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Difference between revisions of "v0.34:Creature token"
m |
(Update creature/caste tokens, and actually note which ones are caste-specific) |
||
Line 13: | Line 13: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
|- | |- | ||
| ADOPTS_OWNER | | ADOPTS_OWNER | ||
+ | | Caste | ||
| | | | ||
| 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. 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}} | ||
Line 23: | Line 25: | ||
|- | |- | ||
| ALCOHOL_DEPENDENT | | ALCOHOL_DEPENDENT | ||
+ | | Caste | ||
| | | | ||
| Creature needs alcohol to get through the working day. | | Creature needs alcohol to get through the working day. | ||
Line 28: | Line 31: | ||
|- | |- | ||
| ALL_ACTIVE | | ALL_ACTIVE | ||
+ | | Caste | ||
| | | | ||
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. | | Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. | ||
Line 33: | Line 37: | ||
|- | |- | ||
| ALTTILE | | ALTTILE | ||
+ | | Creature | ||
| | | | ||
| If set, the creature will blink between its [TILE] and its [ALTTILE]. | | If set, the creature will blink between its [TILE] and its [ALTTILE]. | ||
Line 38: | Line 43: | ||
|- | |- | ||
| AMBUSHPREDATOR | | AMBUSHPREDATOR | ||
+ | | Caste | ||
| | | | ||
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}} | | Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}} | ||
Line 43: | Line 49: | ||
|- | |- | ||
| AMPHIBIOUS | | AMPHIBIOUS | ||
+ | | Caste | ||
| | | | ||
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC]. | | Allows a creature to breathe with or without [[water]]. Implies [AQUATIC]. | ||
Line 48: | Line 55: | ||
|- | |- | ||
| APP_MOD_DESC_RANGE | | APP_MOD_DESC_RANGE | ||
+ | | Caste | ||
| | | | ||
*Range | *Range | ||
Line 54: | Line 62: | ||
|- | |- | ||
| APP_MOD_GENETIC_MODEL | | APP_MOD_GENETIC_MODEL | ||
+ | | Caste | ||
| | | | ||
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX) | *Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX) | ||
Line 60: | Line 69: | ||
|- | |- | ||
| APP_MOD_IMPORTANCE | | APP_MOD_IMPORTANCE | ||
+ | | Caste | ||
| | | | ||
*number | *number | ||
Line 66: | Line 76: | ||
|- | |- | ||
| APP_MOD_NOUN | | APP_MOD_NOUN | ||
+ | | Caste | ||
| | | | ||
*noun | *noun | ||
Line 73: | Line 84: | ||
|- | |- | ||
| APP_MOD_RATE | | APP_MOD_RATE | ||
+ | | Caste | ||
| | | | ||
*Rate (integer) | *Rate (integer) | ||
Line 83: | Line 95: | ||
|- | |- | ||
| APPLY_CREATURE_VARIATION | | APPLY_CREATURE_VARIATION | ||
+ | | Special | ||
| | | | ||
*CV TEMPLATE NAME | *CV TEMPLATE NAME | ||
Line 89: | Line 102: | ||
|- | |- | ||
| APPLY_CURRENT_CREATURE_VARIATION | | APPLY_CURRENT_CREATURE_VARIATION | ||
+ | | Special | ||
| | | | ||
| Applies loaded Creature Variation | | Applies loaded Creature Variation | ||
Line 94: | Line 108: | ||
|- | |- | ||
| AQUATIC | | AQUATIC | ||
+ | | Caste | ||
| | | | ||
| 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 [[water]]. | ||
Line 99: | Line 114: | ||
|- | |- | ||
| ARENA_RESTRICTED | | ARENA_RESTRICTED | ||
+ | | Caste | ||
| | | | ||
| Does not appear in arena mode list | | Does not appear in arena mode list | ||
Line 104: | Line 120: | ||
|- | |- | ||
| ARTIFICIAL_HIVEABLE | | ARTIFICIAL_HIVEABLE | ||
+ | | Creature | ||
| | | | ||
| Can be kept in artificial hives by beekeepers. | | Can be kept in artificial hives by beekeepers. | ||
Line 109: | Line 126: | ||
|- | |- | ||
| AT_PEACE_WITH_WILDLIFE | | AT_PEACE_WITH_WILDLIFE | ||
+ | | Caste | ||
| | | | ||
| Does not attack or frighten wildlife. | | Does not attack or frighten wildlife. | ||
Line 114: | Line 132: | ||
|- | |- | ||
| ATTACK | | ATTACK | ||
+ | | Caste | ||
| | | | ||
*token | *token | ||
Line 127: | Line 146: | ||
|- | |- | ||
| ATTACK_TRIGGER | | ATTACK_TRIGGER | ||
+ | | Caste | ||
| pop:exported wealth:created wealth | | pop:exported wealth:created wealth | ||
| Specifies when a [[megabeast]] will attack the fortress. | | Specifies when a [[megabeast]] will attack the fortress. | ||
Line 140: | Line 160: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
|- | |- | ||
| BABY | | BABY | ||
+ | | Caste | ||
| integer | | integer | ||
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage. | | Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage. | ||
Line 149: | Line 172: | ||
|- | |- | ||
| BABYNAME | | BABYNAME | ||
+ | | Caste | ||
| 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. | | Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME. | ||
Line 154: | Line 178: | ||
|- | |- | ||
| BEACH_FREQUENCY | | BEACH_FREQUENCY | ||
+ | | Caste | ||
| | | | ||
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. | | [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. | ||
Line 159: | Line 184: | ||
|- | |- | ||
| BENIGN | | BENIGN | ||
+ | | Caste | ||
| | | | ||
| 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 [[elephant]]s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). | ||
Line 164: | Line 190: | ||
|- | |- | ||
| BIOME | | BIOME | ||
+ | | Creature | ||
| | | | ||
* [[biome token]] | * [[biome token]] | ||
Line 170: | Line 197: | ||
|- | |- | ||
| BLOOD | | BLOOD | ||
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[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. | ||
+ | |||
+ | |- | ||
+ | | BLOODSUCKER | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
|- | |- | ||
| BODY | | BODY | ||
+ | | Caste | ||
| body parts | | body parts | ||
| Draws body parts from OBJECT:BODY files (such as body_default.txt) | | Draws body parts from OBJECT:BODY files (such as body_default.txt) | ||
Line 185: | Line 220: | ||
|- | |- | ||
| BODY_APPEARANCE_MODIFIER | | BODY_APPEARANCE_MODIFIER | ||
+ | | Caste | ||
| | | | ||
*ATTRIBUTE | *ATTRIBUTE | ||
Line 196: | Line 232: | ||
|- | |- | ||
| BODY_DETAIL_PLAN | | BODY_DETAIL_PLAN | ||
+ | | Caste | ||
| PlanName, PlanName:type:type:type:etc | | PlanName, PlanName:type:type:type:etc | ||
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here. | | loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here. | ||
Line 206: | Line 243: | ||
|- | |- | ||
| BODY_SIZE | | BODY_SIZE | ||
+ | | Caste | ||
| 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 in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams. | ||
Line 216: | Line 254: | ||
|- | |- | ||
| BODYGLOSS | | BODYGLOSS | ||
+ | | Caste | ||
| gloss | | gloss | ||
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt) | | Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt) | ||
Line 221: | Line 260: | ||
|- | |- | ||
| BONECARN | | BONECARN | ||
+ | | Caste | ||
| | | | ||
| 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. | | 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. | ||
Line 226: | Line 266: | ||
|- | |- | ||
| BP_APPEARANCE_MODIFIER | | BP_APPEARANCE_MODIFIER | ||
+ | | Caste | ||
| | | | ||
*QUALITY | *QUALITY | ||
Line 233: | Line 274: | ||
|- | |- | ||
| BUILDINGDESTROYER | | BUILDINGDESTROYER | ||
+ | | Caste | ||
| 1 or 2 | | 1 or 2 | ||
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. | | Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. | ||
Line 245: | Line 287: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
+ | |- | ||
+ | | CAN_DO_INTERACTION | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
|- | |- | ||
| CAN_LEARN | | CAN_LEARN | ||
+ | | Caste | ||
| | | | ||
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start. | | The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start. | ||
