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Editing v0.31:Creature token
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Latest revision | Your text | ||
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− | {{ | + | {{av}}{{Quality|Exceptional}} |
− | {{ | ||
A full list of all known creature tokens. | A full list of all known creature tokens. | ||
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| ADOPTS_OWNER | | ADOPTS_OWNER | ||
| | | | ||
− | | Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. | + | | Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. |
|- | |- | ||
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| AMBUSHPREDATOR | | AMBUSHPREDATOR | ||
| | | | ||
− | | | + | | Makes the creature start out hidden.{{verify}} |
|- | |- | ||
| AMPHIBIOUS | | AMPHIBIOUS | ||
| | | | ||
− | | Allows a creature to breathe with or without | + | | Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC]. |
|- | |- | ||
| APP_MOD_DESC_RANGE | | APP_MOD_DESC_RANGE | ||
− | | | + | | ? |
− | + | | ? | |
− | | | ||
|- | |- | ||
| APP_MOD_GENETIC_MODEL | | APP_MOD_GENETIC_MODEL | ||
| | | | ||
− | + | | | |
− | | | ||
|- | |- | ||
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| AQUATIC | | AQUATIC | ||
| | | | ||
− | | Allows a creature to breathe underwater, but causes it to "drown" out of | + | | 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 | + | | Specifies when a {{L|megabeast}} will attack the fortress. |
|} | |} | ||
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| BABYNAME | | BABYNAME | ||
| singular:plural | | singular:plural | ||
− | | | + | | name at caste level |
|- | |- | ||
| BEACH_FREQUENCY | | BEACH_FREQUENCY | ||
| | | | ||
− | | | + | | {{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 | + | | 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 | ||
| | | | ||
− | * | + | * {{L|biome token}} |
− | | Select a | + | | Select a {{L|Biome}} the creature may appear in. |
|- | |- | ||
| BLOOD | | BLOOD | ||
| | | | ||
− | * | + | * {{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 | + | 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: | + | [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 | + | This creates the detailed body of a {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /> |
− | A | + | 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 | + | | 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 | + | 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 | + | | 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. | + | | 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 | + | | Cannot be turned into a zombie or skeletal undead |
|- | |- | ||
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| CARNIVORE | | CARNIVORE | ||
| | | | ||
− | | Creature ''only'' eats meat | + | | Creature ''only'' eats meat |
|- | |- | ||
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| CASTE_PROFESSION_NAME | | CASTE_PROFESSION_NAME | ||
| | | | ||
− | * | + | *Profession |
*singular | *singular | ||
*plural | *plural | ||
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| CHILDNAME | | CHILDNAME | ||
| singular:plural | | singular:plural | ||
− | | | + | | name at caste level |
|- | |- | ||
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| DEMON | | DEMON | ||
| | | | ||
− | | Found on generated | + | | Found on generated {{L|demon}}s; sets the creature as potential {{L|hell}} spawn |
|- | |- | ||
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| EGG_MATERIAL | | EGG_MATERIAL | ||
| | | | ||
− | * | + | * {{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 | ||
| | | | ||
− | | | + | | Determines whether creature can show up on "evil" maps |
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| EXTRACT | | EXTRACT | ||
| | | | ||
− | * | + | * {{L|material token}} |
− | | Defines a creature extract which can be obtained via | + | | 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. | + | | 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 | + | | Found on {{L|forgotten beast}}s. |
|- | |- | ||
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| FIREBREATH | | FIREBREATH | ||
| | | | ||
− | | The creature breathes | + | | The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone). |
|- | |- | ||
| FIREIMMUNE | | FIREIMMUNE | ||
| | | | ||
− | | | + | | ? |
|- | |- | ||
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| FLEEQUICK | | FLEEQUICK | ||
| | | | ||
− | | Determines how soon a creature flees in a losing battle | + | | Determines how soon a creature flees in a losing battle. |
|- | |- | ||
| FLIER | | FLIER | ||
| | | | ||
− | | Allows a creature to fly. Fortress Mode pathfinding only partially incorporates | + | | 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 | + | | 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 | + | | 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 | + | | The creature chews on food barrels and bags. |
|- | |- | ||
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| GRASSTRAMPLE | | GRASSTRAMPLE | ||
| value | | value | ||
− | | | + | | Determines the percentage chance (or possibly wait time until next trample) of trampling and killing grass when a creature steps on it. Delete the tag to make the creature never trample grass. |
|- | |- | ||
| GRAVITATE_BODY_SIZE | | GRAVITATE_BODY_SIZE | ||
− | | | + | | |
