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Editing Creature token
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Latest revision | Your text | ||
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− | {{Quality|Exceptional}} | + | {{Quality|Exceptional|22:04, 20 September 2016 (UTC)}} |
{{av}} | {{av}} | ||
− | |||
− | + | A full list of all known [[creature]] [[token]]s. | |
− | + | __NOTOC__ | |
− | |||
− | + | <div align="center"> | |
− | + | {{alphabetical TOC}} | |
− | + | </div> | |
− | |||
− | {{alphabetical TOC | ||
==A== | ==A== | ||
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| Caste | | Caste | ||
| | | | ||
− | | Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game | + | | Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Makes the creature | + | | Makes the creature needs [[alcohol]] to get through the working day; it will choose to drink booze instead of water if possible. Going sober for too long reduces speed. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them. | + | | Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to breathe both | + | | Allows a creature to breathe both inside and outside of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]]. |
|- | |- | ||
| {{text anchor|APP_MOD_DESC_RANGE}} | | {{text anchor|APP_MOD_DESC_RANGE}} | ||
− | | | + | | Caste |
| | | | ||
− | *Range | + | *Range |
− | | | + | | [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work] |
− | |||
− | |||
|- | |- | ||
| {{text anchor|APP_MOD_GENETIC_MODEL}} | | {{text anchor|APP_MOD_GENETIC_MODEL}} | ||
− | | | + | | Caste |
| | | | ||
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX) | *Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX) | ||
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|- | |- | ||
| {{text anchor|APP_MOD_IMPORTANCE}} | | {{text anchor|APP_MOD_IMPORTANCE}} | ||
− | | | + | | Caste |
| | | | ||
*number | *number | ||
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|- | |- | ||
| {{text anchor|APP_MOD_NOUN}} | | {{text anchor|APP_MOD_NOUN}} | ||
− | | | + | | Caste |
| | | | ||
*noun | *noun | ||
*SINGULAR or PLURAL | *SINGULAR or PLURAL | ||
− | | Creates a noun for the appearance | + | | Creates a noun for the appearance and whether it is singular or plural. |
|- | |- | ||
| {{text anchor|APP_MOD_RATE}} | | {{text anchor|APP_MOD_RATE}} | ||
− | | | + | | Caste |
| | | | ||
*Rate (integer) | *Rate (integer) | ||
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| Caste | | Caste | ||
| | | | ||
− | * | + | *CV TEMPLATE NAME |
− | + | | Applies the specified [[creature variation token|creature variation]]. | |
− | | Applies the specified [[creature variation token|creature variation]] | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list | + | | Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Prevents the creature from attacking or | + | | Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag. |
|- | |- | ||
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| | | | ||
*token | *token | ||
− | *selection criteria | + | *bodypart |
+ | *selection criteria | ||
+ | *location | ||
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens | | Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
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*exported wealth | *exported wealth | ||
*created wealth | *created wealth | ||
− | | Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start | + | | Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==B== | ==B== | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers | + | | The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense. |
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− | |||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable | + | | Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable as a creature of the night. |
|- | |- | ||
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This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs. | This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs. | ||
− | + | '''If the body is left undefined, the creature will cause a crash whenever it spawns.''' | |
− | |||
− | '''If the body is left undefined, the creature | ||
|- | |- | ||
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*PlanName | *PlanName | ||
*Arguments | *Arguments | ||
− | | | + | | 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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| Caste | | Caste | ||
| | | | ||
− | | Adds a type to a body part | + | | Adds a type to a body part. Used with {{token|SET_BP_GROUP|c}}. |
+ | In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. | ||
|- | |- | ||
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|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==C== | ==C== | ||
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| Caste | | Caste | ||
| | | | ||
− | | Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. | + | | Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills | + | | Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. |
|- | |- | ||
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*plural | *plural | ||
*adjective | *adjective | ||
− | | | + | | Caste-specific {{token|NAME|c}}. |
|- | |- | ||
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*'character' or tile number | *'character' or tile number | ||
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}. | | Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|CASTE_SPEECH}} | ||
+ | | Caste | ||
+ | | | ||
+ | *speech file | ||
+ | | Caste-specific {{token|SPEECH|c}}. | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Gives the creature a bonus in caves. Also causes [[cave adaptation]]. |
− | |||
|- | |- | ||
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| | | | ||
*Varies | *Varies | ||
− | | Specifies | + | | Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]]. |
|- | |- | ||
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| | | | ||
*integer | *integer | ||
− | | Age at which creature is considered an adult | + | | Age at which creature is considered an adult. One can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. |