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|- | |- | ||
| CAN_SPEAK | | CAN_SPEAK | ||
+ | | Caste | ||
| | | | ||
| 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. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}} | ||
Line 260: | Line 311: | ||
|- | |- | ||
| CANNOT_UNDEAD | | CANNOT_UNDEAD | ||
+ | | Caste | ||
| | | | ||
− | | | + | | Alias for NOT_LIVING |
|- | |- | ||
| CANOPENDOORS | | CANOPENDOORS | ||
+ | | Caste | ||
| | | | ||
| Allows the creature to open doors. | | Allows the creature to open doors. | ||
Line 270: | Line 323: | ||
|- | |- | ||
| CARNIVORE | | CARNIVORE | ||
+ | | Caste | ||
| | | | ||
| 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. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT. | ||
Line 275: | Line 329: | ||
|- | |- | ||
| CASTE | | CASTE | ||
+ | | Creature | ||
| | | | ||
*name | *name | ||
Line 281: | Line 336: | ||
|- | |- | ||
| CASTE_ALTTILE | | CASTE_ALTTILE | ||
+ | | Caste | ||
| | | | ||
*tile number or "letter" | *tile number or "letter" | ||
Line 287: | Line 343: | ||
|- | |- | ||
| CASTE_COLOR | | CASTE_COLOR | ||
+ | | Caste | ||
| | | | ||
*fg | *fg | ||
Line 295: | Line 352: | ||
|- | |- | ||
| CASTE_GLOWCOLOR | | CASTE_GLOWCOLOR | ||
+ | | Caste | ||
| | | | ||
*fg | *fg | ||
Line 303: | Line 361: | ||
|- | |- | ||
| CASTE_GLOWTILE | | CASTE_GLOWTILE | ||
+ | | Caste | ||
| | | | ||
*tile value or "letter" | *tile value or "letter" | ||
Line 309: | Line 368: | ||
|- | |- | ||
| CASTE_NAME | | CASTE_NAME | ||
+ | | Caste | ||
| singular:plural:adjective | | singular:plural:adjective | ||
| The name of the caste of the creature in the game. | | The name of the caste of the creature in the game. | ||
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|- | |- | ||
| CASTE_PROFESSION_NAME | | CASTE_PROFESSION_NAME | ||
+ | | Caste | ||
| | | | ||
*[[Unit type token]] (Profession) | *[[Unit type token]] (Profession) | ||
Line 322: | Line 383: | ||
|- | |- | ||
| CASTE_SOLDIER_ALTTILE | | CASTE_SOLDIER_ALTTILE | ||
+ | | Caste | ||
| 'character' or tile number | | 'character' or tile number | ||
| Creatures of this caste active in their civilization's military will blink between their default tile and this one. | | Creatures of this caste active in their civilization's military will blink between their default tile and this one. | ||
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|- | |- | ||
| CASTE_SOLDIER_TILE | | CASTE_SOLDIER_TILE | ||
+ | | Caste | ||
| 'character' or tile number | | 'character' or tile number | ||
| Creatures of this caste active in their civilization's military will use this tile instead. | | Creatures of this caste active in their civilization's military will use this tile instead. | ||
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|- | |- | ||
| CASTE_SPEECH | | CASTE_SPEECH | ||
+ | | Caste | ||
| speech file? | | speech file? | ||
| Possibly a caste-specific instance of the SPEECH token | | Possibly a caste-specific instance of the SPEECH token | ||
Line 337: | Line 401: | ||
|- | |- | ||
| CASTE_TILE | | CASTE_TILE | ||
+ | | Caste | ||
| | | | ||
* tile number or "letter" | * tile number or "letter" | ||
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|- | |- | ||
| CAVE_ADAPT | | CAVE_ADAPT | ||
+ | | Caste | ||
| | | | ||
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. | | Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. | ||
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|- | |- | ||
| CHANGE_BODY_SIZE_PERC | | CHANGE_BODY_SIZE_PERC | ||
+ | | Caste | ||
| | | | ||
| | | | ||
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|- | |- | ||
| CHILD | | CHILD | ||
+ | | Caste | ||
| integer | | integer | ||
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode. | | age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode. | ||
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|- | |- | ||
| CHILDNAME | | CHILDNAME | ||
+ | | Caste | ||
| 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. | | Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME. | ||
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|- | |- | ||
| CLUSTER_NUMBER | | CLUSTER_NUMBER | ||
+ | | Creature | ||
| | | | ||
*min | *min | ||
Line 370: | Line 440: | ||
|- | |- | ||
− | |CLUTCH_SIZE | + | | CLUTCH_SIZE |
+ | | Caste | ||
| | | | ||
*min | *min | ||
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|- | |- | ||
| COLONY_EXTERNAL | | COLONY_EXTERNAL | ||
+ | | Caste | ||
| | | | ||
| Caste hovers around colony. | | Caste hovers around colony. | ||
Line 383: | Line 455: | ||
|- | |- | ||
| COLOR | | COLOR | ||
+ | | Creature | ||
| foreground:background:brightness | | foreground:background:brightness | ||
| Color of the creature's tile. | | Color of the creature's tile. | ||
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|- | |- | ||
| COMMON_DOMESTIC | | COMMON_DOMESTIC | ||
+ | | Caste | ||
| | | | ||
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT. In addition, the creature must be NATURAL rather than FANCIFUL | | Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT. In addition, the creature must be NATURAL rather than FANCIFUL | ||
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|- | |- | ||
| CONVERTED_SPOUSE | | CONVERTED_SPOUSE | ||
+ | | Caste | ||
| | | | ||
− | | | + | | Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE. |
|- | |- | ||
| COOKABLE_LIVE | | COOKABLE_LIVE | ||
+ | | Caste | ||
| | | | ||
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned. | | Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned. | ||
+ | |||
+ | |- | ||
+ | | CRAZED | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
|- | |- | ||
| COPY_TAGS_FROM | | COPY_TAGS_FROM | ||
+ | | Special | ||
| | | | ||
*CREATURE NAME | *CREATURE NAME | ||
Line 409: | Line 492: | ||
|- | |- | ||
| CREATURE_CLASS | | CREATURE_CLASS | ||
+ | | Caste | ||
| | | | ||
*classname | *classname | ||
Line 415: | Line 499: | ||
|- | |- | ||
| CREATURE_SOLDIER_TILE | | CREATURE_SOLDIER_TILE | ||
+ | | Creature | ||
| 'character' or tile number | | 'character' or tile number | ||
| Creatures active in their civilization's military will use this tile instead. | | Creatures active in their civilization's military will use this tile instead. | ||
Line 420: | Line 505: | ||
|- | |- | ||
| CREATURE_TILE | | CREATURE_TILE | ||
+ | | Creature | ||
| 'character' or tile number | | 'character' or tile number | ||
| The symbol of the creature in ASCII mode. | | The symbol of the creature in ASCII mode. | ||
Line 425: | Line 511: | ||
|- | |- | ||
| CREPUSCULAR | | CREPUSCULAR | ||
+ | | Caste | ||
| | | | ||
| Sets if the creature is active at twilight. | | Sets if the creature is active at twilight. | ||
Line 430: | Line 517: | ||
|- | |- | ||
| CURIOUSBEAST_EATER | | CURIOUSBEAST_EATER | ||
+ | | Caste | ||
| | | | ||
| Allows a creature to steal and eat edible items from a site. | | Allows a creature to steal and eat edible items from a site. | ||
Line 435: | Line 523: | ||
|- | |- | ||
| CURIOUSBEAST_GUZZLER | | CURIOUSBEAST_GUZZLER | ||
+ | | Caste | ||
| | | | ||
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. | | Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. | ||
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|- | |- | ||
| CURIOUSBEAST_ITEM | | CURIOUSBEAST_ITEM | ||
+ | | Caste | ||
| | | | ||
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items. | | Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items. | ||
Line 445: | Line 535: | ||
|- | |- | ||
