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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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| AMPHIBIOUS | | AMPHIBIOUS | ||
| | | | ||
− | | Allows a creature to breathe with or without | + | | Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC]. |
|- | |- | ||
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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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| 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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'''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: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 (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 |
|- | |- | ||
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| BONECARN | | BONECARN | ||
| | | | ||
− | | Creature eats bones. Implies CARNIVORE. Civilized creatures ( | + | | Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE. Civilized creatures (ex. Kobolds) with this tag tend to die out during world generation. |
|- | |- | ||
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| CASTE_PROFESSION_NAME | | CASTE_PROFESSION_NAME | ||
| | | | ||
− | * | + | *Profession |
*singular | *singular | ||
*plural | *plural | ||
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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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| 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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| FEATURE_BEAST | | FEATURE_BEAST | ||
| | | | ||
− | | Found on | + | | Found on {{L|forgotten beast}}s. |
|- | |- | ||
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| FIREIMMUNE | | FIREIMMUNE | ||
| | | | ||
− | | | + | | Renders a creature immune to being damaged by FIREBREATH's short range cone attack. |
|- | |- | ||
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| 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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| | | | ||
*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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| 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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*occasionally body part | *occasionally 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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| 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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| 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. |
|- | |- | ||
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| POPULATION_NUMBER | | POPULATION_NUMBER | ||
| min:max | | min:max | ||
− | | The minimum/maximum numbers of how many of these creatures | + | | old guess: "The minimum/maximum numbers of how many of these creatures can show up on a map per year."<br>Toady: "Pop number is the number per square of the region, I think." |
|- | |- | ||
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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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| 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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|- | |- | ||
| 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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|- | |- | ||
| 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. | ||
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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. |
|- | |- | ||
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| TRAINABLE | | TRAINABLE | ||
| | | | ||
− | | | + | | Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR]. |
|- | |- | ||
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| UNIQUE_DEMON | | UNIQUE_DEMON | ||
| | | | ||
− | | Typically found on generated | + | | Typically found on generated {{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. Cannot be used for modder-defined creatures. |
|- | |- | ||
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*chance of occurance{{verify}} | *chance of occurance{{verify}} | ||
*verb (bitten, stung, etc) | *verb (bitten, stung, etc) | ||
− | * | + | * {{L|material token}} |
| Vermin bites, and injects something. | | Vermin bites, and injects something. | ||
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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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| 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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| SPECIALATTACK_INJECT_EXTRACT | | SPECIALATTACK_INJECT_EXTRACT | ||
| | | | ||
− | * | + | * {{L|material token}} |
*state (SOLID, LIQUID, GAS) | *state (SOLID, LIQUID, GAS) | ||
*min:max | *min:max | ||
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===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}}) |
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==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}} |