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Editing Creature token
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Latest revision | Your text | ||
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− | {{ | + | {{Migrated_article}} |
− | {{av}} | + | {{av}}{{Quality|Exceptional}} |
− | {{ | ||
− | + | A full list of all known creature tokens. | |
− | + | __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. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}} |
|- | |- | ||
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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 | + | | Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. |
|- | |- | ||
| {{text anchor|ALTTILE}} | | {{text anchor|ALTTILE}} | ||
| Creature | | Creature | ||
− | | | + | | |
− | + | | 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 | ||
| | | | ||
− | | | + | | Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}} |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to breathe | + | | Allows a creature to breathe with or without [[water]]. Implies [AQUATIC]. |
|- | |- | ||
| {{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 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 |
− | + | | setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely. | |
− | *end year | ||
− | |||
− | | | ||
|- | |- | ||
| {{text anchor|APPLY_CREATURE_VARIATION}} | | {{text anchor|APPLY_CREATURE_VARIATION}} | ||
− | | | + | | Special |
| | | | ||
− | * | + | *CV TEMPLATE NAME |
− | + | | Loads the Creature Variation Template specified. | |
− | | | ||
|- | |- | ||
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| Special | | Special | ||
| | | | ||
− | | Applies | + | | Applies loaded Creature Variation |
|- | |- | ||
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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 arena mode 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 wildlife. |
|- | |- | ||
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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 | ||
− | | | + | | pop:exported wealth:created wealth |
− | + | | Specifies when a [[megabeast]] will attack the fortress. | |
− | |||
− | |||
− | | Specifies when a [[ | ||
|} | |} | ||
− | {{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. Default is zero. One can think of this as the duration of the baby stage. | |
− | | Age at which creature is considered a child | ||
|- | |- | ||
| {{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 | ||
− | | | + | | |
− | + | | [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. | |
− | | | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature is non-aggressive by default, | + | | The creature is non-aggressive by default, but may lash out if agitated or disturbed. |
− | |||
− | |||
|- | |- | ||
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| | | | ||
* [[biome token]] | * [[biome token]] | ||
− | | Select a [[ | + | | Select a [[Biome]] the creature may appear in. |
|- | |- | ||
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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 /> | ||
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /> | [BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /> | ||
− | This is the body from a [[ | + | This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs. |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| | | | ||
*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 /> | ||
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /> | [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /> | ||
''HEIGHT'' : marks the height to be changed <br /> | ''HEIGHT'' : marks the height to be changed <br /> | ||
− | ''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation. | + | ''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation. |
|- | |- | ||
| {{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 and has the same worldgen problem. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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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) | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{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 b + 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 | ||
− | |} | ||
− | {{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. Note that this token makes the creature unable to be butchered 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 it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature cannot | + | | Creature cannot jump. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Alias for NOT_LIVING |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Allows the creature to open | + | | Allows the creature to open doors. |
|- | |- | ||
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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. Currently bugged in worldgen -- exclusively carnivore civilizations always starve out. Goblins and kobolds live off raw exceptions. |
|- | |- | ||
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| | | | ||
*name | *name | ||
− | | Defines a | + | | Defines a caste. |
|- | |- | ||
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| | | | ||
*tile number or "letter" | *tile number or "letter" | ||
− | | Caste-specific | + | | Caste-specific ALT_TILE. 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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| Caste | | Caste | ||
| | | | ||
− | | | + | | Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. |
− | |||
|- | |- | ||
| {{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. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| {{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. Without this token, a creature will not reproduce in Fortress mode. | |
− | | | ||
|- | |- | ||
| {{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. |
+ | e.g. [CLUSTER_NUMBER:1:3] | ||
|- | |- | ||
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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. Requires NATURAL tag?{{verify}} |
|- | |- | ||
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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 | ||
| | | | ||
− | | Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used | + | | Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one. |
|- | |- | ||
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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. |
|- | |- | ||
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| Special | | Special | ||
| | | | ||
− | * | + | *CREATURE NAME |
− | | Copies another specified creature | + | | Copies tags from another specified creature. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| | | | ||
*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) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag. |
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− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| {{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 613: | Line 526: | ||
| Caste | | Caste | ||
| | | | ||
− | | Sets the creature | + | | Sets if the creature is active at twilight. |
|- | |- | ||
Line 619: | Line 532: | ||
| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to | + | | Allows a creature to steal and eat edible items from a site. |
|- | |- | ||
Line 625: | Line 538: | ||
| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to (very quickly) | + | | Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. |
