Creature | | Creature | ||
− | | | + | | 'character' or tile number |
− | |||
| If this creature is active in its civilization's military, it will blink between its default tile and this one. | | If this creature is active in its civilization's military, it will blink between its default tile and this one. | ||
Line 2,300: | Line 2,077: | ||
| Creature makes sounds periodically, which can be heard in Adventure mode. | | Creature makes sounds periodically, which can be heard in Adventure mode. | ||
* First-person reads "You '''bark'''" | * First-person reads "You '''bark'''" | ||
− | * Third-person reads "The | + | * Third-person reads "The capybara '''barks'''" |
* Out of sight reads "You hear '''a loud bark'''" | * Out of sight reads "You hear '''a loud bark'''" | ||
with the text in bold being the description arguments of the token. | with the text in bold being the description arguments of the token. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 2,318: | Line 2,088: | ||
* Plant/creature ID | * Plant/creature ID | ||
| 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. | | 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. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SPEECH}} | ||
+ | | Creature | ||
+ | | speech file | ||
+ | | Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SPEECH_FEMALE}} | ||
+ | | Creature | ||
+ | | speech file | ||
+ | | Boasting speeches relating to killing females of this creature. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SPEECH_MALE}} | ||
+ | | Creature | ||
+ | | speech file | ||
+ | | Boasting speeches relating to killing males of this creature. | ||
|- | |- | ||
Line 2,323: | Line 2,111: | ||
| Creature | | Creature | ||
| | | | ||
− | * [[ | + | * [[sphere]] name |
− | | Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the | + | | Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name. |
|- | |- | ||
Line 2,330: | Line 2,118: | ||
| Caste | | Caste | ||
| | | | ||
− | | This creature can be converted by a night creature with | + | | This creature can be converted by a night creature with SPOUSE_CONVERTER. |
|- | |- | ||
Line 2,336: | Line 2,124: | ||
| Caste | | Caste | ||
| | | | ||
− | | If the creature has the | + | | If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen. It may also start families this way. |
|- | |- | ||
− | | {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}} | + | | {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}} |
| Caste | | Caste | ||
| | | | ||
− | | If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[ | + | | If the creature rules over a [[site]], it will cause the local landscape to be corrupted into evil [[surroundings]], associated with the creature's [[sphere]]s. Used by [[necromancer]]s and [[demon]]s in the vanilla game. |
|- | |- | ||
Line 2,348: | Line 2,136: | ||
| Caste | | Caste | ||
| | | | ||
− | | Caste does not require | + | | Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead. |
|- | |- | ||
Line 2,354: | Line 2,142: | ||
| Caste | | Caste | ||
| | | | ||
− | | Acts as | + | | Acts as GRAZER 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 in all default creature RAWs for grazers. |
|- | |- | ||
− | | {{text anchor|STRANGE_MOODS}} | + | | {{text anchor|STRANGE_MOODS}}{{version|0.42.01}} |
− | | | + | | |
| | | | ||
− | | The creature will get | + | | The creature will get strange moods in fortress mode and can produce artifacts. |
|- | |- | ||
Line 2,366: | Line 2,154: | ||
| Caste | | Caste | ||
| | | | ||
− | | Gives the creature knowledge of any secrets with | + | | Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres and prevents it from becoming a vampire or a werebeast. Other effects are unknown. |
|- | |- | ||
Line 2,372: | Line 2,160: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature naturally knows how to swim perfectly and does not use | + | | The creature naturally knows how to swim perfectly and does not use swimmer skill, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. |
|- | |- | ||
Line 2,378: | Line 2,166: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature swims only as well as their present | + | | The creature swims only as well as their present swimming skill allows them to. |
|- | |- | ||
− | | {{text anchor|SYNDROME_DILUTION_FACTOR}} | + | | {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}} |
− | | | + | | Syndrome name:Amount |
− | | | + | | |
− | | Dilutes the effects of | + | | Dilutes the effects of a syndrome. 100 is normal effect, higher numbers reduce the effects of the syndrome more. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==T== | ==T== | ||