|- | |- | ||
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*singular | *singular | ||
*plural | *plural | ||
− | | Defines a new name for a creature in | + | | Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}. |
|- | |- | ||
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*min | *min | ||
*max | *max | ||
− | | The minimum/maximum numbers of how many creatures per spawned cluster. | + | | The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified. |
|- | |- | ||
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|- | |- | ||
| {{text anchor|COPY_TAGS_FROM}} | | {{text anchor|COPY_TAGS_FROM}} | ||
− | | | + | | Spec |
| | | | ||
− | * | + | *CREATURE NAME |
− | | Copies another specified creature. | + | | Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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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), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| {{text anchor|CREATURE_SOLDIER_TILE}} | | {{text anchor|CREATURE_SOLDIER_TILE}} | ||
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| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it | + | | Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat. |
|- | |- | ||
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|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==D== | ==D== | ||
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| Caste | | Caste | ||
| | | | ||
− | | Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}. | + | | Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]]. |
|- | |- | ||
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| | | | ||
*text | *text | ||
− | | A brief description of the creature type | + | | A brief description of the creature type. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers. |
|- | |- | ||
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| | | | ||
*integer | *integer | ||
− | | Increases experience gain during adventure mode. Creatures with | + | | Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature hunts vermin by diving from the air. On tame creatures | + | | The creature hunts vermin by diving from the air. On tame creatures it works the same as normal [[#HUNTS_VERMIN|HUNTS_VERMIN]]. Found on [[peregrine falcon]]s. |
|- | |- | ||
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|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==E== | ==E== | ||
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*[[item token]] | *[[item token]] | ||
*[[material token]] (ANY_HARD_STONE can be used for the material) | *[[material token]] (ANY_HARD_STONE can be used for the material) | ||
− | | Defines the item that the creature drops upon being | + | | Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT. |
|- | |- | ||
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| | | | ||
*gem shape | *gem shape | ||
− | | The shape of the creature | + | | The shape of the extra item of the creature upon butchering. Used with EXTRA_BUTCHER_OBJECT. |
|- | |- | ||
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* <[[material token]]> | * <[[material token]]> | ||
* <[[Material_definition_token#Material_States|material state]]> | * <[[Material_definition_token#Material_States|material state]]> | ||
− | | | + | | 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. |
|- | |- | ||
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| | | | ||
*size | *size | ||
− | | Determines the size of | + | | Determines the size of eggs. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength. |
|- | |- | ||
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| 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. |
|- | |- | ||
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| Creature | | Creature | ||
| | | | ||
− | | | + | | Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas. |
|- | |- | ||
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* 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. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Creature can see regardless of whether it has working eyes. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==F== | ==F== | ||
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| Caste | | Caste | ||
| | | | ||
− | | Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions | + | | Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. | + | | Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]]. |
− | |||
− | |||
|- | |- | ||
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| | | | ||
*temperature | *temperature | ||
− | | The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] | + | | The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]]. May trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from. |
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode. | Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode. | ||
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| | | | ||
*number, max 100 | *number, max 100 | ||
− | | Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. | + | | Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}. |
− | |||
− | |||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==G== | ==G== | ||
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* <energy expenditure> | * <energy expenditure> | ||
* <gait flag(s)> | * <gait flag(s)> | ||
− | | Defines a gait by which the creature can move. See [[Gait]] for more information | + | | Defines a gait by which the creature can move. See [[Gait]] for more information. |
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait | * <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait | ||
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*value A | *value A | ||
*value B | *value B | ||
− | | Has the same function as | + | | Has the same function as [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]], but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable). |
|- | |- | ||
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| Special | | Special | ||
