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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 | ||
| | | | ||
− | | 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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|- | |- | ||
| {{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 | ||
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|- | |- | ||
| {{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 | ||
| | | | ||
− | | 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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| 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.''' {{Bug|}} | |
− | |||
− | '''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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|} | |} | ||
− | {{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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*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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|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==E== | ==E== | ||
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| Creature | | Creature | ||
| | | | ||
− | | Makes the creature appear as a large | + | | Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat | + | | The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. |
|} | |} | ||
− | {{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]] - 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 | + | | 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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| 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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| | | | ||
*number | *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. | + | | 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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*GIANT_NEST | *GIANT_NEST | ||
*COLLECT_WEALTH. | *COLLECT_WEALTH. | ||
− | These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}} | + | These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}} or {{token|NIGHT_CREATURE_HUNTER|c}}. |
|- | |- | ||
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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 with which the angel is associated. | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature hunts and kills nearby [[vermin]] | + | | Creature hunts and kills nearby [[vermin]]. |
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==I== | ==I== | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of | + | | 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 {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}. | + | | Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} 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.). |
|- | |- | ||
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|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==L== | ==L== | ||
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| Caste | | Caste | ||
| | | | ||
− | | Will attack | + | | Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." |
− | |||
− | |||
− | |||
|- | |- | ||
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| Creature | | Creature | ||
| | | | ||
− | | | + | | Creature can spawn as a wild animal in the appropriate biomes. |
− | |||
− | |||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature will generate light, such as in adventurer mode at night. |
|- | |- | ||
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* 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 | ||
| | | | ||
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|- | |- | ||
− | | {{text anchor|LOCAL_POPS_PRODUCE_HEROES}} | + | | {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}} |
| | | | ||
| | | | ||
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|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==M== | ==M== | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | No function, presumably a placeholder. |
|- | |- | ||
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| | | | ||
*material id | *material id | ||
− | | Begins defining a new | + | | Begins defining a new material.{{verify}} |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task | + | | Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. |
|- | |- | ||
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| A 'boss' creature. A small number of the creatures 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. | | A 'boss' creature. A small number of the creatures 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 {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed | + | Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. |
|- | |- | ||
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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 {{token|FEMALE|c}}. |
|- | |- | ||
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|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==N== | ==N== | ||
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*plural | *plural | ||
*adjective | *adjective | ||
− | | The generic name for any creature of this type - will be used | + | | The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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*value | *value | ||
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary. | | The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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− | |||
− | |||
|- | |- | ||
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|- | |- | ||
− | | {{text anchor|NIGHT_CREATURE_EXPERIMENTER}} | + | | {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}} |
| Caste | | Caste | ||
| | | | ||
− | | Found on some [[necromancer]]s. Creatures with this tag | + | | Found on some [[necromancer]]s. 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] |
|- | |- | ||
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| | | | ||
| 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). | ||
|- | |- | ||
− | | {{text anchor|NIGHT_CREATURE_NIGHTMARE}} | + | | {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}} |
| Caste | | Caste | ||
| | | | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature does not need to [[food|eat]]. | + | | Creature does not need to [[food|eat]]. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature is biologically sexless | + | | The creature is biologically sexless. Makes the creature unable to [[breeding|breed]]. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature does not need to sleep | + | | Creature does not need to sleep. Can still be rendered unconscious by other means. |
|- | |- | ||
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| 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. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature will not | + | | Creature will not drop meat when [[butcher|butchered]]. |
|- | |- | ||
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|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==O== | ==O== | ||
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| | | | ||
*number | *number | ||
− | | How easy the creature is to [[smell]]. The higher the number, the easier the creature is | + | | How easy the creature is to [[smell]]. The higher the number, the easier the creature can be smelt. Zero is odorless, default is 50. |
|- | |- | ||
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*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 | ||
| | | | ||
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|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==P== | ==P== | ||
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| Caste | | Caste | ||
| | | | ||
− | | Allows the creature to be used as a pack animal. | + | | Allows the creature to be used as a pack animal. Currently only used by [[trading|merchants]] without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! |
− | |||
− | |||
|- | |- | ||
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| | | | ||
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now. | | Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| | | | ||
*value | *value | ||
− | | Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles. | + | | 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 ranges from 1-3. A higher value is better at penetrating containers. |
− | |||
− | |||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | *number | + | *number |
− | | Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}} | + | | Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. |
|- | |- | ||
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| 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 {{token|CAN_SPEAK|c}} 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 | + | | 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 {{token|CAN_SPEAK|c}} 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). |