| CV_ADD_TAG | | CV_ADD_TAG | ||
+ | | Special | ||
| | | | ||
*TAG NAME | *TAG NAME | ||
Line 451: | Line 542: | ||
|- | |- | ||
| CV_REMOVE_TAG | | CV_REMOVE_TAG | ||
+ | | Special | ||
| | | | ||
*TAG NAME | *TAG NAME | ||
Line 464: | Line 556: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
|- | |- | ||
| DEMON | | DEMON | ||
+ | | Caste | ||
| | | | ||
| Found on generated [[demon]]s. Cannot be specified in user-defined raws. | | Found on generated [[demon]]s. Cannot be specified in user-defined raws. | ||
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|- | |- | ||
| DESCRIPTION | | DESCRIPTION | ||
+ | | Caste | ||
| text | | text | ||
| A brief description of the creature type. | | A brief description of the creature type. | ||
Line 479: | Line 574: | ||
|- | |- | ||
| DIE_WHEN_VERMIN_BITE | | DIE_WHEN_VERMIN_BITE | ||
+ | | Caste | ||
| | | | ||
| Dies upon attacking. Used for bee stings. | | Dies upon attacking. Used for bee stings. | ||
Line 484: | Line 580: | ||
|- | |- | ||
| DIFFICULTY | | DIFFICULTY | ||
+ | | Caste | ||
| integer | | integer | ||
| Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode. | | Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode. | ||
Line 489: | Line 586: | ||
|- | |- | ||
| DIURNAL | | DIURNAL | ||
+ | | Caste | ||
| | | | ||
| Sets if the creature is active in day. | | Sets if the creature is active in day. | ||
+ | |||
+ | |- | ||
+ | | DIVE_HUNTS_VERMIN | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
|- | |- | ||
| DOES_NOT_EXIST | | DOES_NOT_EXIST | ||
+ | | Creature | ||
| | | | ||
| Creature does not actually exist; used for fanciful creatures. | | Creature does not actually exist; used for fanciful creatures. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
Line 511: | Line 611: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
+ | |- | ||
+ | | EBO_ITEM | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
+ | |||
+ | |- | ||
+ | | EBO_SHAPE | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
|- | |- | ||
| EGG_MATERIAL | | EGG_MATERIAL | ||
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
Line 523: | Line 637: | ||
|- | |- | ||
| EGG_SIZE | | EGG_SIZE | ||
+ | | Caste | ||
| | | | ||
*size | *size | ||
Line 529: | Line 644: | ||
|- | |- | ||
| EQUIPMENT_WAGON | | EQUIPMENT_WAGON | ||
+ | | Creature | ||
| | | | ||
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant. | | Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant. | ||
Line 534: | Line 650: | ||
|- | |- | ||
| EQUIPS | | EQUIPS | ||
+ | | Caste | ||
| | | | ||
| Allows the creature to wear or wield items. | | Allows the creature to wear or wield items. | ||
Line 539: | Line 656: | ||
|- | |- | ||
| EVIL | | EVIL | ||
+ | | Creature | ||
| | | | ||
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures. | | Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures. | ||
+ | |- | ||
+ | | EXTRA_BUTCHER_OBJECT | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
|- | |- | ||
| EXTRACT | | EXTRACT | ||
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
Line 551: | Line 675: | ||
|- | |- | ||
| EXTRAVISION | | EXTRAVISION | ||
+ | | Caste | ||
| | | | ||
| Creature can see regardless of whether it has working eyes. | | Creature can see regardless of whether it has working eyes. | ||
Line 563: | Line 688: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
|- | |- | ||
| FANCIFUL | | FANCIFUL | ||
+ | | Creature | ||
| | | | ||
| 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. Conflicts with [COMMON_DOMESTIC] | ||
Line 572: | Line 700: | ||
|- | |- | ||
| FEATURE_ATTACK_GROUP | | FEATURE_ATTACK_GROUP | ||
+ | | Caste | ||
| | | | ||
| Found on subterranean animalmen. | | Found on subterranean animalmen. | ||
Line 577: | Line 706: | ||
|- | |- | ||
| FEATURE_BEAST | | FEATURE_BEAST | ||
+ | | Caste | ||
| | | | ||
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws. | | Found on [[forgotten beast]]s. Cannot be specified in user-defined raws. | ||
Line 582: | Line 712: | ||
|- | |- | ||
| FEMALE | | FEMALE | ||
+ | | Caste | ||
| | | | ||
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste. | | Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| FIREIMMUNE | | FIREIMMUNE | ||
+ | | Caste | ||
| | | | ||
| Renders a creature immune to being damaged by FIREBREATH's short range cone attack. | | Renders a creature immune to being damaged by FIREBREATH's short range cone attack. | ||
Line 597: | Line 724: | ||
|- | |- | ||
| FIREIMMUNE_SUPER | | FIREIMMUNE_SUPER | ||
+ | | Caste | ||
| | | | ||
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. | | The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. | ||
Line 602: | Line 730: | ||
|- | |- | ||
| FISHITEM | | FISHITEM | ||
+ | | Caste | ||
| | | | ||
| Needs to be cleaned at a fishery | | Needs to be cleaned at a fishery | ||
Line 607: | Line 736: | ||
|- | |- | ||
| FIXED_TEMP | | FIXED_TEMP | ||
+ | | Caste | ||
| temperature | | temperature | ||
| The natural heat generated by the creature. | | The natural heat generated by the creature. | ||
Line 612: | Line 742: | ||
|- | |- | ||
| FLEEQUICK | | FLEEQUICK | ||
+ | | Caste | ||
| | | | ||
| 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. Creatures with this tag will flee at the first sign of resistance. | ||
Line 617: | Line 748: | ||
|- | |- | ||
| FLIER | | FLIER | ||
+ | | Caste | ||
| | | | ||
| 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. | | 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. | ||
Line 622: | Line 754: | ||
|- | |- | ||
| FREQUENCY | | FREQUENCY | ||
+ | | Creature | ||
| | | | ||
*number, max 100 | *number, max 100 | ||
Line 635: | Line 768: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
|- | |- | ||
| GENERAL_BABY_NAME | | GENERAL_BABY_NAME | ||
+ | | Creature | ||
| singular:plural | | singular:plural | ||
| name at creature level | | name at creature level | ||
Line 644: | Line 780: | ||
|- | |- | ||
| GENERAL_CHILD_NAME | | GENERAL_CHILD_NAME | ||
+ | | Creature | ||
| singular:plural | | singular:plural | ||
| name at creature level | | name at creature level | ||
+ | |||
+ | |- | ||
+ | | GENERAL_MATERIAL_FORCE_MULTIPLIER | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
|- | |- | ||
| GENERATED | | GENERATED | ||
+ | | Creature | ||
| | | | ||
− | | 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 [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws. |
|- | |- | ||
| GETS_INFECTIONS_FROM_ROT | | GETS_INFECTIONS_FROM_ROT | ||
+ | | Caste | ||
| | | | ||
| Creature can get infections from necrotic tissue. | | Creature can get infections from necrotic tissue. | ||
Line 659: | Line 804: | ||
|- | |- | ||
| GETS_WOUND_INFECTIONS | | GETS_WOUND_INFECTIONS | ||
+ | | Caste | ||
| | | | ||
| Creature's wounds can become infected. | | Creature's wounds can become infected. | ||
Line 664: | Line 810: | ||
|- | |- | ||
| GLOWCOLOR | | GLOWCOLOR | ||
+ | | Creature | ||
| | | | ||
*foreground | *foreground | ||
Line 672: | Line 819: | ||
|- | |- | ||
| GLOWTILE | | GLOWTILE | ||
+ | | Creature | ||
| ascii character | | ascii character | ||
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead. | | If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead. | ||
Line 677: | Line 825: | ||
|- | |- | ||
| GNAWER | | GNAWER | ||
+ | | Caste | ||
| verb (gnawed) | | verb (gnawed) | ||
| The creature chews on food barrels and bags. | | The creature chews on food barrels and bags. | ||
+ | |||
+ | |- | ||