|- | |- | ||
Line 631: | Line 544: | ||
| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to | + | | Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this. |
|- | |- | ||
Line 638: | Line 551: | ||
| | | | ||
*TAG NAME | *TAG NAME | ||
− | | Adds a tag. Used in conjunction with creature variation templates. | + | | Adds a tag. Used in conjunction with creature variation templates. |
|- | |- | ||
Line 648: | Line 561: | ||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==D== | ==D== | ||
Line 662: | Line 577: | ||
| Caste | | Caste | ||
| | | | ||
− | | Found on generated [[demon]]s. | + | | Found on generated [[demon]]s. Cannot be specified in user-defined raws. |
|- | |- | ||
| {{text anchor|DESCRIPTION}} | | {{text anchor|DESCRIPTION}} | ||
| Caste | | Caste | ||
− | | | + | | text |
− | + | | A brief description of the creature type. | |
− | | A brief description of the creature type | ||
|- | |- | ||
Line 675: | Line 589: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Dies upon attacking. Used for [[bee]] stings. |
|- | |- | ||
| {{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 688: | Line 601: | ||
| Caste | | Caste | ||
| | | | ||
− | | Sets the creature | + | | Sets if the creature is active in day. |
|- | |- | ||
Line 694: | Line 607: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature hunts vermin by diving from the air. | + | | Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures. |
|- | |- | ||
Line 700: | Line 613: | ||
| Creature | | Creature | ||
| | | | ||
− | | | + | | Creature does not actually exist; used for a few [[fanciful]] creatures of myth. |
− | |||
− | |||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==E== | ==E== | ||
Line 718: | Line 631: | ||
| {{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 734: | Line 644: | ||
| 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 743: | Line 653: | ||
| | | | ||
*size | *size | ||
− | | Determines the size of | + | | Determines the size of eggs. |
|- | |- | ||
Line 749: | Line 659: | ||
| 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 761: | Line 671: | ||
| 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. |
|- | |- | ||
Line 769: | Line 679: | ||
* 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 782: | Line 692: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Creature can see regardless of whether it has working eyes. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==F== | ==F== | ||
Line 799: | Line 711: | ||
| 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 | + | | 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 for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}} |
|- | |- | ||
Line 805: | Line 717: | ||
| Caste | | Caste | ||
| | | | ||
− | | Found on | + | | Found on subterranean animal-man tribals. |
|- | |- | ||
Line 811: | Line 723: | ||
| Caste | | Caste | ||
| | | | ||
− | | Found on [[forgotten beast]]s. | + | | Found on [[forgotten beast]]s. Cannot be specified in user-defined raws. |
− | |||
− | |||
|- | |- | ||
Line 819: | Line 729: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature is female and can bear young. Usually determined inside a caste. |
|- | |- | ||
Line 825: | Line 735: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature is immune to FIREBALL and FIREJET attacks. |
|- | |- | ||
Line 831: | Line 741: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. |
|- | |- | ||
Line 837: | Line 747: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Needs to be cleaned at a fishery |
− | |||
|- | |- | ||
| {{text anchor|FIXED_TEMP}} | | {{text anchor|FIXED_TEMP}} | ||
| Caste | | Caste | ||
− | | | + | | temperature |
− | + | | The natural heat generated by the creature. | |
− | | The | ||
− | |||
− | |||
|- | |- | ||
Line 853: | Line 759: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance. |
|- | |- | ||
Line 859: | Line 765: | ||
| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to fly | + | | Allows a creature to fly. 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. |
|- | |- | ||
Line 866: | Line 772: | ||
| | | | ||
*number, max 100 | *number, max 100 | ||
− | | Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. | + | | Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. 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 883: | Line 789: | ||
|- | |- | ||
| {{text anchor|GAIT}} | | {{text anchor|GAIT}} | ||
− | | | + | | Unknown |
| | | | ||
− | * | + | * 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. | ||
− | + | |- | |
+ | | {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}} | ||
+ | | 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}} | ||
+ | |- | ||
+ | | {{text anchor|GENERATED}} | ||
+ | | Creature | ||
+ | | | ||
+ | | 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. | ||
− | + | |- | |
− | + | | {{text anchor|GETS_INFECTIONS_FROM_ROT}} | |
− | + | | Caste | |
− | + | | | |
− | + | | Creature can get infections from necrotic tissue. | |
− | |||
− | + | |- | |
− | + | | {{text anchor|GETS_WOUND_INFECTIONS}} | |
− | + | | Caste | |
− | + | | | |
− | + | | This creature's wounds can become infected if left untreated for too long. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GLOWCOLOR}} |
| Creature | | Creature | ||
| | | | ||
− | * | + | *foreground |
− | * | + | *background |
− | | | + | *brightness |
+ | | The colour of the creature's GLOWTILE. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GLOWTILE}} |
| Creature | | Creature | ||
− | | | + | | ascii character |
− | + | | If present, the being glows in the dark (generally used for Adventure 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. | |
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{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. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}} | |
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GOBBLE_VERMIN_CLASS}} |
− | | | + | | Caste |
− | | | + | | class |
− | | | + | | The creature eats vermin of the specified class. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GOBBLE_VERMIN_CREATURE}} |
| Caste | | Caste | ||
+ | | creature:caste | ||
+ | | The creature eats a specified vermin. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|GO_TO_END}} | ||
+ | | Special | ||
| | | | ||
− | | | + | | When using tags from an existing creature, inserts new tags at the end of the creature. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GO_TO_START}} |
− | | | + | | Special |
| | | | ||
− | | | + | | When using tags from an existing creature, inserts new tags at the beginning of the creature. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GO_TO_TAG}} |
− | | | + | | Special |
− | | | + | | |
− | + | | When using tags from an existing creature, inserts new tags after the specified tag. | |
− | |||
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GOOD}} |
| Creature | | Creature | ||
− | | | + | | |
− | + | | 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. Presumably has no effect on cavern creatures. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{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 creature | ||
|- | |- | ||
− | | {{text anchor| | + | | {{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. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GRAZER}} |
| Caste | | Caste | ||
− | | | + | | |
− | * | + | *number |
− | + | | 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. | |