− | | | + | | Creature Variants template command, alter body size. |
|- | |- | ||
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| HABIT_NUM | | HABIT_NUM | ||
| number or TEST_ALL | | number or TEST_ALL | ||
− | | | + | | Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL] |
|- | |- | ||
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| | | | ||
*number | *number | ||
− | * | + | *{{L|time}} |
− | * | + | *{{L|item token}}s |
− | | What product is harvested from | + | | What product is harvested from {{L|Beekeeping industry|beekeeping}}. |
|- | |- | ||
| HOMEOTHERM | | HOMEOTHERM | ||
| | | | ||
− | | Default 'NONE'. The creature's normal body | + | | 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 | + | | 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 | + | | Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. |
|- | |- | ||
| INTELLIGENT | | INTELLIGENT | ||
| | | | ||
− | | | + | | 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 | ||
| | | | ||
− | * | + | * {{L|item token}}:subtype |
− | * | + | * {{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 | ||
| | | | ||
− | * | + | * {{L|item 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 | ||
| | | | ||
− | * | + | * {{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 | + | | Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz." |
|- | |- | ||
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| MANNERISM_?? | | MANNERISM_?? | ||
| | | | ||
− | * | + | *occassionally body part |
| Adds a possible mannerism to the creature's profile. | | Adds a possible mannerism to the creature's profile. | ||
− | Refer to | + | Refer to {{L|Creature mannerism token}}s |
|- | |- | ||
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| MATERIAL_BREATH_ATTACK | | MATERIAL_BREATH_ATTACK | ||
| | | | ||
− | * | + | * {{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. | ||
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|- | |- | ||
| 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. |
− | | | ||
|- | |- | ||
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*rust counter rate | *rust counter rate | ||
*demotion counter rate | *demotion counter rate | ||
− | | | + | | 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 | ||
| | | | ||
− | * | + | * {{L|material token}} |
* frequency | * frequency | ||
| Allows the creature to be milked. | | Allows the creature to be milked. | ||
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| MULTIPLE_LITTER_RARE | | MULTIPLE_LITTER_RARE | ||
| | | | ||
− | | Makes litters with more than one offspring rare | + | | Makes litters with more than one offspring rare. |
|- | |- | ||
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| MUNDANE | | MUNDANE | ||
| | | | ||
− | | Marks if the creature is an actual real-life creature. Only used for age-names at present | + | | Marks if the creature is an actual real-life creature. Only used for age-names at present. |
|} | |} | ||
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| 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 | + | | 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. | + | | 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 | + | | 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. |
|- | |- | ||
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| PACK_ANIMAL | | PACK_ANIMAL | ||
| | | | ||
− | | Allows the creature to be used as a pack animal. Currently only used by merchants | + | | Allows the creature to be used as a pack animal. Currently only used by merchants. |
|- | |- | ||
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*ATTRIBUTE | *ATTRIBUTE | ||
*lowest:median:highest | *lowest:median:highest | ||
− | | Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality | + | | 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 | + | | Allows the creature to be tamed. |
|- | |- | ||
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| | | | ||
*ATTRIBUTE | *ATTRIBUTE | ||
− | *lowest | + | *lowest |
− | | | + | *lower |
+ | *low | ||
+ | *median | ||
+ | *high | ||
+ | *higher | ||
+ | *highest | ||
+ | | sets up a physical attribute's range of values. Max of 5000. | ||
|- | |- | ||
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*rust counter rate | *rust counter rate | ||
*demotion counter rate | *demotion counter rate | ||
− | | | + | | 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. |
|- | |- | ||
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| POPULATION_NUMBER | | POPULATION_NUMBER | ||
| min:max | | min:max | ||
− | | The minimum/maximum numbers of how many of these creatures | + | | The minimum/maximum numbers of how many of these creatures can show up on a map per year. |
|- | |- | ||
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| PROFESSION_NAME | | PROFESSION_NAME | ||
| | | | ||
− | * | + | *Profession |
*singular | *singular | ||
*plural | *plural | ||
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| PUS | | PUS | ||
| | | | ||
− | * | + | * {{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. | ||
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| SECRETION | | SECRETION | ||
| | | | ||
− | * | + | * {{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) | ||
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| SELECT_MATERIAL | | SELECT_MATERIAL | ||
| | | | ||
− | * | + | *MATERIAL NAME |
