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Editing v0.31:Creature token

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{{Quality|Superior|19:06, 26 August 2014 (UTC)}}
+
{{av}}{{Quality|Exceptional}}
{{av}}
 
  
 
A full list of all known creature tokens.
 
A full list of all known creature tokens.
Line 20: Line 19:
 
| ADOPTS_OWNER
 
| ADOPTS_OWNER
 
|
 
|
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}
+
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants.
  
 
|-  
 
|-  
Line 40: Line 39:
 
| AMBUSHPREDATOR  
 
| AMBUSHPREDATOR  
 
|   
 
|   
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}
+
| Makes the creature start out hidden.{{verify}}
  
 
|-  
 
|-  
 
| AMPHIBIOUS  
 
| AMPHIBIOUS  
 
|   
 
|   
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].
+
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].
  
 
|-
 
|-
 
| APP_MOD_DESC_RANGE
 
| APP_MOD_DESC_RANGE
|
+
| ?
*Range
+
| ?
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
 
  
 
|-
 
|-
 
| APP_MOD_GENETIC_MODEL
 
| APP_MOD_GENETIC_MODEL
 
|
 
|
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
+
|
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.
 
  
 
|-
 
|-
Line 96: Line 93:
 
| AQUATIC  
 
| AQUATIC  
 
|   
 
|   
| Allows a creature to breathe underwater, but causes it to "drown" out of [[water]].  
+
| Allows a creature to breathe underwater, but causes it to "drown" out of {{L|water}}.  
  
 
|-  
 
|-  
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| ATTACK_TRIGGER  
 
| ATTACK_TRIGGER  
 
| pop:exported wealth:created wealth
 
| pop:exported wealth:created wealth
| Specifies when a [[megabeast]] will attack the fortress.
+
| Specifies when a {{L|megabeast}} will attack the fortress.
  
 
|}
 
|}
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| BABYNAME  
 
| BABYNAME  
 
| singular:plural  
 
| singular:plural  
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
+
| name at caste level
  
 
|-  
 
|-  
 
| BEACH_FREQUENCY  
 
| BEACH_FREQUENCY  
 
|   
 
|   
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.  
+
| {{L|Whale}}s and {{L|Sea nettle jellyfish|jellyfish}} have this. Controls the beaching frequency of the creature.  
  
 
|-  
 
|-  
 
| BENIGN  
 
| BENIGN  
 
|   
 
|   
| Determines whether creature can show up on "tame" maps (includes [[elephant]]s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).  
+
| Determines whether creature can show up on "tame" maps (includes {{L|elephant}}s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).  
  
 
|-  
 
|-  
 
| BIOME  
 
| BIOME  
 
|  
 
|  
* [[biome token]]
+
* {{L|biome token}}
| Select a [[Biome]] the creature may appear in.
+
| Select a {{L|Biome}} the creature may appear in.
  
 
|-  
 
|-  
 
| BLOOD
 
| BLOOD
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
*matter state (LIQUID, GAS, SOLID)  
 
*matter state (LIQUID, GAS, SOLID)  
 
| Specifies what the creature's blood is made of.
 
| Specifies what the creature's blood is made of.
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'''Example:'''<br />
 
'''Example:'''<br />
 
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
 
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.
+
This is the body from a {{L|Purring maggot}}. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.
  
 
|-  
 
|-  
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| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
 
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
 
'''Example:'''<br />
 
'''Example:'''<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br />
+
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] <br />
 
''HEIGHT'' : marks the height to be changed <br />
 
''HEIGHT'' : marks the height to be changed <br />
 
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.
 
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.
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'''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 />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
+
This creates the detailed body of a {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
A [[Purring maggot|maggot]] would only need:<br />
+
A {{L|Purring maggot|maggot}} would only need:<br />
 
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''  
 
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''  
  
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| BODY_SIZE
 
| BODY_SIZE
 
| years:days:size  
 
| years:days:size  
| sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.
+
| sets up size at a given time. Size is roughly equal to the creature's average weight in grams.
 