− | | The creature | + | |} |
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
− | + | ==H== | |
− | | {{ | + | {| {{prettytable}} |
− | | | + | |- bgcolor="#ddd" |
− | | | + | ! width="20%" | Token |
− | | | + | ! width="10%" | Type |
+ | ! width="20%" | Arguments | ||
+ | ! width="50%" | Description | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|HABIT}} |
− | | | + | | 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. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|HABIT_NUM}} |
− | | | + | | 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.".<sup>[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]</sup> All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL] |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|HAS_NERVES}} |
− | | | + | | Caste |
| | | | ||
− | | | + | | The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|HASSHELL}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | 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. Seemingly identifies a creature for use in entities with a CREATURE_HFID of the same value, which draw from all creatures with this HFID. Other effects are unknown. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|HIVE_PRODUCT}} | ||
+ | | Creature | ||
+ | | | ||
+ | *number | ||
+ | *[[time]] | ||
+ | *[[item token]]s | ||
+ | | What product is harvested from [[Beekeeping industry|beekeeping]]. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|HOMEOTHERM}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Default 'NONE'. The creature's normal body [[temperature]] | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|HUNTS_VERMIN}} |
| Caste | | Caste | ||
| | | | ||
− | + | | Creature hunts and kills nearby vermin. | |
− | | | + | |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
− | == | + | ==I== |
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
Line 1,073: | Line 994: | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|IMMOBILE}} |
| Caste | | Caste | ||
| | | | ||
− | + | | The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are effected, if one is IMMOBILE no breeding will happen) | |
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|IMMOBILE_LAND}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|IMMOLATE}} |
| Caste | | Caste | ||
| | | | ||
− | | The creature | + | | 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. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}} |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|INTELLIGENT}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Alias for [CAN_SPEAK] + [CAN_LEARN]. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ITEMCORPSE}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| Caste | | Caste | ||
− | | | + | | |
− | * | + | * [[item token]] |
− | + | * [[material token]] | |
+ | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.). | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ITEMCORPSE_QUALITY}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | The quality of an item-type corpse left behind; 5 is masterpiece-level. |
− | |||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
− | == | + | ==L== |
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
Line 1,145: | Line 1,045: | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LAIR}} |
+ | | 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. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|LAIR_CHARACTERISTIC}} | ||
| Caste | | Caste | ||
− | | | + | | characteristic:probability |
− | | | + | | Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LAIR_HUNTER}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | This creature will actively hunt adventurers in its lair. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LAIR_HUNTER_SPEECH}} |
| Caste | | Caste | ||
− | | | + | | speech file |
− | | | + | | What this creature says while hunting adventurers in its lair. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LARGE_PREDATOR}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | 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." |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LARGE_ROAMING}} |
− | | | + | | Creature |
| | | | ||
− | + | | In Fortress Mode, spawns outdoors and is not a vermin creature. | |
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LAYS_EGGS}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Creature lays eggs instead of giving birth to live young. | |
− | | | ||
− | |||
− | + | |- | |
− | + | | {{text anchor|LAYS_UNUSUAL_EGGS}} | |
− | + | | Caste | |
− | + | | | |
− | | | + | * [[item token]] |
− | + | * [[material token]] | |
− | + | | Creature lays a particular item instead of regular eggs. | |
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LIGAMENTS}} |
| Caste | | Caste | ||
| | | | ||
− | * | + | * [[material token]] |
− | * | + | *healing rate |
− | | | + | | Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb. |
− | + | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LIGHT_GEN}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | The creature will generate light, such as in adventurer mode at night. | |
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LIKES_FIGHTING}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LISP}} |
| Caste | | Caste | ||
| | | | ||
− | + | | Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.") | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LITTERSIZE}} |
+ | | Caste | ||
+ | | | ||
+ | * minimum | ||
+ | * maximum | ||
+ | | Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2] | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|LOCKPICKER}} | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Lets a creature open doors that are set to forbidden in Fortress Mode. |
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LOOSE_CLUSTERS}} |
| Creature | | Creature | ||
| | | | ||
− | | | + | | The creatures will scatter if they have this tag, or form tight packs if they don't. |
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{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. |
+ | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
+ | |||
+ | ==M== | ||
+ | {| {{prettytable}} | ||
+ | |- bgcolor="#ddd" | ||
+ | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
+ | ! width="20%" | Arguments | ||
+ | ! width="50%" | Description | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|MAGICAL}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Unknown. | |
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|MAGMA_VISION}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Creature's able to see while covered in magma. | |
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|MALE}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature is male. Usually declared inside a caste. |
+ | |||
+ | |- | ||
+ | | {{text anchor|MANNERISM|MANNERISM_*}} | ||
+ | | Caste | ||
+ | | | ||
+ | *occasionally body part | ||
+ | | Adds a possible mannerism to the creature's profile. | ||
+ | See [[Creature mannerism token]] for further info. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|MATERIAL}} |
− | | | + | | Creature |
− | | | + | | |
− | | | + | *material id |
+ | | Begins defining a new material.{{verify}} | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|MATERIAL_FORCE_MULTIPLIER}} |
| Caste | | Caste | ||
| | | | ||
− | + | *[[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}} | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|MATUTINAL}} |