+ | | GOBBLE_VERMIN_CLASS | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
+ | |||
+ | |- | ||
+ | | GOBBLE_VERMIN_CREATURE | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
|- | |- | ||
| GO_TO_END | | GO_TO_END | ||
+ | | Special | ||
| | | | ||
| When using tags from an existing creature, inserts new tags at the end of the creature. | | When using tags from an existing creature, inserts new tags at the end of the creature. | ||
Line 687: | Line 849: | ||
|- | |- | ||
| GO_TO_START | | GO_TO_START | ||
+ | | Special | ||
| | | | ||
| When using tags from an existing creature, inserts new tags at the beginning of the creature. | | When using tags from an existing creature, inserts new tags at the beginning of the creature. | ||
Line 692: | Line 855: | ||
|- | |- | ||
| GO_TO_TAG | | GO_TO_TAG | ||
+ | | Special | ||
| | | | ||
| When using tags from an existing creature, inserts new tags after the specified tag. | | When using tags from an existing creature, inserts new tags after the specified tag. | ||
Line 697: | Line 861: | ||
|- | |- | ||
| GOOD | | GOOD | ||
+ | | Creature | ||
| | | | ||
| Determines whether creature can show up on "good" areas. Eg. unicorn. | | Determines whether creature can show up on "good" areas. Eg. unicorn. | ||
Line 702: | Line 867: | ||
|- | |- | ||
| GRASSTRAMPLE | | GRASSTRAMPLE | ||
+ | | Caste | ||
| 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. | | 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. | ||
Line 707: | Line 873: | ||
|- | |- | ||
| GRAVITATE_BODY_SIZE | | GRAVITATE_BODY_SIZE | ||
+ | | Caste | ||
| target value | | 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. | | 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. | ||
Line 712: | Line 879: | ||
|- | |- | ||
| GRAZER | | GRAZER | ||
+ | | Caste | ||
| | | | ||
*number | *number | ||
Line 725: | Line 893: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
|- | |- | ||
| HABIT | | HABIT | ||
+ | | Caste | ||
| type:probability | | type:probability | ||
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly. | | Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly. | ||
Line 734: | Line 905: | ||
|- | |- | ||
| HABIT_NUM | | HABIT_NUM | ||
+ | | Caste | ||
| 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] | | "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] | ||
Line 739: | Line 911: | ||
|- | |- | ||
| HAS_NERVES | | HAS_NERVES | ||
+ | | Caste | ||
| | | | ||
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue. | | This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue. | ||
Line 744: | Line 917: | ||
|- | |- | ||
| HASSHELL | | HASSHELL | ||
+ | | Caste | ||
| | | | ||
| The creature has a shell. Seemingly no longer used - holdover from previous versions. | | The creature has a shell. Seemingly no longer used - holdover from previous versions. | ||
Line 749: | Line 923: | ||
|- | |- | ||
| HIVE_PRODUCT | | HIVE_PRODUCT | ||
+ | | Creature | ||
| | | | ||
*number | *number | ||
Line 757: | Line 932: | ||
|- | |- | ||
| HOMEOTHERM | | HOMEOTHERM | ||
+ | | Caste | ||
| | | | ||
| Default 'NONE'. The creature's normal body [[temperature]] | | Default 'NONE'. The creature's normal body [[temperature]] | ||
Line 762: | Line 938: | ||
|- | |- | ||
| HUNTS_VERMIN | | HUNTS_VERMIN | ||
+ | | Caste | ||
| | | | ||
| Creature hunts and kills nearby vermin. | | Creature hunts and kills nearby vermin. | ||
Line 775: | Line 952: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
+ | |- | ||
+ | | IMMOBILE | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
|- | |- | ||
| IMMOBILE_LAND | | IMMOBILE_LAND | ||
+ | | Caste | ||
| | | | ||
| 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 breathe on land. | ||
Line 785: | Line 970: | ||
|- | |- | ||
| IMMOLATE | | IMMOLATE | ||
+ | | Caste | ||
| | | | ||
| 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. | ||
Line 790: | Line 976: | ||
|- | |- | ||
| INTELLIGENT | | INTELLIGENT | ||
+ | | Caste | ||
| | | | ||
| Shortcut for [CAN_SPEAK] + [CAN_LEARN]. | | Shortcut for [CAN_SPEAK] + [CAN_LEARN]. | ||
Line 795: | Line 982: | ||
|- | |- | ||
| ITEMCORPSE | | ITEMCORPSE | ||
+ | | Caste | ||
| | | | ||
* [[item token]] | * [[item token]] | ||
Line 802: | Line 990: | ||
|- | |- | ||
| ITEMCORPSE_QUALITY | | ITEMCORPSE_QUALITY | ||
+ | | Caste | ||
| | | | ||
| The quality of an item-type corpse left behind; 5 is masterpiece-level. | | The quality of an item-type corpse left behind; 5 is masterpiece-level. | ||
Line 814: | Line 1,003: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
|- | |- | ||
| LAIR | | LAIR | ||
+ | | Caste | ||
| type:probability | | type:probability | ||
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH. | | Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH. | ||
Line 823: | Line 1,015: | ||
|- | |- | ||
| LAIR_CHARACTERISTIC | | LAIR_CHARACTERISTIC | ||
+ | | Caste | ||
| 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 valid characteristic is HAS_DOORS. | ||
Line 828: | Line 1,021: | ||
|- | |- | ||
| LAIR_HUNTER | | LAIR_HUNTER | ||
+ | | Caste | ||
| | | | ||
| This creature will actively hunt adventurers in its lair. | | This creature will actively hunt adventurers in its lair. | ||
Line 833: | Line 1,027: | ||
|- | |- | ||
| LAIR_HUNTER_SPEECH | | LAIR_HUNTER_SPEECH | ||
+ | | Caste | ||
| speech file | | speech file | ||
| What this creature says while hunting adventurers in its lair. | | What this creature says while hunting adventurers in its lair. | ||
Line 838: | Line 1,033: | ||
|- | |- | ||
| LARGE_PREDATOR | | LARGE_PREDATOR | ||
+ | | Caste | ||
| | | | ||
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." | | Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." | ||
Line 843: | Line 1,039: | ||
|- | |- | ||
| LARGE_ROAMING | | LARGE_ROAMING | ||
+ | | Creature | ||
| | | | ||
| In Fortress Mode, spawns outdoors and is not a vermin creature. | | In Fortress Mode, spawns outdoors and is not a vermin creature. | ||
Line 848: | Line 1,045: | ||
|- | |- | ||
| LAYS_EGGS | | LAYS_EGGS | ||
+ | | Caste | ||
| | | | ||
| Creature lays eggs instead of giving birth to live young. | | Creature lays eggs instead of giving birth to live young. | ||
Line 853: | Line 1,051: | ||
|- | |- | ||
| LAYS_UNUSUAL_EGGS | | LAYS_UNUSUAL_EGGS | ||
+ | | Caste | ||
| | | | ||
* [[item token]] | * [[item token]] | ||
Line 860: | Line 1,059: | ||
|- | |- | ||
| LIGAMENTS | | LIGAMENTS | ||
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
Line 867: | Line 1,067: | ||
|- | |- | ||
| LIGHT_GEN | | LIGHT_GEN | ||
+ | | Caste | ||
| | | | ||
| The creature will generate light, such as in adventurer mode at night. | | The creature will generate light, such as in adventurer mode at night. | ||
Line 872: | Line 1,073: | ||
|- | |- | ||
| LIKES_FIGHTING | | LIKES_FIGHTING | ||
+ | | Caste | ||
| | | | ||
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. | | The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. | ||
Line 877: | Line 1,079: | ||
|- | |- | ||
| LISP | | LISP | ||
+ | | Caste | ||
| | | | ||
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.") | | Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.") | ||
Line 882: | Line 1,085: | ||
|- | |- | ||
| LITTERSIZE | | LITTERSIZE | ||
+ | | Caste | ||
| | | | ||
* minumum | * minumum | ||
Line 889: | Line 1,093: | ||
|- | |- | ||
| LOCKPICKER | | LOCKPICKER | ||
+ | | Caste | ||
| | | | ||
| Lets a creature open doors that are set to forbidden in Fortress Mode. | | Lets a creature open doors that are set to forbidden in Fortress Mode. | ||