'''Example:'''<br />
 
'''Example:'''<br />
 
[BODY_SIZE:0:0:10000]<br />
 
[BODY_SIZE:0:0:10000]<br />
 
[BODY_SIZE:1:168:50000]<br />
 
[BODY_SIZE:1:168:50000]<br />
 
[BODY_SIZE:12:0:220000]<br />
 
[BODY_SIZE:12:0:220000]<br />
This describes the size of a [[minotaur]]. His birth size would be 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg
+
This describes the size of a {{L|minotaur}}. His birth size would be 10000 (~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg
  
 
|-  
 
|-  
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| BONECARN  
 
| BONECARN  
 
|   
 
|   
| Creature eats bones. Implies CARNIVORE. Civilized creatures (e.g. Kobolds) with this tag tend to die out during world generation.
+
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE.
  
 
|-  
 
|-  
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| CAN_SPEAK  
 
| CAN_SPEAK  
 
|   
 
|   
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}
+
| Can talk. Note that it is not necessary for a creature to gain social skills.  
  
 
|-  
 
|-  
 
| CANNOT_UNDEAD  
 
| CANNOT_UNDEAD  
 
|   
 
|   
| Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.
+
| Cannot be turned into a zombie or skeletal undead
  
 
|-  
 
|-  
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| CARNIVORE  
 
| CARNIVORE  
 
|   
 
|   
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.
+
| Creature ''only'' eats meat
  
 
|-  
 
|-  
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| CASTE_PROFESSION_NAME  
 
| CASTE_PROFESSION_NAME  
 
|  
 
|  
*[[Unit type token]] (Profession)
+
*Profession
 
*singular
 
*singular
 
*plural  
 
*plural  
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| CHILDNAME  
 
| CHILDNAME  
 
| singular:plural  
 
| singular:plural  
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
+
| name at caste level
  
 
|-  
 
|-  
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| DEMON
 
| DEMON
 
|   
 
|   
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
+
| Found on generated {{L|demon}}s; sets the creature as potential {{L|hell}} spawn
  
 
|-  
 
|-  
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| EGG_MATERIAL
 
| EGG_MATERIAL
 
|
 
|
* [[material token]]
+
* {{L|material token}}
 
*state (SOLID, LIQUID, or GAS)
 
*state (SOLID, LIQUID, or GAS)
 
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
 
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
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| EVIL  
 
| EVIL  
 
|   
 
|   
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.
+
| Determines whether creature can show up on "evil" maps
  
  
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| EXTRACT
 
| EXTRACT
 
|
 
|
* [[material token]]
+
* {{L|material token}}
| Defines a creature extract which can be obtained via [[small animal dissection]].
+
| Defines a creature extract which can be obtained via {{L|small animal dissection}}.
  
 
|-  
 
|-  
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| FANCIFUL  
 
| FANCIFUL  
 
|   
 
|   
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with [COMMON_DOMESTIC]
+
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.  
  
 
|-
 
|-
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| FEATURE_BEAST
 
| FEATURE_BEAST
 
|
 
|
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
+
| Found on {{L|forgotten beast}}s.
  
 
|-  
 
|-  
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| FIREBREATH  
 
| FIREBREATH  
 
|   
 
|   
| The creature breathes long range fireballs and has a short range cone shaped fire breath attack.
+
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
  
 
|-  
 
|-  
 
| FIREIMMUNE  
 
| FIREIMMUNE  
 
|   
 
|   
| The creature is immune to FIREBREATH and steam.
+
| ?
  
 
|-  
 
|-  
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| FLEEQUICK  
 
| FLEEQUICK  
 
|   
 
|   
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
+
| Determines how soon a creature flees in a losing battle.  
  
 
|-  
 
|-  
 
| FLIER  
 
| FLIER  
 
|   
 
|   
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
+
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
  
 
|-  
 
|-  
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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. 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 POP_RATIO.
+
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. Not to be confused with POP_RATIO
 
|}
 
|}
  
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| GENERATED
 
| GENERATED
 
|   
 
|   
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s.
+
| Found on procedurally generated creatures like {{L|Forgotten beast}}s, (biome name) {{L|titan}}s, {{L|Demon}}s, and {{L|night creature}}s.
  
 
|-  
 
|-  
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| GNAWER  
 
| GNAWER  
 
| verb (gnawed)  
 
| verb (gnawed)  
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from [[artifact]]s.
+
| The creature chews on food barrels and bags.  
  
 
|-  
 
|-  
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| GRASSTRAMPLE  
 
| GRASSTRAMPLE  
 
| value  
 
| value  
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.
+
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.
  