| Caste | | Caste | ||
| | | | ||
− | + | | Sets if the creature is active in dawn. | |
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|MAXAGE}} |
− | | | + | | 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. Unknown if the chance increases with further age. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|MEANDERER}} |
− | | | + | | Caste |
− | | | + | | |
− | | | + | | Gives a creature random movement. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|MEGABEAST}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | 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. |
+ | |||
+ | |- | ||
+ | | {{text anchor|MENT_ATT_CAP_PERC}} | ||
+ | | Caste | ||
+ | | | ||
+ | *[[DF2012:Attribute|ATTRIBUTE]] Token | ||
+ | *Cap % | ||
+ | |Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher). | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|MENT_ATT_RANGE}} |
− | | | + | | Caste |
− | | | + | | |
− | | | + | *[[DF2012:Attribute|ATTRIBUTE]] |
+ | *lowest:lower:low:median:high: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. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|MENT_ATT_RATES}} |
| Caste | | Caste | ||
| | | | ||
− | * | + | *[[DF2012:Attribute|ATTRIBUTE]] Token |
− | | | + | *cost to improve |
− | + | *unused counter rate | |
+ | *rust counter rate | ||
+ | *demotion counter rate | ||
+ | | Mental attribute gain/decay rates. Defaults are 500:4:5:4. | ||
− | {{ | + | |- |
− | + | | {{text anchor|MILKABLE}} | |
− | + | | Caste | |
− | + | | | |
− | |- | + | * [[material token]] |
− | + | * frequency | |
− | + | | Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to "recharge". | |
− | + | ||
− | + | |- | |
+ | | {{text anchor|MISCHIEVIOUS}} | ||
+ | | Caste | ||
+ | | | ||
+ | | Alias for MISCHIEVOUS. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|MISCHIEVOUS}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers." |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|MODVALUE}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Seemingly no longer used. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|MOUNT}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry. |
− | |- | + | |- |
− | | {{text anchor| | + | | {{text anchor|MOUNT_EXOTIC}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|MULTIPLE_LITTER_RARE}} |
+ | | Caste | ||
+ | | | ||
+ | | Makes litters with more than one offspring rare. To ensure larger littlers, use [[DF2012:Creature_token#LITTERSIZE|LITTERSIZE]]. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|MUNDANE}} | ||
+ | | Creature | ||
+ | | | ||
+ | | Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token. | ||
+ | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
+ | |||
+ | ==N== | ||
+ | {| {{prettytable}} | ||
+ | |- bgcolor="#ddd" | ||
+ | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
+ | ! width="20%" | Arguments | ||
+ | ! width="50%" | Description | ||
+ | |||
+ | |- | ||
+ | | {{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. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NATURAL}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Animal is considered to be natural. Seems to be the default option and opposite to FANCIFUL. | |
− | |||
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NATURAL_ANIMAL}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Alias of NATURAL. |
|- | |- | ||
− | | {{text anchor| | + | | {{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 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier. | |
− | |||
− | | | ||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NIGHT_CREATURE_BOGEYMAN}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Found on 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| | + | | {{text anchor|NIGHT_CREATURE_HUNTER}} |
| Caste | | Caste | ||
− | | | + | | |
− | | A | + | | 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. If this creature has SPOUSE_CONVERTER, 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 [[werebeast]]s 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. | |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NO_AUTUMN}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | This creature caste does not appear in [[Calendar|autumn]]. | |
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NO_DIZZINESS}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Creature cannot become dizzy. | |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NO_DRINK}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Creature does not need to drink. | |
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NO_EAT}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Creature does not need to eat. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NO_FEVERS}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Creature cannot suffer fevers. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NO_GENDER}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Creature has no gender. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NO_PHYS_ATT_GAIN}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | The affected caste cannot gain any physical skills. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NO_PHYS_ATT_RUST}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | The affected caste cannot lose any physical skills. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NO_SLEEP}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Creature does not need to sleep. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NO_SPRING}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | This creature caste does not appear in [[Calendar|spring]]. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NO_SUMMER}} |
− | | | + | | Caste |
| | | | ||
− | | | + | | This creature caste does not appear in [[Calendar|summer]]. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}} |
− | | | + | | Caste |
− | | | + | | |
− | + | | Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains. | |
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NO_UNIT_TYPE_COLOR}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler). |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NO_WINTER}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | This creature caste does not appear in [[Calendar|winter]]. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NOBONES}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Creature has no bones. | |
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NOBREATHE}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NOCTURNAL}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Sets if the creature is active in night. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NOEMOTION}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | The creature has no emotions, and does not rage. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NOEXERT}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Creature can't become tired or over-exerted from taking too many combat actions. |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NOFEAR}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Creature doesn't feel fear and will never run away from battle. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NOMEAT}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Creature will not drop meat when butchered. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NONAUSEA}} |
| Caste | | Caste | ||
− | | | + | | |