Line 894: | Line 1,099: | ||
|- | |- | ||
| LOOSE_CLUSTERS | | LOOSE_CLUSTERS | ||
+ | | Creature | ||
| | | | ||
| The creatures will scatter if they have this tag, or form tight packs if they don't. | | The creatures will scatter if they have this tag, or form tight packs if they don't. | ||
Line 906: | Line 1,112: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
|- | |- | ||
| MAGICAL | | MAGICAL | ||
+ | | Caste | ||
| | | | ||
| Unknown. | | Unknown. | ||
Line 916: | Line 1,124: | ||
|- | |- | ||
| MAGMA_VISION | | MAGMA_VISION | ||
+ | | Caste | ||
| | | | ||
| Creature's able to see while covered in magma. | | Creature's able to see while covered in magma. | ||
Line 921: | Line 1,130: | ||
|- | |- | ||
| MALE | | MALE | ||
+ | | Caste | ||
| | | | ||
| The species or caste is all male. | | The species or caste is all male. | ||
Line 926: | Line 1,136: | ||
|- | |- | ||
| MANNERISM_?? | | MANNERISM_?? | ||
+ | | Caste | ||
| | | | ||
*occasionally body part | *occasionally body part | ||
Line 933: | Line 1,144: | ||
|- | |- | ||
| MATERIAL | | MATERIAL | ||
+ | | Creature | ||
| | | | ||
*material id | *material id | ||
| Begins defining a new material.{{verify}} | | Begins defining a new material.{{verify}} | ||
− | |- | + | |- |
− | | | + | | MATERIAL_FORCE_MULTIPLIER |
− | | | + | | Caste |
− | + | | ? | |
− | + | | ? | |
− | | | ||
|- | |- | ||
| MATUTINAL | | MATUTINAL | ||
+ | | Caste | ||
| | | | ||
| Sets if the creature is active in dawn. | | Sets if the creature is active in dawn. | ||
Line 951: | Line 1,163: | ||
|- | |- | ||
| MAXAGE | | MAXAGE | ||
+ | | Caste | ||
| min:max | | min:max | ||
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age. | | Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age. | ||
Line 956: | Line 1,169: | ||
|- | |- | ||
| MEANDERER | | MEANDERER | ||
+ | | Caste | ||
| | | | ||
| Gives a creature random movement. | | Gives a creature random movement. | ||
Line 961: | Line 1,175: | ||
|- | |- | ||
| MEGABEAST | | MEGABEAST | ||
+ | | Caste | ||
| | | | ||
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped. | | Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped. | ||
Line 966: | Line 1,181: | ||
|- | |- | ||
|MENT_ATT_CAP_PERC | |MENT_ATT_CAP_PERC | ||
+ | | Caste | ||
| | | | ||
*ATTRIBUTE Token | *ATTRIBUTE Token | ||
Line 973: | Line 1,189: | ||
|- | |- | ||
| MENT_ATT_RANGE | | MENT_ATT_RANGE | ||
+ | | Caste | ||
| | | | ||
*ATTRIBUTE | *ATTRIBUTE | ||
Line 980: | Line 1,197: | ||
|- | |- | ||
| MENT_ATT_RATES | | MENT_ATT_RATES | ||
+ | | Caste | ||
| | | | ||
*ATTRIBUTE Token | *ATTRIBUTE Token | ||
Line 990: | Line 1,208: | ||
|- | |- | ||
| MILKABLE | | MILKABLE | ||
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
* frequency | * frequency | ||
| Allows the creature to be milked. | | Allows the creature to be milked. | ||
+ | |||
+ | |- | ||
+ | | MISCHIEVIOUS | ||
+ | | Caste | ||
+ | | | ||
+ | | Alias for MISCHIEVOUS | ||
|- | |- | ||
− | | | + | | MISCHIEVOUS |
+ | | Caste | ||
| | | | ||
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers." | | Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers." | ||
Line 1,002: | Line 1,228: | ||
|- | |- | ||
| MODVALUE | | MODVALUE | ||
+ | | Caste | ||
| | | | ||
| Seemingly no longer used - holdover from previous versions. | | Seemingly no longer used - holdover from previous versions. | ||
Line 1,007: | Line 1,234: | ||
|- | |- | ||
| MOUNT | | MOUNT | ||
+ | | Caste | ||
| | | | ||
| Creature may be used as a mount. | | Creature may be used as a mount. | ||
Line 1,012: | Line 1,240: | ||
|- | |- | ||
| MOUNT_EXOTIC | | MOUNT_EXOTIC | ||
+ | | Caste | ||
| | | | ||
| You need the Dungeon master noble to mount the creature. | | You need the Dungeon master noble to mount the creature. | ||
Line 1,017: | Line 1,246: | ||
|- | |- | ||
| MULTIPLE_LITTER_RARE | | MULTIPLE_LITTER_RARE | ||
+ | | Caste | ||
| | | | ||
| Makes litters with more than one offspring rare. | | Makes litters with more than one offspring rare. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| MUNDANE | | MUNDANE | ||
+ | | Creature | ||
| | | | ||
| 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, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token. | ||
Line 1,040: | Line 1,265: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
|- | |- | ||
| NAME | | NAME | ||
+ | | Creature | ||
| singular:plural:adjective | | singular:plural:adjective | ||
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. | | The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. | ||
Line 1,049: | Line 1,277: | ||
|- | |- | ||
| NATURAL | | NATURAL | ||
+ | | Caste | ||
| | | | ||
+ | | Alias for NATURAL_ANIMAL | ||
+ | |||
+ | |- | ||
+ | | NATURAL_ANIMAL | ||
+ | | Caste | ||
+ | | | ||
| Animal is considered to be natural. | | Animal is considered to be natural. | ||
|- | |- | ||
| NATURAL_SKILL | | NATURAL_SKILL | ||
+ | | Caste | ||
| 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 (changed in .25 or earlier that CAN_LEARN is no longer required). | ||
Line 1,059: | Line 1,295: | ||
|- | |- | ||
| NIGHT_CREATURE_BOGEYMAN | | NIGHT_CREATURE_BOGEYMAN | ||
+ | | Caste | ||
| | | | ||
| 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. 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. | ||
Line 1,064: | Line 1,301: | ||
|- | |- | ||
| NIGHT_CREATURE_HUNTER | | NIGHT_CREATURE_HUNTER | ||
+ | | Caste | ||
| | | | ||
| 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 <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. | ||
Line 1,069: | Line 1,307: | ||
|- | |- | ||
| NO_AUTUMN | | NO_AUTUMN | ||
+ | | Caste | ||
| | | | ||
| does not appear this season. | | does not appear this season. | ||
+ | |||
+ | |- | ||
+ | | NO_CONNECTIONS_FOR_MOVEMENT | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
|- | |- | ||
| NO_DIZZINESS | | NO_DIZZINESS | ||
+ | | Caste | ||
| | | | ||
| Creature cannot become dizzy | | Creature cannot become dizzy | ||
Line 1,079: | Line 1,325: | ||
|- | |- | ||
| NO_DRINK | | NO_DRINK | ||
+ | | Caste | ||
| | | | ||
| Creature does not need to drink. | | Creature does not need to drink. | ||
Line 1,084: | Line 1,331: | ||
|- | |- | ||
| NO_EAT | | NO_EAT | ||
+ | | Caste | ||
| | | | ||
| Creature does not need to eat. | | Creature does not need to eat. | ||
Line 1,089: | Line 1,337: | ||
|- | |- | ||
| NO_FEVERS | | NO_FEVERS | ||
+ | | Caste | ||
| | | | ||
| Creature cannot suffer fevers | | Creature cannot suffer fevers | ||
Line 1,094: | Line 1,343: | ||
|- | |- | ||
| NO_GENDER | | NO_GENDER | ||
+ | | Caste | ||
| | | | ||
| Creature has no gender. | | Creature has no gender. | ||
+ | |||
+ | |- | ||
+ | | NO_PHYS_ATT_GAIN | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
+ | |||
+ | |- | ||
+ | | NO_PHYS_ATT_RUST | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
|- | |- | ||
| NO_SLEEP | | NO_SLEEP | ||
+ | | Caste | ||
| | | | ||
| Creature does not need to sleep. | | Creature does not need to sleep. | ||
Line 1,104: | Line 1,367: | ||
|- | |- | ||
| NO_SPRING | | NO_SPRING | ||
+ | | Caste | ||
| | | | ||
| does not appear this season. | | does not appear this season. | ||
Line 1,109: | Line 1,373: | ||
|- | |- | ||
| NO_SUMMER | | NO_SUMMER | ||
+ | | Caste | ||
| | | | ||
| does not appear this season. | | does not appear this season. | ||
Line 1,114: | Line 1,379: | ||
|- | |- | ||
| NO_THOUGHT_CENTER_FOR_MOVEMENT | | NO_THOUGHT_CENTER_FOR_MOVEMENT | ||
+ | | Caste | ||