| | | | ||
− | | When using tags from an existing creature, inserts new tags | + | | When using tags from an existing creature, inserts new tags after the specified tag. |
|- | |- | ||
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| Creature | | Creature | ||
| | | | ||
− | | Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with | + | | Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen. |
|- | |- | ||
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| | | | ||
*number | *number | ||
− | | The creature is a grazer | + | | The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==H== | ==H== | ||
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*type | *type | ||
*probability | *probability | ||
− | | Defines certain behaviors for the creature. The habit types are | + | | 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. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | These require the creature to have a | ||
|- | |- | ||
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| | | | ||
| The creature has a shell. Seemingly no longer used - holdover from previous versions. | | The creature has a shell. Seemingly no longer used - holdover from previous versions. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|HFID}} | ||
+ | | Creature | ||
+ | | | ||
+ | *Integer (generic token?) | ||
+ | | Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated. | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature hunts and kills nearby | + | | Creature hunts and kills nearby vermin. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==I== | ==I== | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen) | + | | The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen) |
|- | |- | ||
Line 1,154: | Line 1,146: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature is immobile while on land. Only works on | + | | The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land. |
|- | |- | ||
Line 1,160: | Line 1,152: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature radiates | + | | The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Alias for | + | | Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during worldgen and post-gen. In fortress mode, CAN_LEARN is enough. |
|- | |- | ||
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* [[item token]] | * [[item token]] | ||
* [[material token]] | * [[material token]] | ||
− | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.) | + | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). |
|- | |- | ||
Line 1,184: | Line 1,176: | ||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==L== | ==L== | ||
Line 1,200: | Line 1,194: | ||
*type | *type | ||
*probability | *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 | + | | 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. |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,232: | Line 1,221: | ||
| Caste | | Caste | ||
| | | | ||
− | | Will attack | + | | Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." |
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,241: | Line 1,227: | ||
| Creature | | Creature | ||
| | | | ||
− | | | + | | Creature can spawn as a wild animal in the appropriate biomes. |
− | |||
− | |||
|- | |- | ||
Line 1,249: | Line 1,233: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature lays | + | | Creature lays eggs instead of giving birth to live young. |
|- | |- | ||
Line 1,257: | Line 1,241: | ||
* [[item token]] | * [[item token]] | ||
* [[material token]] | * [[material token]] | ||
− | | Creature lays | + | | Creature lays a particular item instead of regular eggs. |
|- | |- | ||
Line 1,271: | Line 1,255: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature will generate light, such as in adventurer mode at night. |
|- | |- | ||
Line 1,283: | Line 1,267: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game | + | | Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. |
|- | |- | ||
Line 1,291: | Line 1,275: | ||
* minimum | * minimum | ||
* maximum | * maximum | ||
− | | Determines the number of offspring per one birth | + | | Determines the number of offspring per one birth. |
|- | |- | ||
− | | {{text anchor|LOCAL_POPS_CONTROLLABLE}} | + | | {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}} |
| Creature | | Creature | ||
| | | | ||
Line 1,300: | Line 1,284: | ||
|- | |- | ||
− | | {{text anchor|LOCAL_POPS_PRODUCE_HEROES}} | + | | {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}} |
| | | | ||
| | | | ||
Line 1,309: | Line 1,293: | ||
| Caste | | Caste | ||
| | | | ||
− | | Lets a creature open | + | | Lets a creature open doors that are set to forbidden in Fortress Mode. |
|- | |- | ||
Line 1,322: | Line 1,306: | ||
| | | | ||
*number | *number | ||
− | | Determines how well a creature can see in the dark | + | | Determines how well a creature can see in the dark. Higher is better. Dwarves have 10000, which amounts to perfect nightvision. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==M== | ==M== | ||
Line 1,339: | Line 1,325: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | No function, presumably a placeholder. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature is male. Usually declared inside a caste. |
|- | |- | ||
Line 1,358: | Line 1,344: | ||
| | | | ||
*occasionally body part | *occasionally body part | ||
− | | Adds a possible mannerism to the creature's profile. | + | | Adds a possible mannerism to the creature's profile. |
+ | See [[Creature mannerism token]] for further info. | ||
|- | |- | ||
Line 1,365: | Line 1,352: | ||
| | | | ||
*material id | *material id | ||
− | | Begins defining a new | + | | Begins defining a new material.{{verify}} |
|- | |- | ||
Line 1,374: | Line 1,361: | ||
*value A | *value A | ||
*value B | *value B | ||
− | | When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also | + | | When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. Note that this is equivalent to the [[Syndrome#CE_MATERIAL_FORCE_MULTIPLIER|CE_MATERIAL_FORCE_MULTIPLIER]] syndrome effect. See also [[Creature_token#GENERAL_MATERIAL_FORCE_MULTIPLIER|GENERAL_MATERIAL_FORCE_MULTIPLIER]], which can be used to make this sort of effect applicable to all materials. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Sets the creature to be active at dawn in | + | | Sets the creature to be active at dawn in Adventurer Mode. |