|- | |- | ||
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*string | *string | ||
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences. | | Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==R== | ==R== | ||
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*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 {{token|HUNTS_VERMIN|c}}. | + | | 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 {{token|HUNTS_VERMIN|c}}, obviously. |
|- | |- | ||
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|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==S== | ==S== | ||
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*<[[material token]]> | *<[[material token]]> | ||
| Selects a locally defined material. Can be ALL. | | Selects a locally defined material. Can be ALL. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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*category, type, or token | *category, type, or token | ||
| Begins a selection of body parts. | | Begins a selection of body parts. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SET_TL_GROUP}} | ||
+ | | Caste | ||
+ | | | ||
+ | *TISSUE | ||
+ | *BY_CATEGORY, BY_TYPE, BY_TOKEN | ||
+ | *Location - category, type, or token | ||
+ | *tissue | ||
+ | | Begins a selection of tissue layers | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SHEARABLE_TISSUE_LAYER}} | ||
+ | | Caste | ||
+ | | | ||
+ | * tissue modifier | ||
+ | * required value | ||
+ | | Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable). | ||
|- | |- | ||
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|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|SLOW_LEARNER}} |
| Caste | | Caste | ||
− | + | | | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s. | | Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s. | ||
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| | | | ||
*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 2,319: | Line 2,286: | ||
* 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 2,334: | Line 2,294: | ||
* Plant/creature ID | * Plant/creature ID | ||
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. | | Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SPEECH}} | ||
+ | | Creature | ||
+ | | | ||
+ | *speech file | ||
+ | | Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SPEECH_FEMALE}} | ||
+ | | Creature | ||
+ | | | ||
+ | *speech file | ||
+ | | Boasting speeches relating to killing females of this creature. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SPEECH_MALE}} | ||
+ | | Creature | ||
+ | | | ||
+ | *speech file | ||
+ | | Boasting speeches relating to killing males of this creature. | ||
|- | |- | ||
Line 2,355: | Line 2,336: | ||
|- | |- | ||
− | | {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}} | + | | {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}} |
| Caste | | Caste | ||
| | | | ||
Line 2,373: | Line 2,354: | ||
|- | |- | ||
− | | {{text anchor|STRANGE_MOODS}} | + | | {{text anchor|STRANGE_MOODS}}{{version|0.42.01}} |
| Caste | | Caste | ||
| | | | ||
Line 2,382: | Line 2,363: | ||
| 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. |
|- | |- | ||
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|- | |- | ||
− | | {{text anchor|SYNDROME_DILUTION_FACTOR}} | + | | {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}} |
| Caste | | Caste | ||
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage> | | <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage> | ||
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|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==T== | ==T== | ||
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| | | | ||
*name | *name | ||
− | | Begins defining a tissue in the creature file. | + | | Begins defining a tissue in the creature file. |
+ | |||
+ | |- | ||
+ | | {{text anchor|TITAN}} | ||
+ | | Caste | ||
+ | | | ||
+ | | Found on [[titan]]s. Cannot be specified in user-defined raws. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TL_COLOR_MODIFIER}} |
| Caste | | Caste | ||
| | | | ||
− | * | + | *COLOR |
− | * | + | *freq |
− | * | + | *COLOR |
− | * | + | *freq etc. |
− | | | + | | Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent". |
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TLCM_GENETIC_MODEL}} |
| Caste | | Caste | ||
| | | | ||
− | + | | The way the color modifier is passed on to offspring. May or may not work right now.{{verify}} | |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TLCM_IMPORTANCE}} |
| Caste | | Caste | ||
− | | | + | | |
− | * | + | *number |
− | + | | Presumably modifies the importance of the tissue layer color modifier, for description purposes. | |
− | + | HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures. | |
− | | | ||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TLCM_NOUN}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | *name |
+ | *SINGULAR or PLURAL | ||
+ | | Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. | ||
+ | |||
+ | |- | ||
+ | | {{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. | ||
|- | |- | ||
Line 2,477: | Line 2,471: | ||
| | | | ||
*number | *number | ||
− | | How much the creature can carry when used by merchants | + | | How much the creature can carry when used by merchants. |
|- | |- | ||
Line 2,526: | Line 2,520: | ||
|} | |} | ||
− | {{alphabetical TOC | + | <div align="center"> |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==U== | ==U== | ||
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| Creature | | Creature | ||
| | | | ||
− | | Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags | + | | Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. |
|- | |- | ||
Line 2,548: | Line 2,544: | ||
*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 {{token|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. |
|- | |- | ||
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| 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 prior to version [[Release_information/0.47.01|0.47.01]]. |
|- | |- | ||
Line 2,569: | Line 2,565: | ||
*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 2,580: | ||
*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 2,600: | ||
|- | |- | ||
| {{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 {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'. | | 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 {{token|SKULKING|e}} 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== | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game. |
|- | |- | ||
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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. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively | + | | 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, 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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==Attack Tokens== | ==Attack Tokens== | ||
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{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
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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 | ||
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*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}} |
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*Location - category, type, or token | *Location - category, type, or token | ||
*tissue | *tissue | ||
− | | | + | | continues a selection of tissue layers |
− | + | |- | |
+ | | {{text anchor|SELECT_TISSUE}} | ||
+ | | Creature | ||
+ | | | ||
+ | *tissue token | ||
+ | | Selects a tissue for editing. | ||
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− | | {{text anchor| | + | | {{text anchor|SELECT_TISSUE_LAYER}} |
| Caste | | Caste | ||
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+ | *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 |
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− | * | + | *BY_TYPE, BY_CATEGORY, BY_TOKEN |
− | * | + | *TYPE,CATEGORY, or TOKEN |
− | | | + | *TISSUE |
− | + | *LOCATION | |
− | |- | + | | Adds the tissue layer to wherever it is required. |
− | | {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}} | + | 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 | ||
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+ | *BY_TYPE, BY_CATEGORY, BY_TOKEN | ||
+ | *TYPE,CATEGORY, or TOKEN | ||
+ | *TISSUE | ||
+ | *LOCATION | ||
+ | | Presumably a counterpart to TISSUE_LAYER_UNDER (see below). | ||
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+ | |- | ||
+ | | {{text anchor|TISSUE_LAYER_UNDER}} | ||
+ | | Caste | ||
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+ | *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}} | ||
| Caste | | Caste | ||
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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]] |