| | | | ||
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains. | | Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains. | ||
Line 1,119: | Line 1,385: | ||
|- | |- | ||
| NO_WINTER | | NO_WINTER | ||
+ | | Caste | ||
| | | | ||
| does not appear this season. | | does not appear this season. | ||
Line 1,124: | Line 1,391: | ||
|- | |- | ||
| NOBONES | | NOBONES | ||
+ | | Caste | ||
| | | | ||
| Creature has no bones. | | Creature has no bones. | ||
Line 1,129: | Line 1,397: | ||
|- | |- | ||
| NOBREATHE | | NOBREATHE | ||
+ | | Caste | ||
| | | | ||
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. | | Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. | ||
Line 1,134: | Line 1,403: | ||
|- | |- | ||
| NOCTURNAL | | NOCTURNAL | ||
+ | | Caste | ||
| | | | ||
| Sets if the creature is active in night. | | Sets if the creature is active in night. | ||
Line 1,139: | Line 1,409: | ||
|- | |- | ||
| NOEMOTION | | NOEMOTION | ||
+ | | Caste | ||
| | | | ||
| The creature has no emotions, and does not rage. | | The creature has no emotions, and does not rage. | ||
Line 1,144: | Line 1,415: | ||
|- | |- | ||
| NOEXERT | | NOEXERT | ||
+ | | Caste | ||
| | | | ||
| Creature can't become tired or over-exerted. | | Creature can't become tired or over-exerted. | ||
Line 1,149: | Line 1,421: | ||
|- | |- | ||
| NOFEAR | | NOFEAR | ||
+ | | Caste | ||
| | | | ||
| Creature doesn't feel fear and will never run away from battle. | | Creature doesn't feel fear and will never run away from battle. | ||
Line 1,154: | Line 1,427: | ||
|- | |- | ||
| NOMEAT | | NOMEAT | ||
+ | | Caste | ||
| | | | ||
| Creature will not drop meat on butcher. | | Creature will not drop meat on butcher. | ||
Line 1,159: | Line 1,433: | ||
|- | |- | ||
| NONAUSEA | | NONAUSEA | ||
+ | | Caste | ||
| | | | ||
| Creature can't vomit. | | Creature can't vomit. | ||
Line 1,164: | Line 1,439: | ||
|- | |- | ||
| NOPAIN | | NOPAIN | ||
+ | | Caste | ||
| | | | ||
| Creature doesn't feel pain. | | Creature doesn't feel pain. | ||
Line 1,169: | Line 1,445: | ||
|- | |- | ||
| NOSKIN | | NOSKIN | ||
+ | | Caste | ||
| | | | ||
| Creature will not drop skin on butcher. | | Creature will not drop skin on butcher. | ||
Line 1,174: | Line 1,451: | ||
|- | |- | ||
| NOSKULL | | NOSKULL | ||
+ | | Caste | ||
| | | | ||
| Creature will not drop skull on butcher, rot, or decay of severed head. | | Creature will not drop skull on butcher, rot, or decay of severed head. | ||
Line 1,179: | Line 1,457: | ||
|- | |- | ||
| NOSMELLYROT | | NOSMELLYROT | ||
+ | | Caste | ||
| | | | ||
| Does not produce miasma when rotting | | Does not produce miasma when rotting | ||
Line 1,184: | Line 1,463: | ||
|- | |- | ||
| NOSTUCKINS | | NOSTUCKINS | ||
+ | | Caste | ||
| | | | ||
| Weapons can't be stuck in creature. | | Weapons can't be stuck in creature. | ||
Line 1,189: | Line 1,469: | ||
|- | |- | ||
| NOSTUN | | NOSTUN | ||
+ | | Caste | ||
| | | | ||
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die. | | Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die. | ||
Line 1,194: | Line 1,475: | ||
|- | |- | ||
| NOT_BUTCHERABLE | | NOT_BUTCHERABLE | ||
+ | | Caste | ||
| | | | ||
| Cannot be butchered | | Cannot be butchered | ||
+ | |||
+ | |- | ||
+ | | NOT_LIVING | ||
+ | | Caste | ||
+ | | ? | ||
+ | | Cannot be raised from the dead. Also prevents ghosts of that creature appearing. | ||
|- | |- | ||
| NOTHOUGHT | | NOTHOUGHT | ||
+ | | Caste | ||
| | | | ||
| Creature doesn't think, or doesn't require a [BRAIN] body part. | | Creature doesn't think, or doesn't require a [BRAIN] body part. | ||
Line 1,207: | Line 1,496: | ||
</div> | </div> | ||
− | == | + | ==O== |
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | PARALYZEIMMUNE | + | | OPPOSED_TO_LIFE |
− | | | + | | Caste |
− | | The creature is immune to all paralyzing special attacks. | + | | ? |
+ | | ? | ||
+ | |||
+ | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
+ | |||
+ | ==P== | ||
+ | {| {{prettytable}} | ||
+ | |- bgcolor="#ddd" | ||
+ | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
+ | ! width="20%" | Arguments | ||
+ | ! width="50%" | Description | ||
+ | |||
+ | |- | ||
+ | | PACK_ANIMAL | ||
+ | | Caste | ||
+ | | | ||
+ | | 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. | ||
+ | |||
+ | |- | ||
+ | | PARALYZEIMMUNE | ||
+ | | Caste | ||
+ | | | ||
+ | | The creature is immune to all paralyzing special attacks. | ||
|- | |- | ||
| PATTERNFLIER | | PATTERNFLIER | ||
+ | | Caste | ||
| | | | ||
| | | | ||
Line 1,230: | Line 1,544: | ||
|- | |- | ||
| PEARL | | PEARL | ||
+ | | Caste | ||
| | | | ||
| Creature will generate pearls. | | Creature will generate pearls. | ||
Line 1,235: | Line 1,550: | ||
|- | |- | ||
| PENETRATEPOWER | | PENETRATEPOWER | ||
+ | | Caste | ||
| value | | value | ||
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. | | Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. | ||
Line 1,240: | Line 1,556: | ||
|- | |- | ||
| PERSONALITY | | PERSONALITY | ||
+ | | Caste | ||
| | | | ||
*ATTRIBUTE | *ATTRIBUTE | ||
Line 1,247: | Line 1,564: | ||
|- | |- | ||
| PET | | PET | ||
+ | | Caste | ||
| | | | ||
| 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. Also allows all females of the species to breed regardless of marital status. | ||
Line 1,252: | Line 1,570: | ||
|- | |- | ||
| PET_EXOTIC | | PET_EXOTIC | ||
+ | | Caste | ||
| | | | ||
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). | | You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). | ||
Line 1,257: | Line 1,576: | ||
|- | |- | ||
| PETVALUE | | PETVALUE | ||
+ | | Caste | ||
| value | | value | ||
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. | | How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. | ||
Line 1,262: | Line 1,582: | ||
|- | |- | ||
| PETVALUE_DIVISOR | | PETVALUE_DIVISOR | ||
+ | | Caste | ||
| value | | value | ||
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune. | | Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune. | ||
Line 1,267: | Line 1,588: | ||
|- | |- | ||
|PHYS_ATT_CAP_PERC | |PHYS_ATT_CAP_PERC | ||
+ | | Caste | ||
| | | | ||
*ATTRIBUTE Token | *ATTRIBUTE Token | ||
Line 1,274: | Line 1,596: | ||
|- | |- | ||
| PHYS_ATT_RANGE | | PHYS_ATT_RANGE | ||
+ | | Caste | ||
| | | | ||
*ATTRIBUTE | *ATTRIBUTE | ||
Line 1,281: | Line 1,604: | ||
|- | |- | ||
| PHYS_ATT_RATES | | PHYS_ATT_RATES | ||
+ | | Caste | ||
| | | | ||
*ATTRIBUTE Token | *ATTRIBUTE Token | ||
Line 1,291: | Line 1,615: | ||
|- | |- | ||
| PLUS_BP_GROUP | | PLUS_BP_GROUP | ||
+ | | Caste | ||
| | | | ||
*BY_TYPE, BY_CATEGORY, or BY_TOKEN | *BY_TYPE, BY_CATEGORY, or BY_TOKEN | ||
Line 1,298: | Line 1,623: | ||
|- | |- | ||
| PLUS_MATERIAL | | PLUS_MATERIAL | ||
+ | | Creature | ||
| | | | ||
*material | *material | ||
Line 1,304: | Line 1,630: | ||
|- | |- | ||
| POP_RATIO | | POP_RATIO | ||
+ | | Caste | ||
| | | | ||
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY. | | Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY. | ||
Line 1,309: | Line 1,636: | ||
|- | |- | ||
| POPULATION_NUMBER | | POPULATION_NUMBER | ||
+ | | Creature | ||
| min:max | | min:max | ||
| 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." | | 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." | ||
Line 1,314: | Line 1,642: | ||
|- | |- | ||
| POWER | | POWER | ||
+ | | Caste | ||
| | | | ||
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location. | |Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location. | ||