Line 2,409: | Line 2,199: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature's | + | | The creature's webs can catch larger creatures. |
|- | |- | ||
| {{text anchor|TISSUE}} | | {{text anchor|TISSUE}} | ||
| Creature | | Creature | ||
− | | | + | | name |
− | + | | Begins defining a tissue in the creature file. | |
− | | Begins defining a tissue in the creature file. | + | |
+ | |- | ||
+ | | {{text anchor|TITAN}} | ||
+ | | Caste | ||
+ | | | ||
+ | | Found on [[titan]]s. Cannot be specified in user-defined raws. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TL_COLOR_MODIFIER}} |
| Caste | | Caste | ||
− | | | + | | COLOR:freq:COLOR:freq etc. |
− | + | | Creates a list of color patterns, giving each a relative frequency. | |
− | |||
− | |||
− | |||
− | | | ||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TLCM_GENETIC_MODEL}} |
| Caste | | Caste | ||
| | | | ||
− | + | | The way the color modifier is passed on to offspring. May or may not work right now.{{verify}} | |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TLCM_IMPORTANCE}} |
| Caste | | Caste | ||
− | | | + | | |
− | * | + | *number |
− | * | + | | Presumably modifies the importance of the tissue layer color modifier, for description purposes. |
− | * | + | HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures. |
− | | | + | |
− | + | |- | |
− | + | | {{text anchor|TLCM_NOUN}} | |
+ | | Caste | ||
+ | | | ||
+ | *name | ||
+ | *SINGULAR or PLURAL | ||
+ | | Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TLCM_TIMING}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | *ROOT |
+ | *start change window years:days:end change window years:days | ||
+ | | Determines the point in the creature's life when the color change begins and ends. | ||
|- | |- | ||
Line 2,461: | Line 2,254: | ||
| | | | ||
*number | *number | ||
− | | How much the creature can carry when used by merchants | + | | How much the creature can carry when used by merchants. |
|- | |- | ||
Line 2,467: | Line 2,260: | ||
| Caste | | Caste | ||
| | | | ||
− | | Shortcut for | + | | Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR]. |
|- | |- | ||
Line 2,473: | Line 2,266: | ||
| Caste | | Caste | ||
| | | | ||
− | | Can be | + | | Can be trained as a hunting beast, increasing speed. |
|- | |- | ||
Line 2,479: | Line 2,272: | ||
| Caste | | Caste | ||
| | | | ||
− | | Can be | + | | Can be trained as a war beast, increasing strength and endurance. |
|- | |- | ||
Line 2,496: | Line 2,289: | ||
| {{text anchor|TRIGGERABLE_GROUP}} | | {{text anchor|TRIGGERABLE_GROUP}} | ||
| Creature | | Creature | ||
− | | | + | | min:max |
− | |||
− | |||
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}} | | A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}} | ||
Line 2,507: | Line 2,298: | ||
*noun | *noun | ||
*SINGULAR or PLURAL | *SINGULAR or PLURAL | ||
− | | Noun for the | + | | Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==U== | ==U== | ||
Line 2,524: | Line 2,317: | ||
| Creature | | Creature | ||
| | | | ||
− | | Creature will occur in every region with the correct biome. Does not apply to | + | | Creature will occur in every region with the correct biome. Does not apply to evil/good tags. |
|- | |- | ||
Line 2,532: | Line 2,325: | ||
*mindepth | *mindepth | ||
*maxdepth | *maxdepth | ||
− | | 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 | + | | 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 to 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 [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [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. |
|- | |- | ||
Line 2,538: | Line 2,331: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature is displayed as blue when in | + | | The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water. |
|- | |- | ||
Line 2,544: | Line 2,337: | ||
| Caste | | Caste | ||
| | | | ||
− | | 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. | + | | 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. Could not be specified in user-defined raws until 47.01. |
|- | |- | ||
Line 2,553: | Line 2,346: | ||
*old caste token | *old caste token | ||
| 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." | | 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." | ||
− | |||
|- | |- | ||
Line 2,569: | Line 2,361: | ||
*new material token | *new material token | ||
*material template | *material template | ||
− | | Defines a new local creature material and populates it with all properties defined in the specified template | + | | Defines a new local creature material and populates it with all properties defined in the specified template. |