 
|-
 
|-
 
| GRAVITATE_BODY_SIZE
 
| GRAVITATE_BODY_SIZE
| target value
+
|
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.
+
| Creature Variants template command, alter body size.
  
 
|-
 
|-
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| HABIT_NUM
 
| HABIT_NUM
 
| number or TEST_ALL
 
| number or TEST_ALL
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".<sup>[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]</sup> All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
+
| Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
  
 
|-  
 
|-  
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|
 
|
 
*number
 
*number
*[[time]]
+
*{{L|time}}
*[[item token]]s
+
*{{L|item token}}s
| What product is harvested from [[Beekeeping industry|beekeeping]].
+
| What product is harvested from {{L|Beekeeping industry|beekeeping}}.
  
 
|-  
 
|-  
 
| HOMEOTHERM  
 
| HOMEOTHERM  
 
|   
 
|   
| Default 'NONE'. The creature's normal body [[temperature]]
+
| Default 'NONE'. The creature's normal body {{L|temperature}}
  
 
|-
 
|-
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| IMMOBILE_LAND  
 
| IMMOBILE_LAND  
 
|   
 
|   
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.
+
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breath on land.
  
 
|-  
 
|-  
 
| IMMOLATE  
 
| IMMOLATE  
 
|   
 
|   
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials. Due to a bug, however, they will only escape from [[artifact]]s.
+
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.  
  
 
|-  
 
|-  
 
| INTELLIGENT  
 
| INTELLIGENT  
 
|   
 
|   
| Shortcut for [CAN_SPEAK] + [CAN_LEARN].
+
| Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills - including social skills - and professions. Not recommended for uncivilized monsters.
  
 
|-  
 
|-  
 
| ITEMCORPSE  
 
| ITEMCORPSE  
 
|     
 
|     
* [[item token]]
+
* {{L|item token}}:subtype
* [[material token]]
+
* {{L|material token}}
 
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
 
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
  
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| LAIR_CHARACTERISTIC
 
| LAIR_CHARACTERISTIC
 
| characteristic:probability
 
| characteristic:probability
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
+
| Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS.
  
 
|-
 
|-
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| LAYS_UNUSUAL_EGGS
 
| LAYS_UNUSUAL_EGGS
 
|
 
|
* [[item token]]
+
* {{L|item token}}
* [[material token]]
+
* {{L|material token}}
 
| Creature lays a particular item instead of regular eggs.
 
| Creature lays a particular item instead of regular eggs.
  
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| LIGAMENTS  
 
| LIGAMENTS  
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
*healing rate  
 
*healing rate  
 
| Defines the material and healing rate of ligaments.
 
| Defines the material and healing rate of ligaments.
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| LISP
 
| LISP
 
|  
 
|  
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
+
| Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."  
  
 
|-
 
|-
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| MANNERISM_??  
 
| MANNERISM_??  
 
|  
 
|  
*occasionally body part  
+
*occassionally body part  
 
| Adds a possible mannerism to the creature's profile.
 
| Adds a possible mannerism to the creature's profile.
Refer to [[Creature mannerism token]]s
+
Refer to {{L|Creature mannerism token}}s
  
 
|-
 
|-
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| MATERIAL_BREATH_ATTACK  
 
| MATERIAL_BREATH_ATTACK  
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
* breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)  
 
* breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)  
 
| Creates an attack referencing a material, using a given type of breath attack.
 
| Creates an attack referencing a material, using a given type of breath attack.
Line 974: Line 971:
 
|-  
 
|-  
 
| MENT_ATT_RANGE  
 
| MENT_ATT_RANGE  
|
+
|  
 
*ATTRIBUTE
 
*ATTRIBUTE
*lowest:lower:low:median:high:higher:highest  
+
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
 
  
 
|-  
 
|-  
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*rust counter rate
 
*rust counter rate
 
*demotion counter rate
 
*demotion counter rate
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
+
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE to prevent rust entirely.
  
 
|-  
 
|-  
 
| MILKABLE  
 
| MILKABLE  
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
* frequency
 
* frequency
 
| Allows the creature to be milked.  
 
| Allows the creature to be milked.  
Line 1,019: Line 1,015:
 
| MULTIPLE_LITTER_RARE  
 
| MULTIPLE_LITTER_RARE  
 
|   
 
|   
| Makes litters with more than one offspring rare, only happening with a 1/500 chance.
+
| Makes litters with more than one offspring rare.  
  