− | | Creature | + | | Creature isn't nauseated by gut hits and cannot vomit. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NOPAIN}} |
| Caste | | Caste | ||
| | | | ||
− | | Creature | + | | Creature doesn't feel pain. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NOSKIN}} |
| Caste | | Caste | ||
| | | | ||
− | | Creature | + | | Creature will not drop a hide when butchered. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NOSKULL}} |
| Caste | | Caste | ||
| | | | ||
− | | Creature | + | | Creature will not drop a skull on butcher, rot, or decay of severed head. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NOSMELLYROT}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Does not produce miasma when rotting. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NOSTUCKINS}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Weapons can't get stuck in creature. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NOSTUN}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NOT_BUTCHERABLE}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Cannot be butchered |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NOT_LIVING}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Cannot be raised from the dead. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|NOTHOUGHT}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Creature doesn't require a [THOUGHT] body part to survive. If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. |
+ | |} | ||
− | + | <div align="center"> | |
− | + | {{alphabetical TOC}} | |
− | + | </div> | |
− | |||
− | |||
− | |- | + | ==O== |
− | | {{text anchor| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
+ | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
+ | ! width="20%" | Arguments | ||
+ | ! width="50%" | Description | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|OPPOSED_TO_LIFE}} | ||
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Is hostile to all creatures except undead and other non-living ones. Used for [[Undead]]. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ORIENTATION}} |
− | | Caste{{ | + | | Caste |
− | + | | number:number:number | |
− | | | + | | ? |
+ | |||
+ | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
+ | |||
+ | ==P== | ||
+ | {| {{prettytable}} | ||
+ | |- bgcolor="#ddd" | ||
+ | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
+ | ! width="20%" | Arguments | ||
+ | ! width="50%" | Description | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PACK_ANIMAL}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | 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! |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PARALYZEIMMUNE}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature is immune to all paralyzing special attacks. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PATTERNFLIER}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Unknown. No creatures currently have this token. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PEARL}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | In earlier versions, creature would generate pearls. Does nothing in the current version. |
|- | |- | ||
− | | {{text anchor| | + | | {{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. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PERSONALITY}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | *ATTRIBUTE |
+ | *lowest:median:highest | ||
+ | | Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PET}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PET_EXOTIC}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} |
|- | |- | ||
− | | {{text anchor| | + | | {{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. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PETVALUE_DIVISOR}} |
| Caste | | Caste | ||
− | | | + | | value |
− | | | + | | Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PHYS_ATT_CAP_PERC}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | *[[DF2012:Attribute|ATTRIBUTE]] Token | |
+ | *Cap % | ||
+ | |Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher). | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PHYS_ATT_RANGE}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | *[[DF2012:Attribute|ATTRIBUTE]] |
+ | *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. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PHYS_ATT_RATES}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | *[[DF2012:Attribute|ATTRIBUTE]] Token | |
+ | *cost to improve | ||
+ | *unused counter rate | ||
+ | *rust 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. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PLUS_BP_GROUP}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | *BY_TYPE, BY_CATEGORY, or BY_TOKEN |
+ | *body type, category, or token | ||
+ | | Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PLUS_MATERIAL}} |
− | | | + | | Creature |
− | | | + | | |
− | | | + | *material |
+ | | Adds a material to selected materials. Used immediately after SELECT_MATERIAL. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|POP_RATIO}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|POPULATION_NUMBER}} |
− | | | + | | Creature |
− | | | + | | min:max |
− | | | + | | The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|POWER}} |
+ | | Caste | ||
+ | | | ||
+ | | Allows the being to represent itself as a deity. 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. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|PREFSTRING}} | ||
+ | | Creature | ||
+ | | string | ||
+ | | Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|PROFESSION_NAME}} | ||
+ | | Creature | ||
+ | | | ||
+ | *[[Unit type token]] (Profession) | ||
+ | *singular | ||
+ | *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 CASTE_PROFESSION_NAME instead. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|PRONE_TO_RAGE}} | ||
+ | | 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 badgers so hardcore. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|PUS}} | ||
| Caste | | Caste | ||
− | | | + | | |
− | + | * [[material token]] | |
+ | *matter state (LIQUID, GAS, SOLID) | ||
+ | | The creature has pus. Specifies the stuff secreted by infected wounds. | ||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
− | == | + | ==R== |
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
Line 1,793: | Line 1,749: | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|RELSIZE}} |
| Caste | | Caste | ||
| | | | ||
− | * | + | *BY_CATEGORY, BY_TYPE, BY_TOKEN |
− | | | + | *body category, type, or token |
− | + | *Relsize | |
+ | | Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers. | ||
+ | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|REMAINS}} |
| Caste | | Caste | ||
− | | | + | | singular:plural |
− | + | | What creature's remains are called. | |
− | | What | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|REMAINS_COLOR}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | What color creature's remains are. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | 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. | |
− | |||
− | |||
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|REMAINS_UNDETERMINED}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Unknown. |
− | |} | + | |- |
+ | | {{text anchor|REMOVE_MATERIAL}} | ||
+ | | Creature | ||
+ | | | ||
+ | *material token | ||
+ | | Removes a material from a creature. | ||
− | {{ | + | |- |
+ | | {{text anchor|REMOVE_TISSUE}} | ||
+ | | Creature | ||
+ | | | ||
+ | *material token | ||