|- | |- | ||
Line 2,589: | Line 2,381: | ||
|- | |- | ||
| {{text anchor|UTTERANCES}} | | {{text anchor|UTTERANCES}} | ||
− | | | + | | Caste |
| | | | ||
− | | 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 | + | | 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 SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==V== | ==V== | ||
Line 2,608: | Line 2,402: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game. |
|- | |- | ||
Line 2,617: | Line 2,411: | ||
*verb (bitten, stung, etc.) | *verb (bitten, stung, etc.) | ||
* [[material token]] | * [[material token]] | ||
− | + | | Vermin bites, and injects something. | |
− | |||
|- | |- | ||
Line 2,624: | Line 2,417: | ||
| Creature | | Creature | ||
| | | | ||
− | | The vermin creature will attempt to eat exposed food. See | + | | The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER. |
|- | |- | ||
Line 2,630: | Line 2,423: | ||
| Creature | | Creature | ||
| | | | ||
− | | The vermin appears in | + | | The vermin appears in water and will attempt to swim around. |
|- | |- | ||
Line 2,642: | Line 2,435: | ||
| Caste | | Caste | ||
| | | | ||
− | | Some dwarves will | + | | Some dwarves will hate the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details. |
|- | |- | ||
Line 2,654: | Line 2,447: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature cannot be caught by | + | | The creature cannot be caught by fishing. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature cannot be caught in baited | + | | The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around. |
|- | |- | ||
Line 2,678: | Line 2,471: | ||
| Creature | | Creature | ||
| | | | ||
− | | The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the | + | | The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the ROOT_AROUND interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Old shorthand for "does cat stuff". Contains | + | | Old shorthand for "does cat stuff". Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER]. |
|- | |- | ||
Line 2,696: | Line 2,489: | ||
| Caste | | Caste | ||
| | | | ||
− | | Sets the creature to be active during the evening in | + | | Sets the creature to be active during the evening in Adventurer Mode. |
|- | |- | ||
| {{text anchor|VIEWRANGE}} | | {{text anchor|VIEWRANGE}} | ||
| Caste | | Caste | ||
− | | | + | | value |
− | |||
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20. | | Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20. | ||
Line 2,711: | Line 2,503: | ||
*binocular vision arc | *binocular vision arc | ||
*non-binocular vision arc | *non-binocular vision arc | ||
− | | 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. | + | | 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 vision has a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. | ||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==W== | ==W== | ||
Line 2,735: | Line 2,531: | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
− | | Allows the creature to create | + | | Allows the creature to create webs, and defines what the webs are made of. |
|- | |- | ||
Line 2,741: | Line 2,537: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature will not get caught in thick | + | | The creature will not get caught in thick webs. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks. |
|} | |} | ||
==Attack Tokens== | ==Attack Tokens== | ||
− | |||
− | |||
− | |||
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
− | + | ! width="20%" | Token | |
− | + | ! width="10%" | Type | |
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− | |||
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− | |||
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− | |||
− | |||
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− | |||
− | ! width="20%" | Token | ||
− | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="50%" | Description | ! width="50%" | Description | ||
Line 2,807: | Line 2,558: | ||
| {{text anchor|ATTACK_VERB}} | | {{text anchor|ATTACK_VERB}} | ||
| Caste | | Caste | ||
− | | | + | | 2nd person:3rd person |
− | |||
− | |||
| Descriptive text for the attack. | | Descriptive text for the attack. | ||
Line 2,836: | Line 2,585: | ||
| {{text anchor|ATTACK_VELOCITY_MODIFIER}} | | {{text anchor|ATTACK_VELOCITY_MODIFIER}} | ||
| Caste | | Caste | ||
− | | | + | | number |
− | |||
| The velocity multiplier of the attack, multiplied by 1000. | | The velocity multiplier of the attack, multiplied by 1000. | ||