 
|-  
 
|-  
Line 1,030: Line 1,026:
 
| MUNDANE  
 
| MUNDANE  
 
|   
 
|   
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.
+
| Marks if the creature is an actual real-life creature. Only used for age-names at present.  
 
|}
 
|}
  
Line 1,056: Line 1,052:
 
| NATURAL_SKILL
 
| NATURAL_SKILL
 
| skill:value
 
| skill:value
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).
+
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function.
  
 
|-
 
|-
 
| NIGHT_CREATURE_BOGEYMAN
 
| NIGHT_CREATURE_BOGEYMAN
 
|
 
|
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.
+
| Found on bogeymen. Presumably makes the creature attack the player at night in hordes like bogeymen do.
  
 
|-
 
|-
 
| NIGHT_CREATURE_HUNTER
 
| NIGHT_CREATURE_HUNTER
 
|
 
|
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET <s>of the opposite sex</s>(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.
+
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET of the opposite sex, convert them, and then have children with them. NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed.
  
 
|-  
 
|-  
Line 1,217: Line 1,213:
 
| PACK_ANIMAL  
 
| PACK_ANIMAL  
 
|   
 
|   
| Allows the creature to be used as a pack animal. Currently only used by merchants. 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. Currently only used by merchants.
  
 
|-  
 
|-  
Line 1,244: Line 1,240:
 
*ATTRIBUTE
 
*ATTRIBUTE
 
*lowest:median:highest  
 
*lowest:median:highest  
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.
+
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[DF2010:Personality_trait|Personality traits]] for more info.
  
 
|-  
 
|-  
 
| PET  
 
| PET  
 
|   
 
|   
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.
+
| Allows the creature to be tamed.  
  
 
|-  
 
|-  
Line 1,277: Line 1,273:
 
|  
 
|  
 
*ATTRIBUTE
 
*ATTRIBUTE
*lowest:lower:low:median:high:higher:highest  
+
*lowest
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
+
*lower
 +
*low
 +
*median
 +
*high
 +
*higher
 +
*highest  
 +
| sets up a physical attribute's range of values. Max of 5000.
  
 
|-  
 
|-  
Line 1,288: Line 1,290:
 
*rust counter rate
 
*rust counter rate
 
*demotion counter rate
 
*demotion counter rate
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
+
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.
  
 
|-
 
|-
Line 1,311: Line 1,313:
 
| POPULATION_NUMBER  
 
| POPULATION_NUMBER  
 
| min:max  
 
| min:max  
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
+
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.
  
 
|-
 
|-
Line 1,326: Line 1,328:
 
| PROFESSION_NAME  
 
| PROFESSION_NAME  
 
|  
 
|  
*[[Unit type token]] (Profession)
+
*Profession
 
*singular
 
*singular
 
*plural  
 
*plural  
Line 1,339: Line 1,341:
 
| PUS
 
| PUS
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
*matter state (LIQUID, GAS, SOLID)  
 
*matter state (LIQUID, GAS, SOLID)  
 
| Specifies what the creature's wounds will ooze when infected.
 
| Specifies what the creature's wounds will ooze when infected.
Line 1,419: Line 1,421:
 
| SECRETION  
 
| SECRETION  
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
*Material State
 
*Material State
 
*location secreted from (by_type, by_category, by_token)
 
*location secreted from (by_type, by_category, by_token)
Line 1,441: Line 1,443:
 
| SELECT_MATERIAL  
 
| SELECT_MATERIAL  
 
|  
 
|  
*Material token
+
*MATERIAL NAME
| Selects a locally defined material. Can be ALL.
+
| Selects the material. Can be ALL.
  
 
|-  
 
|-  
 
| SEMIMEGABEAST  
 
| SEMIMEGABEAST  
 
|  
 
|  
| Appears as boss creature in quests. Makes history by rampaging around towns. Appears on fortress territory in Fortress Mode occasionally. Possibly inhabits non-mountain caves.
+
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.
  
 
|-  
 
|-  
Line 1,468: Line 1,470:
 
| SHEARABLE_TISSUE_LAYER
 
| SHEARABLE_TISSUE_LAYER
 
|
 
|
* tissue modifier
+
* property
* required value
+
* growth rate?
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).
+
| Tissue layer can be sheared for its component material. Tissue layer must have certain modifiers, with LENGTH being the only one known to work.
  
 
|-
 
|-
 
| SKILL_LEARN_RATE
 
| SKILL_LEARN_RATE
| [[skill_token]]:percentage
+
| {{L|skill_token}}:percentage
 
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.
 
