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Editing v0.31:Creature token
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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 | ||
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− | | Allows a creature to breathe with or without [[water]]. Implies [AQUATIC]. | + | | Allows a creature to breathe with or without [[ water]]. Implies [AQUATIC]. |
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| BONECARN | | BONECARN | ||
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− | | 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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| FIREIMMUNE | | FIREIMMUNE | ||
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− | | | + | | Renders a creature immune to being damaged by FIREBREATH's short range cone attack. |
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| FLIER | | FLIER | ||
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− | | 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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| GNAWER | | GNAWER | ||
| verb (gnawed) | | verb (gnawed) | ||
− | | The creature | + | | The creature chews on food barrels and bags. |
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| IMMOBILE_LAND | | IMMOBILE_LAND | ||
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− | | 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. |
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| IMMOLATE | | IMMOLATE | ||
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− | | 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. |
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| 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. |
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| ITEMCORPSE | | ITEMCORPSE | ||
| | | | ||
− | * [[item token]] | + | * [[item token]]:subtype |
* [[material token]] | * [[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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| MULTIPLE_LITTER_RARE | | MULTIPLE_LITTER_RARE | ||
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− | | Makes litters with more than one offspring rare | + | | Makes litters with more than one offspring rare. |
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| PACK_ANIMAL | | PACK_ANIMAL | ||
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− | | 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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| TRAINABLE | | TRAINABLE | ||
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− | | | + | | Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR]. |
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| UNIQUE_DEMON | | UNIQUE_DEMON | ||
| | | | ||
− | | Typically found on generated [[demon]]s; causes the game to create a single | + | | Typically 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. Cannot be specified in user-defined raws. |
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| VERMIN_MICRO | | VERMIN_MICRO | ||
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− | | 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 | ||
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− | | | + | | Implies AT_PEACE_WITH_WILDLIFE, RETURNS_VERMIN_KILLS_TO_OWNER, HUNTS_VERMIN, and ADOPTS_OWNER. |
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