|- | |- | ||
Line 1,395: | Line 1,382: | ||
| Caste | | Caste | ||
| | | | ||
− | | Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with | + | | Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with CAN_LEARN, will severely impact their pathfinding and lead the creature to move extremely slowly when not performing any task. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | A 'boss' creature. A small number of the | + | | A 'boss' creature. A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in Fortress Mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. |
− | Requires specifying a | + | Requires specifying a [[#BIOME|BIOME]] in which the creature will live. Subterranean biomes appear to not be allowed. |
|- | |- | ||
Line 1,425: | Line 1,412: | ||
*higher | *higher | ||
*highest | *highest | ||
− | | Sets up a | + | | Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000. |
|- | |- | ||
Line 1,436: | Line 1,423: | ||
*rust counter rate | *rust counter rate | ||
*demotion counter rate | *demotion counter rate | ||
− | + | | Mental attribute gain/decay rates. Defaults are 500:4:5:4. | |
|- | |- | ||
Line 1,444: | Line 1,431: | ||
* [[material token]] | * [[material token]] | ||
* frequency | * frequency | ||
− | | Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of | + | | Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of time units the creature needs to "recharge". Does not work on sentient creatures, regardless of [[ethics]]. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Alias for | + | | Alias for MISCHIEVOUS. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature may be used as a [[mount]]. No use for the player | + | | Creature may be used as a [[mount]]. No use for the player, but enemy sieging forces may arrive with cavalry. |
|- | |- | ||
Line 1,474: | Line 1,461: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature may be used as a | + | | Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Allows the creature to have all-around vision | + | | Allows the creature to have all-around vision as long as it has multiple heads that can see. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Makes the species usually produce a single offspring per birth, | + | | Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. |
|- | |- | ||
Line 1,495: | Line 1,482: | ||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==N== | ==N== | ||
Line 1,512: | Line 1,501: | ||
*plural | *plural | ||
*adjective | *adjective | ||
− | | The generic name for any creature of this type - will be used | + | | The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,530: | Line 1,513: | ||
| Caste | | Caste | ||
| | | | ||
− | | Alias of | + | | Alias of NATURAL. |
|- | |- | ||
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*[[Skill_token|Skill token]] | *[[Skill_token|Skill token]] | ||
*value | *value | ||
− | | The creature possesses | + | | The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 15 is legendary. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,559: | Line 1,527: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Found on [[Bogeyman|bogeymen]]. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen. |
|- | |- | ||
− | | {{text anchor|NIGHT_CREATURE_EXPERIMENTER}} | + | | {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}} |
| Caste | | Caste | ||
| | | | ||
− | | Found on some [[ | + | | Found on some [[Necromancer|necromancers]]. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255] |
− | |||
|- | |- | ||
| {{text anchor|NIGHT_CREATURE_HUNTER}} | | {{text anchor|NIGHT_CREATURE_HUNTER}} | ||
Line 1,572: | Line 1,539: | ||
| | | | ||
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings. | | Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings. | ||
− | |||
− | |||
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible). | This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible). | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,599: | Line 1,558: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature cannot become | + | | Creature cannot become dizzy. |
|- | |- | ||
Line 1,611: | Line 1,570: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature does not need to | + | | Creature does not need to eat. |
|- | |- | ||
Line 1,617: | Line 1,576: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature cannot suffer | + | | Creature cannot suffer fevers. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Creature has no gender and is unable to breed. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | The | + | | The affected caste cannot gain any physical skills. |
|- | |- | ||
Line 1,635: | Line 1,594: | ||
| Caste | | Caste | ||
| | | | ||
− | | The | + | | The affected caste cannot lose any physical skills. |
|- | |- | ||
Line 1,641: | Line 1,600: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature does not need to sleep | + | | Creature does not need to sleep. Can still be rendered unconscious by other means. |
|- | |- | ||
Line 1,659: | Line 1,618: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature doesn't require an organ with the | + | | Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains. |
|- | |- | ||
Line 1,689: | Line 1,648: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature doesn't need to breathe or have | + | | Creature doesn't need to breathe or have [BREATHE] parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown. |
|- | |- | ||
Line 1,695: | Line 1,654: | ||
| Caste | | Caste | ||
| | | | ||
− | | Sets the creature to be active at night in | + | | Sets the creature to be active at night in Adventurer Mode. |
|- | |- | ||
Line 1,701: | Line 1,660: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in | + | | Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in vanilla game. |
|- | |- | ||