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.
  
Line 1,484: Line 1,486:
 
|-
 
|-
 
| SKILL_RATE
 
| SKILL_RATE
| [[skill_token]]:percentage:value:value:value
+
| {{L|skill_token}}:percentage:value:value:value
 
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.
 
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.
  
Line 1,495: Line 1,497:
 
*demotion counter rate
 
*demotion counter rate
 
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.
 
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.
Default is [SKILL_RATES:100:8:16:16].  [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.
+
Default is [SKILL_RATES:100:8:8:16].  [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.
  
 
|-
 
|-
 
| SKILL_RUST_RATE
 
| SKILL_RUST_RATE
| [[skill_token]]:value:value:value
+
| {{L|skill_token}}:value:value:value
 
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
 
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
  
 
|-
 
|-
 
| SKILL_RUST_RATES
 
| SKILL_RUST_RATES
| value:value:value
+
| {{L|skill_token}}:value:value:value
 
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
 
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
  
Line 1,525: Line 1,527:
 
| SOUND
 
| SOUND
 
|
 
|
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
+
| Creature makes sounds.
* Sound range (in tiles)
 
* Sound delay (lower values = sound is produced more often)
 
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)
 
* First-person description
 
* Third-person description
 
* Description when out of sight
 
| Creature makes sounds periodically, which can be heard in Adventure mode.
 
  
 
|-
 
|-
Line 1,544: Line 1,539:
 
| SPEECH  
 
| SPEECH  
 
| speech file  
 
| speech file  
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
+
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u
  
 
|-  
 
|-  
Line 1,559: Line 1,554:
 
| SPEED  
 
| SPEED  
 
| value  
 
| value  
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.
+
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See {{L|Speed}} for more information.
  
 
|-  
 
|-  
Line 1,608: Line 1,603:
 
| TENDONS  
 
| TENDONS  
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
*healing rate  
 
*healing rate  
| Defines the material and healing rate of tendons.
+
| Defines the material and healing rare of tendons.
  
 
|-  
 
|-  
Line 1,625: Line 1,620:
 
| TITAN
 
| TITAN
 
|
 
|
| Found on [[titan]]s. Cannot be specified in user-defined raws.
+
| Found on {{L|titan}}s.
  
 
|-  
 
|-  
Line 1,666: Line 1,661:
 
| TRAINABLE  
 
| TRAINABLE  
 
|   
 
|   
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
+
| Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].
  
 
|-  
 
|-  
Line 1,727: Line 1,722:
 
| UNDERSWIM  
 
| UNDERSWIM  
 
|   
 
|   
| Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.
+
| Creature swims under the water and can't be seen.{{verify}}
  
 
|-  
 
|-  
 
| UNIQUE_DEMON
 
| UNIQUE_DEMON
 
|   
 
|   
| Typically found on generated [[demon]]s; causes the game to create a single (or double, one per caste, if have two genders) named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.
+
| Typically found on {{L|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.
  
 
|-
 
|-
 
| USE_CASTE
 
| USE_CASTE
 
|
 
|
*new caste token
+
*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."
 
  
 
|-
 
|-
 
| USE_MATERIAL
 
| USE_MATERIAL
 
|
 
|
*new material ID
+
*new material token
*old material ID
+
*old material id
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.
+
| Definew a new local creature material and populates it with all properties defined in the specified material. Old material id accepts any valid material id, including INORGANIC:X, CREATURE_MAT:C:X, LOCAL_CREATURE_MAT:X, and others (where X is a material id from that set, and C is a valid creature id).{{verify}}
  
 
|-  
 
|-  
Line 1,760: Line 1,754:
 
*new tissue token
 
*new tissue token
 
*old tissue id
 
*old tissue id
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
+
| Uses a local creature mat to define a new material?{{verify}}
  
 
|-  
 
|-  
Line 1,793: Line 1,787:
 
| VERMIN_BITE  
 
| VERMIN_BITE  
 
|  
 
|  
*chance of occurance{{verify}}
+
*amount
*verb (bitten, stung, etc)
+
*verb (bitten, stung)
* [[material token]]
+
* {{L|material token}}
| Vermin bites, and injects something.
+
| vermin bites, and injects something.
  