Line 2,882: | Line 2,630: | ||
| Caste | | Caste | ||
| | | | ||
− | * | + | * [[material token]] |
− | * | + | *state (SOLID, LIQUID, GAS) |
− | * | + | *min:max |
− | + | | Attack type addition that injects a material into the victim's blood. If the attack is blunt, or the injected material lacks [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the material will splatter over the attacked body part instead. | |
− | | | ||
|- | |- | ||
| {{text anchor|SPECIALATTACK_INTERACTION}} | | {{text anchor|SPECIALATTACK_INTERACTION}} | ||
| Caste | | Caste | ||
− | | | + | | interaction |
− | + | | 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. | |
− | | 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 | ||
|- | |- | ||
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}} | | {{text anchor|SPECIALATTACK_SUCK_BLOOD}} | ||
| Caste | | Caste | ||
− | | | + | | min:max |
− | |||
− | |||
| 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. | | 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. | ||
|} | |} | ||
− | == | + | ==Important Related Tokens== |
− | + | These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation) | |
− | + | ===Tissue Modification=== | |
+ | This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]]) | ||
− | |||
{| {{prettytable}} | {| {{prettytable}} | ||
Line 2,919: | Line 2,663: | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PLUS_TISSUE_LAYER}} |
| Caste | | Caste | ||
| | | | ||
*TISSUE | *TISSUE | ||
*BY_CATEGORY, BY_TYPE, BY_TOKEN | *BY_CATEGORY, BY_TYPE, BY_TOKEN | ||
− | *Location - category, type, or token | + | *Location - category, type, or token |
− | + | | Adds a tissue to those selected | |
− | | | ||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PLUS_TL_GROUP}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| Caste | | Caste | ||
| | | | ||
Line 2,946: | Line 2,679: | ||
*Location - category, type, or token | *Location - category, type, or token | ||
*tissue | *tissue | ||
− | | | + | | continues a selection of tissue layers |
− | + | |- | |
+ | | {{text anchor|SELECT_TISSUE}} | ||
+ | | Creature | ||
+ | | | ||
+ | *tissue token | ||
+ | | Selects a tissue for editing. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SELECT_TISSUE_LAYER}} |
| Caste | | Caste | ||
| | | | ||
+ | *TISSUE | ||
*BY_CATEGORY, BY_TYPE, BY_TOKEN | *BY_CATEGORY, BY_TYPE, BY_TOKEN | ||
− | *Location - category, type, or token | + | *Location - category, type, or token | Selects a tissue at a location |
− | * | + | * (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND. |
− | | | + | | Selects a tissue layer for descriptor and cosmetic purposes. |
+ | [SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY] | ||
|- | |- | ||
Line 2,967: | Line 2,707: | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TISSUE_LAYER}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| Caste | | Caste | ||
| | | | ||
− | * | + | *BY_TYPE, BY_CATEGORY, BY_TOKEN |
− | * | + | *TYPE,CATEGORY, or TOKEN |
− | + | *TISSUE | |
− | + | *LOCATION | |
− | + | | Adds the tissue layer to wherever it is required. | |
− | + | 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 | |
− | * | ||
− | * | ||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TISSUE_LAYER_OVER}} |
| Caste | | Caste | ||
− | | | + | | |
− | * | + | *BY_TYPE, BY_CATEGORY, BY_TOKEN |
− | * | + | *TYPE,CATEGORY, or TOKEN |
− | | | + | *TISSUE |
+ | *LOCATION | ||
+ | | Presumably a counterpart to TISSUE_LAYER_UNDER (see below). | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TISSUE_LAYER_UNDER}} |
| Caste | | Caste | ||
| | | | ||
− | * | + | *BY_TYPE, BY_CATEGORY, BY_TOKEN |
− | * | + | *TYPE,CATEGORY, or TOKEN |
− | * | + | *TISSUE |
− | + | | Adds the tissue layer under a given part. | |
− | + | 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 Iron Man:<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] | |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| Caste | | Caste | ||
| | | | ||
− | * | + | *QUALITY |
− | * | + | *lowest:lower:low:median:high:higher:highest |
− | | | + | | Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TISSUE_STYLE_UNIT}} |
| Caste | | Caste | ||
| | | | ||
− | * | + | *tissue style unit ID |
− | * | + | *shaping |
− | + | | 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. | |
− | |||
− | |||
− | | | ||
|- | |- | ||
Line 3,087: | Line 2,801: | ||
*[[Syndrome]] | *[[Syndrome]] | ||
*[[Tissue definition token]] | *[[Tissue definition token]] | ||
− | |||
{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} | ||
[[ru:Creature token]] | [[ru:Creature token]] |