Line 1,707: | Line 1,666: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature can't become tired or over-exerted from taking too many combat actions | + | | Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. |
|- | |- | ||
Line 1,713: | Line 1,672: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature doesn't feel fear and will never | + | | Creature doesn't feel fear and will never run away from battle. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature. |
|- | |- | ||
Line 1,719: | Line 1,678: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature will not | + | | Creature will not drop meat when butchered. |
|- | |- | ||
Line 1,737: | Line 1,696: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature will not drop a hide when | + | | Creature will not drop a hide when butchered. |
|- | |- | ||
Line 1,743: | Line 1,702: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature will not drop a skull on | + | | Creature will not drop a skull on butcher, rot, or decay of severed head. |
|- | |- | ||
Line 1,749: | Line 1,708: | ||
| Caste | | Caste | ||
| | | | ||
− | | Does not produce | + | | Does not produce miasma when rotting. |
|- | |- | ||
Line 1,755: | Line 1,714: | ||
| Caste | | Caste | ||
| | | | ||
− | | Weapons can't get stuck in | + | | Weapons can't get stuck in creature. |
|- | |- | ||
Line 1,767: | Line 1,726: | ||
| Caste | | Caste | ||
| | | | ||
− | | Cannot be | + | | Cannot be butchered. |
|- | |- | ||
Line 1,773: | Line 1,732: | ||
| Caste | | Caste | ||
| | | | ||
− | | Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are | + | | Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are OPPOSED_TO_LIFE (undead) will be docile towards creatures with this token. |
|- | |- | ||
Line 1,779: | Line 1,738: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature doesn't require a | + | | Creature doesn't require a [THOUGHT] body part to survive. Has the added effect of preventing speech. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==O== | ==O== | ||
Line 1,797: | Line 1,758: | ||
| | | | ||
*number | *number | ||
− | | How easy the creature is to | + | | How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50. |
|- | |- | ||
Line 1,804: | Line 1,765: | ||
| | | | ||
*string | *string | ||
− | | What the creature | + | | What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used. |
|- | |- | ||
Line 1,810: | Line 1,771: | ||
| Caste | | Caste | ||
| | | | ||
− | | Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the | + | | Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the NOT_LIVING token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token. |
|- | |- | ||
Line 1,818: | Line 1,779: | ||
*MALE/FEMALE | *MALE/FEMALE | ||
*disinterested chance | *disinterested chance | ||
− | * | + | *lover-possible chance |
− | * | + | *commitment-possible chance |
− | | Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will | + | | Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value. |
|- | |- | ||
− | | {{text anchor|OUTSIDER_CONTROLLABLE}} | + | | {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}} |
| Caste | | Caste | ||
| | | | ||
− | | Lets you play as an | + | | Lets you play as an outsider of this species in adventure mode. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==P== | ==P== | ||
Line 1,844: | Line 1,807: | ||
| Caste | | Caste | ||
| | | | ||
− | | Allows the creature to be used as a pack animal. | + | | Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures! |
− | |||
− | |||
|- | |- | ||
Line 1,852: | Line 1,813: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature is immune to all | + | | The creature is immune to all paralyzing special attacks. |
|- | |- | ||
Line 1,859: | Line 1,820: | ||
| | | | ||
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now. | | Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,871: | Line 1,825: | ||
| Caste | | Caste | ||
| | | | ||
− | | In earlier versions, creature would generate | + | | In earlier versions, creature would generate pearls. Does nothing in the current version.{{verify}} |
|- | |- | ||
Line 1,878: | Line 1,832: | ||
| | | | ||
*value | *value | ||
− | | Controls the ability of | + | | Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version range from 1 to 3. A higher value is better at penetrating containers. |
− | |||
− | |||
|- | |- | ||
Line 1,896: | Line 1,848: | ||
| Caste | | Caste | ||
| | | | ||
− | | Allows the creature to be | + | | Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag. |
|- | |- | ||
Line 1,902: | Line 1,854: | ||
| Caste | | Caste | ||
| | | | ||
− | | Allows the creature to be | + | | Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag. |
|- | |- | ||
Line 1,916: | Line 1,868: | ||
| | | | ||
*value | *value | ||
− | | Divides the creature's | + | | Divides the creature's PETVALUE by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune. |
|- | |- | ||
Line 1,938: | Line 1,890: | ||
*higher | *higher | ||
*highest | *highest | ||
− | | Sets up a | + | | Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000. |
|- | |- | ||
Line 1,949: | Line 1,901: | ||
*rust counter rate | *rust counter rate | ||
*demotion counter rate | *demotion counter rate | ||
− | + | | Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE. | |
|- | |- | ||
Line 1,957: | Line 1,909: | ||
*BY_TYPE, BY_CATEGORY, or BY_TOKEN | *BY_TYPE, BY_CATEGORY, or BY_TOKEN | ||
*body type, category, or token | *body type, category, or token | ||
− | | Adds a body part group to selected body part group. Presumably used immediately after | + | | Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP. |
|- | |- | ||
Line 1,964: | Line 1,916: | ||
| | | | ||
*material | *material | ||
− | | Adds a material to selected materials. Used immediately after | + | | Adds a material to selected materials. Used immediately after SELECT_MATERIAL. |
|- | |- | ||
Line 1,970: | Line 1,922: | ||
| Caste | | Caste | ||
| | | | ||
− | *number | + | *number |
− | | Weighted population of caste; Lower is rarer. Not to be confused with | + | | Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY. |