 
|-
 
|-
 
| VERMIN_EATER
 
| VERMIN_EATER
 
|
 
|
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
+
| Vermin can nibble food?{{verify}}
  
 
|-  
 
|-  
 
| VERMIN_FISH  
 
| VERMIN_FISH  
 
|   
 
|   
| The vermin appears in water and will attempt to swim around.
+
| Acts like a fish
  
 
|-  
 
|-  
 
| VERMIN_GROUNDER  
 
| VERMIN_GROUNDER  
 
|   
 
|   
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
+
| The creature can be picked up if you stand over it. (Requires confirmation)
 +
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'
  
 
|-  
 
|-  
 
| VERMIN_HATEABLE  
 
| VERMIN_HATEABLE  
|
+
|
 
| Some dwarves will hate the creature and get unhappy thoughts when around it.  
 
| Some dwarves will hate the creature and get unhappy thoughts when around it.  
  
Line 1,821: Line 1,816:
 
| VERMIN_MICRO  
 
| VERMIN_MICRO  
 
|   
 
|   
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.
+
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.  
  
 
|-  
 
|-  
Line 1,841: Line 1,836:
 
| VERMIN_ROTTER  
 
| VERMIN_ROTTER  
 
|   
 
|   
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.
+
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.  
  
 
|-  
 
|-  
 
| VERMIN_SOIL  
 
| VERMIN_SOIL  
 
|   
 
|   
| The creature randomly appears near dirt or mud.
+
| The creature randomly appears near dirt or mud.  
  
 
|-  
 
|-  
Line 1,856: Line 1,851:
 
| VERMINHUNTER  
 
| VERMINHUNTER  
 
|   
 
|   
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
+
| Implies AT_PEACE_WITH_WILDLIFE, RETURNS_VERMIN_KILLS_TO_OWNER, HUNTS_VERMIN, and ADOPTS_OWNER.
  
 
|-  
 
|-  
Line 1,887: Line 1,882:
 
| WEBBER  
 
| WEBBER  
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
| Allows the creature to create webs, and defines what the webs are made of.
 
| Allows the creature to create webs, and defines what the webs are made of.
  
Line 1,906: Line 1,901:
 
| ATTACK_SKILL  
 
| ATTACK_SKILL  
 
|  
 
|  
*skill used ([[Skill token]])
+
*skill used ({{L|Skill token}})
 
| defines the attack skill used
 
| defines the attack skill used
  
Line 1,918: Line 1,913:
 
|  
 
|  
 
*% value  
 
*% value  
| amount of available tissue used in attack, or possibly percent chance the attack makes contact
+
| amount of available tissue used in attack
  
 
|-  
 
|-  
Line 1,924: Line 1,919:
 
|  
 
|  
 
*% value  
 
*% value  
| probably amount of material that makes contact when penetration is done, or possibly percent chance the attack penetrates (as in sharp items. Default is 0, so it can be left out for blunt attacks, if this is what it does)
+
| probably amount of material that makes contact when penetration is done
  
 
|-  
 
|-  
Line 1,940: Line 1,935:
 
| ATTACK_FLAG_CANLATCH  
 
| ATTACK_FLAG_CANLATCH  
 
|   
 
|   
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.
+
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in it's definition is made.
  
 
|-  
 
|-  
Line 1,955: Line 1,950:
 
| SPECIALATTACK_INJECT_EXTRACT  
 
| SPECIALATTACK_INJECT_EXTRACT  
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
*state (SOLID, LIQUID, GAS)
 
*state (SOLID, LIQUID, GAS)
 
*min:max
 
*min:max
Line 1,970: Line 1,965:
  
 
===Tissue Modification===
 
===Tissue Modification===
This next group of tokens deals setting and modifying tissue properties. (See also [[Tissue definition token]])
+
This next group of tokens deals setting and modifying tissue properties. (See also {{L|Tissue definition token}})
  
  
Line 2,116: Line 2,111:
  
 
==See Also==
 
==See Also==
*[[Body detail plan token]]
+
*{{L|Body detail plan token}}
*[[Body token]]
+
*{{L|Body token}}
*[[Material definition token]]
+
*{{L|Material definition token}}
*[[Syndrome]]
+
*{{L|Syndrome}}
*[[Tissue definition token]]
+
*{{L|Tissue definition token}}
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

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