Line 1,319: | Line 1,648: | ||
|- | |- | ||
| PREFSTRING | | PREFSTRING | ||
+ | | Creature | ||
| string | | string | ||
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random | | Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random | ||
Line 1,324: | Line 1,654: | ||
|- | |- | ||
| PROFESSION_NAME | | PROFESSION_NAME | ||
+ | | Creature | ||
| | | | ||
*[[Unit type token]] (Profession) | *[[Unit type token]] (Profession) | ||
Line 1,332: | Line 1,663: | ||
|- | |- | ||
| PRONE_TO_RAGE | | PRONE_TO_RAGE | ||
+ | | Caste | ||
| number | | number | ||
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat. As described in file_changes.txt, creatures with this token "follow its normal behavior, but flip out on occasion, higher rate = more flipping out". | | Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat. As described in file_changes.txt, creatures with this token "follow its normal behavior, but flip out on occasion, higher rate = more flipping out". | ||
Line 1,337: | Line 1,669: | ||
|- | |- | ||
| PUS | | PUS | ||
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
Line 1,351: | Line 1,684: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
|- | |- | ||
| RELSIZE | | RELSIZE | ||
+ | | Caste | ||
| | | | ||
*BY_CATEGORY, BY_TYPE, BY_TOKEN | *BY_CATEGORY, BY_TYPE, BY_TOKEN | ||
Line 1,363: | Line 1,699: | ||
|- | |- | ||
| REMAINS | | REMAINS | ||
+ | | Caste | ||
| singular:plural | | singular:plural | ||
| What creature's remains are called. | | What creature's remains are called. | ||
Line 1,368: | Line 1,705: | ||
|- | |- | ||
| REMAINS_COLOR | | REMAINS_COLOR | ||
+ | | Caste | ||
| | | | ||
| What color creature's remains are. | | What color creature's remains are. | ||
Line 1,373: | Line 1,711: | ||
|- | |- | ||
| REMAINS_ON_VERMIN_BITE_DEATH | | REMAINS_ON_VERMIN_BITE_DEATH | ||
+ | | Caste | ||
| | | | ||
| Leaves remains when its attack causes it to die? Seems to go with DIE_WHEN_VERMIN_BITE. | | Leaves remains when its attack causes it to die? Seems to go with DIE_WHEN_VERMIN_BITE. | ||
Line 1,378: | Line 1,717: | ||
|- | |- | ||
| REMAINS_UNDETERMINED | | REMAINS_UNDETERMINED | ||
+ | | Caste | ||
| | | | ||
| Unknown. | | Unknown. | ||
Line 1,383: | Line 1,723: | ||
|- | |- | ||
| REMOVE_MATERIAL | | REMOVE_MATERIAL | ||
+ | | Creature | ||
| | | | ||
*material token | *material token | ||
Line 1,389: | Line 1,730: | ||
|- | |- | ||
| REMOVE_TISSUE | | REMOVE_TISSUE | ||
+ | | Creature | ||
| | | | ||
*material token | *material token | ||
| Removes a tissue from a creature. | | Removes a tissue from a creature. | ||
+ | |||
+ | |- | ||
+ | | RETRACT_INTO_BP | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
|- | |- | ||
Line 1,397: | Line 1,745: | ||
| | | | ||
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner. | | Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner. | ||
+ | |||
+ | |- | ||
+ | | ROOT_AROUND | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
|} | |} | ||
Line 1,408: | Line 1,762: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
|- | |- | ||
| SAVAGE | | SAVAGE | ||
+ | | Creature | ||
| | | | ||
| Allows creature to show up on (and limits it to) "savage" maps. | | Allows creature to show up on (and limits it to) "savage" maps. | ||
Line 1,417: | Line 1,774: | ||
|- | |- | ||
| SECRETION | | SECRETION | ||
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
Line 1,427: | Line 1,785: | ||
|- | |- | ||
| SELECT_ADDITIONAL_CASTE | | SELECT_ADDITIONAL_CASTE | ||
+ | | Creature | ||
| | | | ||
*caste name | *caste name | ||
Line 1,433: | Line 1,792: | ||
|- | |- | ||
| SELECT_CASTE | | SELECT_CASTE | ||
+ | | Creature | ||
| | | | ||
*caste name, or ALL | *caste name, or ALL | ||
Line 1,439: | Line 1,799: | ||
|- | |- | ||
| SELECT_MATERIAL | | SELECT_MATERIAL | ||
+ | | Creature | ||
| | | | ||
*Material token | *Material token | ||
Line 1,445: | Line 1,806: | ||
|- | |- | ||
| SEMIMEGABEAST | | SEMIMEGABEAST | ||
+ | | Caste | ||
| | | | ||
| 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. Appears on fortress territory in Fortress Mode occasionally. Possibly inhabits non-mountain caves. | ||
Line 1,450: | Line 1,812: | ||
|- | |- | ||
| SET_BP_GROUP | | SET_BP_GROUP | ||
+ | | Caste | ||
| | | | ||
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN | *selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN | ||
Line 1,457: | Line 1,820: | ||
|- | |- | ||
| SET_TL_GROUP | | SET_TL_GROUP | ||
+ | | Caste | ||
| | | | ||
*TISSUE | *TISSUE | ||
Line 1,466: | Line 1,830: | ||
|- | |- | ||
| SHEARABLE_TISSUE_LAYER | | SHEARABLE_TISSUE_LAYER | ||
+ | | Caste | ||
| | | | ||
* tissue modifier | * tissue modifier | ||
Line 1,473: | Line 1,838: | ||
|- | |- | ||
| SKILL_LEARN_RATE | | SKILL_LEARN_RATE | ||
+ | | Caste | ||
| [[skill_token]]:percentage | | [[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 1,478: | Line 1,844: | ||
|- | |- | ||
| SKILL_LEARN_RATES | | SKILL_LEARN_RATES | ||
+ | | Caste | ||
| percentage | | percentage | ||
| The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function. | | The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function. | ||
Line 1,483: | Line 1,850: | ||
|- | |- | ||
| SKILL_RATE | | SKILL_RATE | ||
+ | | Caste | ||
| [[skill_token]]:percentage:value:value:value | | [[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 1,488: | Line 1,856: | ||
|- | |- | ||
| SKILL_RATES | | SKILL_RATES | ||
+ | | Caste | ||
| | | | ||
*% of improvement points you get | *% of improvement points you get | ||
Line 1,498: | Line 1,867: | ||
|- | |- | ||
| SKILL_RUST_RATE | | SKILL_RUST_RATE | ||
+ | | Caste | ||
| [[skill_token]]:value:value:value | | [[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. | ||
Line 1,503: | Line 1,873: | ||
|- | |- | ||
| SKILL_RUST_RATES | | SKILL_RUST_RATES | ||
+ | | Caste | ||
| value:value:value | | 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 1,508: | Line 1,879: | ||
|- | |- | ||
| SLOW_LEARNER | | SLOW_LEARNER | ||
+ | | Caste | ||
| | | | ||
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. | | Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. | ||
Line 1,513: | Line 1,885: | ||
|- | |- | ||
| SMALL_REMAINS | | SMALL_REMAINS | ||
+ | | Caste | ||
| | | | ||
| If a creature has this token, it'll leave "remains" instead of a corpse. | | If a creature has this token, it'll leave "remains" instead of a corpse. | ||
Line 1,518: | Line 1,891: | ||
|- | |- | ||
| SOLDIER_ALTTILE | | SOLDIER_ALTTILE | ||
+ | | Creature | ||
| 'character' or tile number | | 'character' or tile number | ||
| If this creature is active in its civilization's military, it will blink between its default tile and this one. | | If this creature is active in its civilization's military, it will blink between its default tile and this one. | ||
Line 1,523: | Line 1,897: | ||
|- | |- | ||
| SOUND | | SOUND | ||
+ | | Caste | ||
| | | | ||
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT) | * Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT) | ||
Line 1,535: | Line 1,910: | ||
|- | |- | ||
| SPECIFIC_FOOD | | SPECIFIC_FOOD | ||
+ | | Caste | ||
| | | | ||
* PLANT or CREATURE | * PLANT or CREATURE | ||
Line 1,542: | Line 1,918: | ||
|- | |- | ||
| SPEECH | | SPEECH | ||
+ | | Creature | ||
| 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 data\speech. | ||
Line 1,547: | Line 1,924: | ||
|- | |- | ||
| SPEECH_FEMALE | | SPEECH_FEMALE | ||
+ | | Creature | ||
| speech file | | speech file | ||