|- | |- | ||
Line 1,985: | Line 1,937: | ||
| Caste | | Caste | ||
| | | | ||
− | | Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires | + | | Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc). |
|- | |- | ||
Line 1,993: | Line 1,945: | ||
*string | *string | ||
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences. | | Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 2,008: | Line 1,953: | ||
*singular | *singular | ||
*plural | *plural | ||
− | | The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use | + | | The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead. |
|- | |- | ||
Line 2,023: | Line 1,968: | ||
* <[[material token]]> | * <[[material token]]> | ||
* <[[Material_definition_token#Material_States|material state]]> | * <[[Material_definition_token#Material_States|material state]]> | ||
− | | The creature has pus. Specifies the stuff secreted by | + | | The creature has pus. Specifies the stuff secreted by infected wounds. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==R== | ==R== | ||
Line 2,051: | Line 1,998: | ||
*singular | *singular | ||
*plural | *plural | ||
− | | What | + | | What creature's remains are called. |
|- | |- | ||
Line 2,057: | Line 2,004: | ||
| Caste | | Caste | ||
| | | | ||
− | | What color the creature's | + | | What color the creature's remains are. |
|- | |- | ||
Line 2,063: | Line 2,010: | ||
| Caste | | Caste | ||
| | | | ||
− | | Goes with | + | | Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites. |
|- | |- | ||
Line 2,076: | Line 2,023: | ||
| | | | ||
*material token | *material token | ||
− | | Removes a material from | + | | Removes a material from a creature. |
|- | |- | ||
Line 2,083: | Line 2,030: | ||
| | | | ||
*tissue token | *tissue token | ||
− | | Removes a tissue from | + | | Removes a tissue from a creature. |
|- | |- | ||
Line 2,095: | Line 2,042: | ||
*Second person cancel retract text | *Second person cancel retract text | ||
*Third person cancel retract text | *Third person cancel retract text | ||
− | | The creature will retract into | + | | The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog) |
− | Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. | + | Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. |
− | Undead curled up creatures are buggy | + | Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}. |
|- | |- | ||
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}} | | {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}} | ||
| | | | ||
| | | | ||
− | | Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires | + | | Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires HUNTS_VERMIN, obviously. |
|- | |- | ||
Line 2,122: | Line 2,069: | ||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==S== | ==S== | ||
Line 2,152: | Line 2,101: | ||
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]]. | Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]]. | ||
*'''EXERTION''' | *'''EXERTION''' | ||
− | Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this | + | Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this doesn't occur if the creature has [[Creature token#NOEXERT|NOEXERT]]. |
*'''EXTREME_EMOTION''' | *'''EXTREME_EMOTION''' | ||
− | Secretion occurs continuously | + | Secretion occurs continuously whilst the creature is distressed. |
|- | |- | ||
Line 2,176: | Line 2,125: | ||
*<[[material token]]> | *<[[material token]]> | ||
| Selects a locally defined material. Can be ALL. | | Selects a locally defined material. Can be ALL. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 2,208: | Line 2,150: | ||
|- | |- | ||
− | | {{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|SKILL_LEARN_RATES}} | + | | {{text anchor|SHEARABLE_TISSUE_LAYER}} |
+ | | Caste | ||
+ | | | ||
+ | * tissue modifier | ||
+ | * required value | ||
+ | | Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable). | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SKILL_LEARN_RATE}} | ||
+ | | Caste | ||
+ | | | ||
+ | *<[[skill_token]]> | ||
+ | *<percentage> | ||
+ | | The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SKILL_LEARN_RATES}} | ||
| Caste | | Caste | ||
| | | | ||
Line 2,262: | Line 2,222: | ||
*value | *value | ||
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function. | | The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 2,294: | Line 2,240: | ||
| | | | ||
*value | *value | ||
− | | Determines how keen a creature's sense of smell is | + | | Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all. |
|- | |- | ||
Line 2,316: | Line 2,262: | ||
| Creature makes sounds periodically, which can be heard in Adventure mode. | | Creature makes sounds periodically, which can be heard in Adventure mode. | ||
* First-person reads "You '''bark'''" | * First-person reads "You '''bark'''" | ||
− | * Third-person reads "The | + | * Third-person reads "The capybara '''barks'''" |
* Out of sight reads "You hear '''a loud bark'''" | * Out of sight reads "You hear '''a loud bark'''" | ||
with the text in bold being the description arguments of the token. | with the text in bold being the description arguments of the token. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 2,336: | Line 2,275: | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SPEECH}} |
| Creature | | Creature | ||
| | | | ||
− | * | + | *speech file |
− | | | + | | Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech. |
|- | |- | ||
− | | {{text anchor|SPOUSE_CONVERSION_TARGET}} | + | | {{text anchor|SPEECH_FEMALE}} |
− | | Caste | + | | 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|SPHERE}} | ||
+ | | Creature | ||
+ | | | ||
+ | * [[Sphere#Available_spheres|sphere]] | ||
+ | | Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SPOUSE_CONVERSION_TARGET}} | ||
+ | | Caste | ||
| | | | ||
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}. | | This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}. | ||
Line 2,355: | Line 2,315: | ||
|- | |- | ||
− | | {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}} | + | | {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}} |