+ | | Removes a tissue from a creature. | ||
− | + | |- | |
− | + | | {{text anchor|RETRACT_INTO_BP}} | |
− | |- | + | | Caste |
− | + | | | |
− | + | *BY_TYPE, BY_CATEGORY or BY_TOKEN | |
− | + | *TYPE, CATEGORY or TOKEN | |
− | + | | 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. | |
+ | |||
+ | |- | ||
+ | | {{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 his feet. Requires HUNTS_VERMIN, obviously. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ROOT_AROUND}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventure Mode, no practical effect known. |
+ | |||
+ | |} | ||
− | + | <div align="center"> | |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
− | + | ==S== | |
− | | {{ | + | {| {{prettytable}} |
− | | | + | |- bgcolor="#ddd" |
− | | | + | ! width="20%" | Token |
− | | | + | ! width="10%" | Type |
+ | ! width="20%" | Arguments | ||
+ | ! width="50%" | Description | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SAVAGE}} |
− | | | + | | Creature |
| | | | ||
− | | | + | | The creature will only show up in "savage" biomes. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SECRETION}} |
+ | | 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 | ||
+ | *EXTREME_EMOTION | ||
+ | *EXERTION | ||
+ | |||
+ | |||
+ | |- | ||
+ | | {{text anchor|SELECT_ADDITIONAL_CASTE}} | ||
| Creature | | Creature | ||
− | | | + | | |
− | * | + | *caste name |
− | | | + | | adds an additional previously defined caste to the selection. Used after SELECT_CASTE. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SELECT_CASTE}} |
− | | | + | | Creature |
− | | | + | | |
− | | | + | *caste name, or ALL |
+ | | selects a previously defined caste | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SELECT_MATERIAL}} |
− | | | + | | Creature |
| | | | ||
− | * | + | *Material token |
− | | | + | | Selects a locally defined material. Can be ALL. |
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SEMIMEGABEAST}} |
| Caste | | Caste | ||
| | | | ||
− | + | | Essentially the same as MEGABEAST, but more of them are created during worldgen. | |
− | |||
− | |||
− | |||
− | | | ||
|- | |- | ||
− | | {{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. | ||
+ | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SET_BP_GROUP}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | *selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN | |
+ | *category, type, or token | ||
+ | | Begins a selection of body parts. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SET_TL_GROUP}} |
| Caste | | Caste | ||
| | | | ||
− | * | + | *TISSUE |
− | | | + | *BY_CATEGORY, BY_TYPE, BY_TOKEN |
+ | *Location - category, type, or token | ||
+ | *tissue | ||
+ | | begins a selection of tissue layers | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SHEARABLE_TISSUE_LAYER}} |
| Caste | | Caste | ||
− | | | + | | |
− | *value | + | * 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| | + | | {{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. | |
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SKILL_LEARN_RATES}} |
| Caste | | Caste | ||
− | | | + | | percentage |
− | + | | The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{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. | |
− | |||
− | |||
− | |||
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SKILL_RATES}} |
| 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. | ||
+ | Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SKILL_RUST_RATE}} |
− | | | + | | 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. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{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. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SLOW_LEARNER}} |
− | | | + | | Caste |
− | | | + | | |
− | + | | Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. | |
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SMALL_REMAINS}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Creature leaves a "remains" instead of a corpse. Used for vermin. |
|- | |- | ||
− | | {{text anchor| | + | | {{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. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{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. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SOUND}} |
− | | | + | | Caste |
− | | | + | | |
− | * | + | * Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT) |
− | * | + | * Sound range (in tiles) |
− | * | + | * Sound delay (lower values = sound is produced more often) |
− | + | * VOCALIZATION or NONE (determines whether the sound requires breathing or not) | |
+ | * First-person description | ||
+ | * Third-person description | ||
+ | * Description when out of sight | ||
+ | | Creature makes sounds periodically, which can be heard in Adventure mode. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SPECIFIC_FOOD}} |
| Caste | | Caste | ||
− | | | + | | |
− | * | + | * PLANT or CREATURE |
− | | Creature | + | * Plant/creature ID |
+ | | Creature can will only graze or eat the designated plant or creature parts. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{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. | |
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SPEED}} |
| Caste | | Caste | ||
− | | | + | | value |
− | + | | Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information. | |
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SPHERE}} |
− | | | + | | Creature |
| | | | ||
− | * | + | *sphere name |
− | + | | 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. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SPOUSE_CONVERSION_TARGET}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | This creature can be converted by a night creature with SPOUSE_CONVERTED. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SPOUSE_CONVERTER}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | 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| | + | | {{text anchor|STANCE_CLIMBER}} |
− | | Caste | + | | Caste {{verify}} |
| | | | ||
− | | | + | | Allows a creature to climb using walking gaits {{verify}}. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SUPERNATURAL}} |
− | | | + | | Caste |
| | | | ||
− | + | | Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SWIM_SPEED}} |
− | | | + | | Caste |
− | | | + | | |
− | * | + | *speed |
− | | | + | | How fast the creature swims. Typically 2500 (0.38 times the default speed). |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SWIMS_INNATE}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | | The creature | ||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SWIMS_LEARNED}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| Caste | | Caste | ||
− | | | + | | |
− | + | | The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
− | == | + | ==T== |
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
Line 2,133: | Line 2,089: | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TENDONS}} |
− | | | + | | Caste |
− | | | + | | |
− | | The creature | + | * [[material token]] |
+ | *healing rate | ||
+ | | The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|THICKWEB}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | The creature's webs can catch larger creatures. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TISSUE}} |
| Creature | | Creature | ||
− | | | + | | name |
− | + | | Begins defining a tissue in the creature file. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TITAN}} |
