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Editing Creature token
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− | {{Quality|Exceptional}} | + | {{Quality|Exceptional|22:04, 20 September 2016 (UTC)}} |
{{av}} | {{av}} | ||
{{Modding}} | {{Modding}} | ||
− | The <code>[OBJECT:CREATURE]</code> [[token]] | + | The <code>[OBJECT:CREATURE]</code> [[token]] defines the properties of [[creatures]]; <!-- The exact nature of this creatures is further specified by the ... tokens.--> this being a full list of all known creature tokens: |
− | + | __NOTOC__ | |
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{{clear}} | {{clear}} | ||
{{alphabetical TOC|style=margin: 1em auto;}} | {{alphabetical TOC|style=margin: 1em auto;}} | ||
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| {{text anchor|APP_MOD_DESC_RANGE}} | | {{text anchor|APP_MOD_DESC_RANGE}} | ||
− | | | + | | Caste |
| | | | ||
*Range (6 values, low to high) | *Range (6 values, low to high) | ||
− | | | + | | [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work] |
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|- | |- | ||
| {{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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*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. |
|} | |} | ||
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| | | | ||
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running 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. | | The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running 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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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.''' {{verify}} | |
− | |||
− | '''If the body is left undefined, the creature | ||
|- | |- | ||
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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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*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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*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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| 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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| 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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| 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. |
|} | |} | ||
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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}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do. | + | | 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}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]]. |
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes. | Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes. | ||
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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}}. |
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|} | |} | ||
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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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*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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| Caste | | Caste | ||
| | | | ||
− | | Creature hunts and kills nearby [[vermin]] | + | | Creature hunts and kills nearby [[vermin]]. |
|} | |} | ||
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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 any flammable materials (specifically ones that could be ignited by magma). | + | | 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 any flammable materials (specifically ones that could be ignited by magma). |
|- | |- | ||
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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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| 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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| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number. | | This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number. | ||
− | This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is | + | This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is uneffected by {{token|DEMON|c}}. |
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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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*material id | *material id | ||
− | | Begins defining a new | + | | Begins defining a new material.{{verify}} |
|- | |- | ||
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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, with a 1/500 chance | + | | Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets with a 1/500 chance. Requires {{token|FEMALE|c}}. |
|- | |- | ||
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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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|- | |- | ||
− | | {{text anchor|NIGHT_CREATURE_EXPERIMENTER}} | + | | {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}} |
| Caste | | Caste | ||
| | | | ||
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|- | |- | ||
− | | {{text anchor|NIGHT_CREATURE_NIGHTMARE}} | + | | {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}} |
| Caste | | Caste | ||
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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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*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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| Caste | | Caste | ||
| | | | ||
− | | Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! | + | | Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. 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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| 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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|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|PROFESSION_NAME}} |
| Creature | | Creature | ||
| | | | ||
− | + | *[[Unit type token]] (Profession) | |
− | |||
− | |||
− | |||
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− | |||
− | |||
− | *[[Unit type token]] (Profession) | ||
*singular | *singular | ||
*plural | *plural | ||
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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}} | ||
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| | | | ||
− | | 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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*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. | ||
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| Creature | | Creature | ||
| | | | ||
− | *Integer | + | *Integer (generic token?) |
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods. | | Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods. | ||
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* 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. | ||
|- | |- | ||
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|- | |- | ||
− | | {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}} | + | | {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}} |
| Caste | | Caste | ||
| | | | ||
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|- | |- | ||
− | | {{text anchor|STRANGE_MOODS}} | + | | {{text anchor|STRANGE_MOODS}}{{version|0.42.01}} |
| Caste | | Caste | ||
| | | | ||
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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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| | | | ||
*name | *name | ||
− | | Begins defining a tissue in the creature file | + | | Begins defining a tissue in the creature file. |
|- | |- | ||
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*TISSUE | *TISSUE | ||
*LOCATION | *LOCATION | ||
− | | | + | | Presumably a counterpart to TISSUE_LAYER_UNDER (see below). |
|- | |- | ||
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| | | | ||
*number | *number | ||
− | | How much the creature can carry when used by merchants | + | | How much the creature can carry when used by merchants. |
|- | |- | ||
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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. |
|- | |- | ||
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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]]. |
|- | |- | ||
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*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." | ||
− | |||
|- | |- | ||
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*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. |
|- | |- | ||
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|- | |- | ||
| {{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'. | ||
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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. |
|} | |} | ||
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==Attack Tokens== | ==Attack Tokens== | ||
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{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
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| 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 |