| Caste | | Caste | ||
| | | | ||
Line 2,373: | Line 2,333: | ||
|- | |- | ||
− | | {{text anchor|STRANGE_MOODS}} | + | | {{text anchor|STRANGE_MOODS}}{{version|0.42.01}} |
− | | | + | | |
| | | | ||
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts. | | The creature will get [[strange mood]]s in fortress mode and can produce artifacts. | ||
Line 2,382: | Line 2,342: | ||
| Caste | | Caste | ||
| | | | ||
− | | Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]] | + | | Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]]. Also prevents it from becoming a [[vampire]] or a [[werebeast]]. Other effects are unknown. |
|- | |- | ||
Line 2,397: | Line 2,357: | ||
|- | |- | ||
− | | {{text anchor|SYNDROME_DILUTION_FACTOR}} | + | | {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}} |
− | | | ||
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage> | | <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage> | ||
+ | | | ||
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity. | | Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity. | ||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==T== | ==T== | ||
Line 2,425: | Line 2,387: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature's | + | | The creature's webs can catch larger creatures. |
|- | |- | ||
Line 2,432: | Line 2,394: | ||
| | | | ||
*name | *name | ||
− | | Begins defining a tissue in the creature file | + | | Begins defining a tissue in the creature file. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TITAN}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Found on [[titan]]s. Cannot be specified in user-defined raws. | |
− | |||
− | |||
− | |||
− | | | ||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TL_COLOR_MODIFIER}} |
| Caste | | Caste | ||
− | | | + | | |
− | * | + | *COLOR |
− | * | + | *freq |
− | * | + | *COLOR |
− | * | + | *freq etc. |
− | | | + | | Creates a list of color patterns, giving each a relative frequency. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TLCM_GENETIC_MODEL}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | The way the color modifier is passed on to offspring. May or may not work right now.{{verify}} | |
− | |||
− | |||
− | | | ||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TLCM_IMPORTANCE}} |
| Caste | | Caste | ||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
*number | *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 | ||
+ | | | ||
+ | *ROOT | ||
+ | *start change window years | ||
+ | *days | ||
+ | *end change window years | ||
+ | *days | ||
+ | | Determines the point in the creature's life when the color change begins and ends. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|TRADE_CAPACITY}} | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | *number |
+ | | How much the creature can carry when used by merchants. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|TRAINABLE}} | ||
+ | | Caste | ||
+ | | | ||
+ | | Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR]. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|TRAINABLE_HUNTING}} | ||
+ | | Caste | ||
+ | | | ||
+ | | Can be trained as a hunting beast, increasing speed. | ||
|- | |- | ||
Line 2,495: | Line 2,468: | ||
| Caste | | Caste | ||
| | | | ||
− | | Can be | + | | Can be trained as a war beast, increasing strength and endurance. |
|- | |- | ||
Line 2,523: | Line 2,496: | ||
*noun | *noun | ||
*SINGULAR or PLURAL | *SINGULAR or PLURAL | ||
− | | Noun for the | + | | Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==U== | ==U== | ||
Line 2,540: | Line 2,515: | ||
| Creature | | Creature | ||
| | | | ||
− | | Creature will occur in every region with the correct biome. Does not apply to | + | | Creature will occur in every region with the correct biome. Does not apply to evil/good tags. |
|- | |- | ||
Line 2,548: | Line 2,523: | ||
*mindepth | *mindepth | ||
*maxdepth | *maxdepth | ||
− | | Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 | + | | Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1. |
|- | |- | ||
Line 2,554: | Line 2,529: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature is displayed as blue when in | + | | The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water. |
|- | |- | ||
Line 2,560: | Line 2,535: | ||
| Caste | | Caste | ||
| | | | ||
− | | Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. | + | | Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Could not be specified in user-defined raws until 47.01. |
|- | |- | ||
Line 2,569: | Line 2,544: | ||
*old caste token | *old caste token | ||
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste." | | Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste." | ||
− | |||
|- | |- | ||
Line 2,585: | Line 2,559: | ||
*new material token | *new material token | ||
*material template | *material template | ||
− | | Defines a new local creature material and populates it with all properties defined in the specified template | + | | Defines a new local creature material and populates it with all properties defined in the specified template. |
|- | |- | ||
Line 2,605: | Line 2,579: | ||
|- | |- | ||
| {{text anchor|UTTERANCES}} | | {{text anchor|UTTERANCES}} | ||
− | | | + | | Caste |
| | | | ||
− | | Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a | + | | Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==V== | ==V== | ||
Line 2,624: | Line 2,600: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game. |
|- | |- | ||
Line 2,633: | Line 2,609: | ||
*verb (bitten, stung, etc.) | *verb (bitten, stung, etc.) | ||
* [[material token]] | * [[material token]] | ||
− | + | | Vermin bites, and injects something. | |
− | |||
|- | |- | ||
Line 2,640: | Line 2,615: | ||
| Creature | | Creature | ||
| | | | ||
− | | The vermin creature will attempt to eat exposed food. See | + | | The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER. |
|- | |- | ||
Line 2,646: | Line 2,621: | ||
| Creature | | Creature | ||
| | | | ||
− | | The vermin appears in | + | | The vermin appears in water and will attempt to swim around. |
|- | |- | ||