− | | | + | | Caste |
− | | | + | | |
− | + | | Found on [[titan]]s. Cannot be specified in user-defined raws. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TL_COLOR_MODIFIER}} |
− | | | + | | 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 |
| | | | ||
− | + | | 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| | + | | {{text anchor|TLCM_NOUN}} |
| Caste | | 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 where the color change begins |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TRADE_CAPACITY}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | How much the creature can carry when used by merchants. | |
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TRAINABLE}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR]. | |
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TRAINABLE_HUNTING}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Can be trained as a hunting beast, increasing speed. | |
− | |||
− | |||
− | |||
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TRAINABLE_WAR}} |
| Caste | | Caste | ||
| | | | ||
− | + | | Can be trained as a war beast, increasing strength and endurance. | |
− | |||
− | |||
− | |||
− | | | ||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TRANCES}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Allows the creature to go into martial trances. | |
− | |||
− | |||
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TRAPAVOID}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | The creature is immune to traps. Probably every procedurally generated megabeast has this. | |
− | + | ||
− | + | |- | |
− | | | + | | {{text anchor|TRIGGERABLE_GROUP}} |
+ | | Creature | ||
+ | | min:max | ||
+ | | A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}} | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TSU_NOUN}} |
| Caste | | Caste | ||
| | | | ||
− | * | + | *noun |
− | | | + | *SINGULAR or PLURAL |
+ | | Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style. | ||
+ | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
+ | |||
+ | ==U== | ||
+ | {| {{prettytable}} | ||
+ | |- bgcolor="#ddd" | ||
+ | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
+ | ! width="20%" | Arguments | ||
+ | ! width="50%" | Description | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|UBIQUITOUS}} |
| Creature | | Creature | ||
− | | | + | | |
− | + | | Creature will occur in every region with the correct biome. Does not apply to evil/good tags. | |
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|UNDERGROUND_DEPTH}} |
− | | | + | | Creature |
− | | | + | | |
− | | | + | *mindepth |
+ | *maxdepth | ||
+ | | Depth 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. A single argument may be used instead of min and max. Only magma creatures use 4 or 5 in the default raws. [[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 available at depth 1. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|UNDERSWIM}} | ||
+ | | Caste | ||
+ | | | ||
+ | | Creature swims under the water and can't be seen. Seems to be a relic from the 2D era. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|UNIQUE_DEMON}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Typically 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. Cannot be specified in user-defined raws. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|USE_CASTE}} |
| Creature | | Creature | ||
− | | | + | | |
− | * | + | *new 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." | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|USE_MATERIAL}} |
| Creature | | Creature | ||
− | | | + | | |
− | * | + | *new material ID |
− | | | + | *old material ID |
+ | | Defines a new local creature material and populates it with all properties defined in the specified local creature material. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|USE_MATERIAL_TEMPLATE}} |
− | | | + | | Creature |
| | | | ||
− | * | + | *new material token |
− | + | *material template | |
− | + | | Defines a new local creature material and populates it with all properties defined in the specified template. | |
− | |||
− | |||
− | |||
− | * | ||
− | | | ||
− | |||
− | |||
− | |||
− | with | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|USE_TISSUE}} |
| Creature | | Creature | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | * | + | *new tissue token |
− | * | + | *old tissue id |
− | | | + | | Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|USE_TISSUE_TEMPLATE}} |
| Creature | | Creature | ||
− | | | + | | |
− | * | + | *new tissue token |
− | | | + | *tissue template |
+ | | Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|UTTERANCES}} |
| Caste | | 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 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'. |
+ | |} | ||
− | + | <div align="center"> | |
− | + | {{alphabetical TOC}} | |
− | + | </div> | |
− | |||
− | |||
− | + | ==V== | |
− | | {{ | + | {| {{prettytable}} |
− | | | + | |- bgcolor="#ddd" |
− | | | + | ! width="20%" | Token |
− | | | + | ! width="10%" | Type |
+ | ! width="20%" | Arguments | ||
+ | ! width="50%" | Description | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|VEGETATION}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | The creature is made of swamp stuff. Used for [[grimeling]]s. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|VERMIN_BITE}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | *chance of occurrence{{verify}} | |
+ | *verb (bitten, stung, etc.) | ||
+ | * [[material token]] | ||
+ | | Vermin bites, and injects something. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|VERMIN_EATER}} |
− | | | + | | Creature |
| | | | ||
− | | The creature will | + | | The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|VERMIN_FISH}} |
− | | | + | | Creature |
− | | | + | | |
− | | | + | | The vermin appears in water and will attempt to swim around. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|VERMIN_GROUNDER}} |
− | | | + | | Creature |
| | | | ||
− | | The creature | + | | The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag). |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|VERMIN_HATEABLE}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Some dwarves will hate the creature and get unhappy thoughts when around it. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|VERMIN_MICRO}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants). |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|VERMIN_NOFISH}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | The creature cannot be caught by fishing. | |
− | |||
− | | The creature | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|VERMIN_NOROAM}} |
| Caste | | Caste | ||
| | | | ||
− | | The creature | + | | The creature will not be observed randomly roaming about the map. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|VERMIN_NOTRAP}} |
+ | | Caste | ||
+ | | | ||
+ | | 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. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|VERMIN_ROTTER}} | ||
+ | | Creature | ||
+ | | | ||
+ | | Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}} | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|VERMIN_SOIL}} | ||
+ | | Creature | ||
+ | | | ||
+ | | The creature randomly appears near dirt or mud. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|VERMIN_SOIL_COLONY}} | ||
| Creature | | Creature | ||
− | | | + | | |