− | | Selects | + | | Selects the material. Can be ALL. |
|- | |- | ||
| SEMIMEGABEAST | | SEMIMEGABEAST | ||
| | | | ||
− | | Appears as boss creature in quests. Makes history by rampaging around towns | + | | Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves. |
|- | |- | ||
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| SHEARABLE_TISSUE_LAYER | | SHEARABLE_TISSUE_LAYER | ||
| | | | ||
− | * | + | * property |
− | * | + | * growth rate? |
− | | Tissue layer can be sheared for its component material. | + | | 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 | ||
− | | | + | | {{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. | ||
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|- | |- | ||
| SKILL_RATE | | SKILL_RATE | ||
− | | | + | | {{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. | ||
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*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: | + | 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 | ||
− | | | + | | {{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. | ||
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| SOUND | | SOUND | ||
| | | | ||
− | + | | Creature makes sounds. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | Creature makes sounds | ||
|- | |- | ||
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| SPEECH | | SPEECH | ||
| speech file | | speech file | ||
− | | Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in | + | | Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u |
|- | |- | ||
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| 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 | + | | 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. |
|- | |- | ||
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| TENDONS | | TENDONS | ||
| | | | ||
− | * | + | * {{L|material token}} |
*healing rate | *healing rate | ||
| Defines the material and healing rate of tendons. | | Defines the material and healing rate of tendons. | ||
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| TITAN | | TITAN | ||
| | | | ||
− | | Found on | + | | Found on {{L|titan}}s. |
|- | |- | ||
Line 1,666: | Line 1,661: | ||
| TRAINABLE | | TRAINABLE | ||
| | | | ||
− | | | + | | Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR]. |
|- | |- | ||
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| UNDERSWIM | | UNDERSWIM | ||
| | | | ||
− | | Creature swims under the water and can't be seen. | + | | Creature swims under the water and can't be seen.{{verify}} |
|- | |- | ||
| UNIQUE_DEMON | | UNIQUE_DEMON | ||
| | | | ||
− | | Typically found on | + | | 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 | ||
| | | | ||
− | * | + | *caste token |
− | + | | | |
− | | | ||
|- | |- | ||
| USE_MATERIAL | | USE_MATERIAL | ||
| | | | ||
− | *new material | + | *new material token |
− | *old material | + | *old material id |
− | | | + | | 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 | ||
− | | | + | | Uses a local creature mat to define a new material?{{verify}} |
|- | |- | ||
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| VERMIN_BITE | | VERMIN_BITE | ||
| | | | ||
− | * | + | *amount |
− | *verb (bitten, stung | + | *verb (bitten, stung) |
− | * | + | * {{L|material token}} |
− | | | + | | vermin bites, and injects something. |
|- | |- | ||
| VERMIN_EATER | | VERMIN_EATER | ||
| | | | ||
− | | | + | | Vermin can nibble food?{{verify}} |
|- | |- | ||
| VERMIN_FISH | | VERMIN_FISH | ||
| | | | ||
− | | | + | | Acts like a fish |
|- | |- | ||
| VERMIN_GROUNDER | | VERMIN_GROUNDER | ||
| | | | ||
− | | The creature | + | | 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. | ||
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| 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. |
|- | |- | ||
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| 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. |
|- | |- | ||
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| VERMINHUNTER | | VERMINHUNTER | ||
| | | | ||
− | | | + | | Implies AT_PEACE_WITH_WILDLIFE, RETURNS_VERMIN_KILLS_TO_OWNER, HUNTS_VERMIN, and ADOPTS_OWNER. |
|- | |- | ||
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| WEBBER | | WEBBER | ||
| | | | ||
− | * | + | * {{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. | ||
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| ATTACK_SKILL | | ATTACK_SKILL | ||
| | | | ||
− | *skill used ( | + | *skill used ({{L|Skill token}}) |
| defines the attack skill used | | defines the attack skill used | ||
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| | | | ||
*% value | *% value | ||
− | | amount of available tissue used in attack | + | | 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 | + | | probably amount of material that makes contact when penetration is done |
|- | |- | ||
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| SPECIALATTACK_INJECT_EXTRACT | | SPECIALATTACK_INJECT_EXTRACT | ||
| | | | ||
− | * | + | * {{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 | + | 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== | ||
− | * | + | *{{L|Body detail plan token}} |
− | * | + | *{{L|Body token}} |
− | * | + | *{{L|Material definition token}} |
− | * | + | *{{L|Syndrome}} |
− | * | + | *{{L|Tissue definition token}} |
{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} |