Line 2,658: | Line 2,633: | ||
| Caste | | Caste | ||
| | | | ||
− | | Some dwarves will | + | | Some dwarves will hate the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details. |
|- | |- | ||
Line 2,670: | Line 2,645: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature cannot be caught by | + | | The creature cannot be caught by fishing. |
|- | |- | ||
Line 2,682: | Line 2,657: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature cannot be caught in baited | + | | The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around. |
|- | |- | ||
Line 2,694: | Line 2,669: | ||
| Creature | | Creature | ||
| | | | ||
− | | The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the | + | | The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the ROOT_AROUND interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Old shorthand for "does cat stuff". Contains | + | | Old shorthand for "does cat stuff". Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER]. |
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| Caste | | Caste | ||
| | | | ||
− | | Sets the creature to be active during the evening in | + | | Sets the creature to be active during the evening in Adventurer Mode. |
|- | |- | ||
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*binocular vision arc | *binocular vision arc | ||
*non-binocular vision arc | *non-binocular vision arc | ||
− | | The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. | + | | The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. |
+ | |||
+ | Binocular vision has a minimum of about 10 degrees. Monocular vision has a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. | ||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==W== | ==W== | ||
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| | | | ||
* [[material token]] | * [[material token]] | ||
− | | Allows the creature to create | + | | Allows the creature to create webs, and defines what the webs are made of. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature will not get caught in thick | + | | The creature will not get caught in thick webs. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks. |
|} | |} | ||
==Attack Tokens== | ==Attack Tokens== | ||
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{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
− | ! width="20%" | | + | ! width="20%" | Token |
− | ! width=" | + | ! width="10%" | Type |
− | ! width=" | + | ! width="20%" | Arguments |
+ | ! width="50%" | Description | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ATTACK_SKILL}} |
+ | | Caste | ||
| | | | ||
− | * | + | *[[Skill token]] |
− | + | | Defines the skill used by the attack. | |
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− | + | | {{text anchor|ATTACK_VERB}} | |
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− | | {{text anchor|ATTACK_VERB}} | ||
| Caste | | Caste | ||
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*interaction | *interaction | ||
− | | When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well | + | | When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. |
|- | |- | ||
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|} | |} | ||
− | == | + | ==Important Related Tokens== |
− | + | These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation) | |
− | + | ===Tissue Modification=== | |
+ | This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]]) | ||
− | |||
{| {{prettytable}} | {| {{prettytable}} | ||
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− | | {{text anchor| | + | | {{text anchor|PLUS_TISSUE_LAYER}} |
| Caste | | Caste | ||
| | | | ||
*TISSUE | *TISSUE | ||
*BY_CATEGORY, BY_TYPE, BY_TOKEN | *BY_CATEGORY, BY_TYPE, BY_TOKEN | ||
− | *Location - category, type, or token | + | *Location - category, type, or token |
− | + | | Adds a tissue to those selected | |
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− | | {{text anchor| | + | | {{text anchor|PLUS_TL_GROUP}} |
| Caste | | Caste | ||
| | | | ||
*TISSUE | *TISSUE | ||
*BY_CATEGORY, BY_TYPE, BY_TOKEN | *BY_CATEGORY, BY_TYPE, BY_TOKEN | ||
− | *Location - category, type, or token | + | *Location - category, type, or token |
− | | | + | *tissue |
+ | | continues a selection of tissue layers | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SELECT_TISSUE}} |
− | | | + | | Creature |
− | | | + | | |
− | * | + | *tissue token |
− | + | | Selects a tissue for editing. | |
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− | | {{text anchor| | + | | {{text anchor|SELECT_TISSUE_LAYER}} |
| Caste | | Caste | ||
| | | | ||
+ | *TISSUE | ||
*BY_CATEGORY, BY_TYPE, BY_TOKEN | *BY_CATEGORY, BY_TYPE, BY_TOKEN | ||
− | *Location - category, type, or token | + | *Location - category, type, or token | Selects a tissue at a location |
− | * | + | * (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND. |
− | | | + | | Selects a tissue layer for descriptor and cosmetic purposes. |
+ | [SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY] | ||
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− | | {{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|TISSUE_LAYER_OVER}} | ||
+ | | Caste | ||
+ | | | ||
+ | *BY_TYPE, BY_CATEGORY, BY_TOKEN | ||
+ | *TYPE,CATEGORY, or TOKEN | ||
+ | *TISSUE | ||
+ | *LOCATION | ||
+ | | Presumably a counterpart to TISSUE_LAYER_UNDER (see below). | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|TISSUE_LAYER_UNDER}} | ||
+ | | 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|TISSUE_LAYER_APPEARANCE_MODIFIER}} | | {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}} | ||
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*shaping | *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. | | 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. | ||
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*[[Syndrome]] | *[[Syndrome]] | ||
*[[Tissue definition token]] | *[[Tissue definition token]] | ||
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{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} | ||
[[ru:Creature token]] | [[ru:Creature token]] |