− | + | | The vermin will appear in a single tile cluster of many vermin, such as a colony of ants. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|VERMINHUNTER}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Old shorthand for "does cat stuff". Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER]. | |
− | |||
− | |||
− | |||
− | | | ||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|VESPERTINE}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Sets if the creature is active in evening. | |
− | |||
− | |||
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{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. | |
− | + | |} | |
− | + | ||
− | | | + | <div align="center"> |
− | + | {{alphabetical TOC}} | |
− | + | </div> | |
− | + | ==W== | |
− | | {{ | + | {| {{prettytable}} |
− | | | + | |- bgcolor="#ddd" |
− | | | + | ! width="20%" | Token |
− | | | + | ! width="10%" | Type |
+ | ! width="20%" | Arguments | ||
+ | ! width="50%" | Description | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|WAGON_PULLER}} |
| Caste | | Caste | ||
| | | | ||
− | + | | Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|WEBBER}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | * [[material token]] | |
+ | | Allows the creature to create webs, and defines what the webs are made of. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|WEBIMMUNE}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature will not get caught in thick webs. |
+ | |} | ||
+ | |||
+ | ==Attack Tokens== | ||
+ | {| {{prettytable}} | ||
+ | |- bgcolor="#ddd" | ||
+ | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
+ | ! width="20%" | Arguments | ||
+ | ! width="50%" | Description | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ATTACK_SKILL}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | *[[Skill token]] | |
+ | | Defines the skill used by the attack. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ATTACK_VERB}} |
| Caste | | Caste | ||
− | | | + | | 2nd person:3rd person |
− | | | + | | Descriptive text for the attack. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ATTACK_CONTACT_PERC}} |
| Caste | | Caste | ||
− | | | + | | |
− | | The | + | *% value |
+ | | The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ATTACK_PENETRATION_PERC}} |
− | | | + | | Caste |
| | | | ||
− | * | + | *% value |
− | + | | The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ATTACK_PRIORITY}} |
| Caste | | Caste | ||
| | | | ||
− | * | + | *MAIN or SECOND |
− | + | | Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference. | |
− | | | ||
− | |||
− | + | |- | |
− | + | | {{text anchor|ATTACK_VELOCITY_MODIFIER}} | |
− | + | | Caste | |
− | + | | number | |
− | | | + | | The velocity multiplier of the attack, multiplied by 1000. |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ATTACK_FLAG_CANLATCH}} |
− | | | + | | Caste |
− | | | + | | |
− | | | + | | Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ATTACK_FLAG_WITH}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| Caste | | Caste | ||
| | | | ||
− | | | + | | In adventure mode, displays the name of the body part used by an attack when announcing the attack. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ATTACK_FLAG_EDGE}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | The attack is edged, with all the effects on physical resistance and contact area that it entails. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ATTACK_PREPARE_AND_RECOVER}} |
− | | | + | | Caste |
− | | | + | | |
− | * | + | * Preparation time |
− | * | + | * Recovery time |
− | | | + | | Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks. |
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}} |
− | | | + | | Caste |
− | | | + | | |
− | + | | Multiple strikes with this attack cannot be performed effectively. | |
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SPECIALATTACK_INJECT_EXTRACT}} |
− | | | + | | Caste |
− | | | + | | |
− | * | + | * [[material token]] |
− | * | + | *state (SOLID, LIQUID, GAS) |
− | | | + | *min:max |
+ | | attack type addition that injects a material into the victim. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SPECIALATTACK_INTERACTION}} |
− | | | + | | Caste |
− | | | + | | interaction |
− | + | | When this attack lands successfully, an interaction with I_SOURCE:ATTACK 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| | + | | {{text anchor|SPECIALATTACK_SUCK_BLOOD}} |
− | | | + | | 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. | |
− | + | |} | |
− | | | ||
− | + | ==Important Related Tokens== | |
− | + | These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this 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}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
Line 2,621: | Line 2,547: | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PLUS_TISSUE_LAYER}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | *TISSUE | |
+ | *BY_CATEGORY, BY_TYPE, BY_TOKEN | ||
+ | *Location - category, type, or token | ||
+ | | Adds a tissue to those selected | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PLUS_TL_GROUP}} |
| Caste | | Caste | ||
| | | | ||
− | * | + | *TISSUE |
− | * | + | *BY_CATEGORY, BY_TYPE, BY_TOKEN |
− | * | + | *Location - category, type, or token |
− | * | + | *tissue |
− | | | + | | continues a selection of tissue layers |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SELECT_TISSUE}} |
| Creature | | Creature | ||
| | | | ||
− | + | *tissue token | |
+ | | Selects a tissue for editing. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SELECT_TISSUE_LAYER}} |
− | | | + | | Caste |
− | | | + | | |
− | | | + | *TISSUE |
+ | *BY_CATEGORY, BY_TYPE, BY_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] | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SET_LAYER_TISSUE}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Sets a tissue layer to be made of a different tissue. |
|- | |- | ||
− | | {{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 |
− | | | + | | |
− | | | + | *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. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TL_CONNECTS}} |
− | | | + | | Caste |
− | | | + | | |
− | | | + | | Presumably gives the CONNECTS attribute to selected layers. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TL_HEALING_RATE}} |
− | | | + | | Caste |
− | | | + | | |
− | | | + | | Presumably changes the HEALING_RATE of the selected tissue layers. |
|- | |- | ||
− | + | | {{text anchor|TL_MAJOR_ARTERIES}} | |
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− | | {{text anchor|TL_MAJOR_ARTERIES}} | ||
| Caste | | Caste | ||
| | | | ||
Line 3,077: | Line 2,657: | ||
| {{text anchor|TL_PAIN_RECEPTORS}} | | {{text anchor|TL_PAIN_RECEPTORS}} | ||
| Caste | | Caste | ||
− | | | + | | |
− | + | | Seems to set new number of pain receptors for selected tissue layers. | |
− | | | ||
|- | |- | ||
| {{text anchor|TL_RELATIVE_THICKNESS}} | | {{text anchor|TL_RELATIVE_THICKNESS}} | ||
| Caste | | Caste | ||
− | | | + | | |
− | + | | Seems to set new relative thickness for selected tissue layers. | |
− | | | ||
|- | |- | ||
| {{text anchor|TL_VASCULAR}} | | {{text anchor|TL_VASCULAR}} | ||
| Caste | | Caste | ||
− | | | + | | |
− | + | | Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers. | |
− | | | ||
|} | |} | ||
Line 3,103: | Line 2,680: | ||
*[[Syndrome]] | *[[Syndrome]] | ||
*[[Tissue definition token]] | *[[Tissue definition token]] | ||
− | |||
{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} | ||
− |