| Boasting speeches relating to killing females of this creature. | | Boasting speeches relating to killing females of this creature. | ||
Line 1,552: | Line 1,930: | ||
|- | |- | ||
| SPEECH_MALE | | SPEECH_MALE | ||
+ | | Creature | ||
| speech file | | speech file | ||
| Boasting speeches relating to killing males of this creature. | | Boasting speeches relating to killing males of this creature. | ||
Line 1,557: | Line 1,936: | ||
|- | |- | ||
| SPEED | | SPEED | ||
+ | | Caste | ||
| 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 [[Speed]] for more information. | ||
Line 1,562: | Line 1,942: | ||
|- | |- | ||
| SPHERE | | SPHERE | ||
+ | | Creature | ||
| | | | ||
*sphere name | *sphere name | ||
Line 1,568: | Line 1,949: | ||
|- | |- | ||
| SPOUSE_CONVERSION_TARGET | | SPOUSE_CONVERSION_TARGET | ||
+ | | Caste | ||
| | | | ||
| This creature can be converted by a night creature with SPOUSE_CONVERTED. | | This creature can be converted by a night creature with SPOUSE_CONVERTED. | ||
Line 1,573: | Line 1,955: | ||
|- | |- | ||
| SPOUSE_CONVERTER | | SPOUSE_CONVERTER | ||
+ | | Caste | ||
| | | | ||
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however. | | Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however. | ||
+ | |||
+ | |- | ||
+ | | SUPERNATURAL | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
|- | |- | ||
| SWIM_SPEED | | SWIM_SPEED | ||
+ | | Caste | ||
| | | | ||
*speed | *speed | ||
Line 1,584: | Line 1,974: | ||
|- | |- | ||
| SWIMS_INNATE | | SWIMS_INNATE | ||
+ | | Caste | ||
| | | | ||
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. | | The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. | ||
Line 1,589: | Line 1,980: | ||
|- | |- | ||
| SWIMS_LEARNED | | SWIMS_LEARNED | ||
+ | | Caste | ||
| | | | ||
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. | | The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. | ||
Line 1,602: | Line 1,994: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
|- | |- | ||
| TENDONS | | TENDONS | ||
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
Line 1,613: | Line 2,008: | ||
|- | |- | ||
| THICKWEB | | THICKWEB | ||
+ | | Caste | ||
| | | | ||
| The creature's webs can catch larger creatures. | | The creature's webs can catch larger creatures. | ||
Line 1,618: | Line 2,014: | ||
|- | |- | ||
| TISSUE | | TISSUE | ||
+ | | Creature | ||
| name | | name | ||
| Begins defining a tissue in the creature file. | | Begins defining a tissue in the creature file. | ||
Line 1,623: | Line 2,020: | ||
|- | |- | ||
| TITAN | | TITAN | ||
+ | | Caste | ||
| | | | ||
| Found on [[titan]]s. Cannot be specified in user-defined raws. | | Found on [[titan]]s. Cannot be specified in user-defined raws. | ||
Line 1,628: | Line 2,026: | ||
|- | |- | ||
| TL_COLOR_MODIFIER | | TL_COLOR_MODIFIER | ||
+ | | Caste | ||
| COLOR:freq:COLOR:freq etc | | COLOR:freq:COLOR:freq etc | ||
| Creates a list of color patterns, giving each a frequency. | | Creates a list of color patterns, giving each a frequency. | ||
Line 1,633: | Line 2,032: | ||
|- | |- | ||
| TLCM_GENETIC_MODEL | | TLCM_GENETIC_MODEL | ||
+ | | Caste | ||
| | | | ||
| tissue layer color modifier is passed to offspring genetically? | | tissue layer color modifier is passed to offspring genetically? | ||
Line 1,638: | Line 2,038: | ||
|- | |- | ||
| TLCM_IMPORTANCE | | TLCM_IMPORTANCE | ||
+ | | Caste | ||
| | | | ||
*number | *number | ||
Line 1,645: | Line 2,046: | ||
|- | |- | ||
| TLCM_NOUN | | TLCM_NOUN | ||
+ | | Caste | ||
| | | | ||
*name | *name | ||
Line 1,652: | Line 2,054: | ||
|- | |- | ||
| TLCM_TIMING | | TLCM_TIMING | ||
+ | | Caste | ||
| | | | ||
*ROOT | *ROOT | ||
Line 1,659: | Line 2,062: | ||
|- | |- | ||
| TRADE_CAPACITY | | TRADE_CAPACITY | ||
+ | | Caste | ||
| | | | ||
| How much the creature can carry when used by merchants. | | How much the creature can carry when used by merchants. | ||
Line 1,664: | Line 2,068: | ||
|- | |- | ||
| TRAINABLE | | TRAINABLE | ||
+ | | Caste | ||
| | | | ||
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR]. | | Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR]. | ||
Line 1,669: | Line 2,074: | ||
|- | |- | ||
| TRAINABLE_HUNTING | | TRAINABLE_HUNTING | ||
+ | | Caste | ||
| | | | ||
| Can be trained as hunting beasts by way of kennels. | | Can be trained as hunting beasts by way of kennels. | ||
Line 1,674: | Line 2,080: | ||
|- | |- | ||
| TRAINABLE_WAR | | TRAINABLE_WAR | ||
+ | | Caste | ||
| | | | ||
| Can be trained as war beasts by way of kennels. | | Can be trained as war beasts by way of kennels. | ||
Line 1,679: | Line 2,086: | ||
|- | |- | ||
| TRANCES | | TRANCES | ||
+ | | Caste | ||
| | | | ||
| Allows the creature to go into martial trances. | | Allows the creature to go into martial trances. | ||
Line 1,684: | Line 2,092: | ||
|- | |- | ||
| TRAPAVOID | | TRAPAVOID | ||
+ | | Caste | ||
| | | | ||
| The creature is immune to traps. Probably every procedurally generated megabeast has this. | | The creature is immune to traps. Probably every procedurally generated megabeast has this. | ||
Line 1,689: | Line 2,098: | ||
|- | |- | ||
| TRIGGERABLE_GROUP | | TRIGGERABLE_GROUP | ||
+ | | Creature | ||
| min:max | | min:max | ||
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}} | | A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}} | ||
Line 1,694: | Line 2,104: | ||
|- | |- | ||
| TSU_NOUN | | TSU_NOUN | ||
+ | | Caste | ||
| | | | ||
*noun | *noun | ||
Line 1,708: | Line 2,119: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
|- | |- | ||
| UBIQUITOUS | | UBIQUITOUS | ||
+ | | Creature | ||
| | | | ||
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags. | | Creature will occur in every region with the correct biome. Does not apply to evil/good tags. | ||
Line 1,718: | Line 2,131: | ||
|- | |- | ||
| UNDERGROUND_DEPTH | | UNDERGROUND_DEPTH | ||
+ | | Creature | ||
| | | | ||
*mindepth | *mindepth | ||
Line 1,725: | Line 2,139: | ||
|- | |- | ||
| UNDERSWIM | | UNDERSWIM | ||
+ | | Caste | ||
| | | | ||
| 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. Currently appears to have no effect as of 31.25. | ||
Line 1,730: | Line 2,145: | ||
|- | |- | ||
| UNIQUE_DEMON | | UNIQUE_DEMON | ||
+ | | Caste | ||
| | | | ||
| 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. | | 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. | ||
Line 1,735: | Line 2,151: | ||
|- | |- | ||
| USE_CASTE | | USE_CASTE | ||
+ | | Creature | ||
| | | | ||
*new caste token | *new caste token | ||
Line 1,742: | Line 2,159: | ||
|- | |- | ||
| USE_MATERIAL | | USE_MATERIAL | ||
+ | | Creature | ||
| | | | ||
*new material ID | *new material ID | ||
Line 1,749: | Line 2,167: | ||
|- | |- | ||
| USE_MATERIAL_TEMPLATE | | USE_MATERIAL_TEMPLATE | ||
+ | | Creature | ||
| | | | ||
*new material token | *new material token | ||
Line 1,756: | Line 2,175: | ||
|- | |- | ||
| USE_TISSUE | | USE_TISSUE | ||
+ | | Creature | ||
| | | | ||
*new tissue token | *new tissue token | ||
Line 1,763: | Line 2,183: | ||
|- | |- | ||
| USE_TISSUE_TEMPLATE | | USE_TISSUE_TEMPLATE | ||
+ | | Creature | ||
| | | | ||
*new tissue token | *new tissue token | ||
Line 1,770: | Line 2,191: | ||
|- | |- | ||
| UTTERANCES | | UTTERANCES | ||
+ | | Caste | ||
| | | | ||
| Changes the language of the creature into an unintelligible mess. | | Changes the language of the creature into an unintelligible mess. | ||
Line 1,782: | Line 2,204: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
|- | |- | ||
| VEGETATION | | VEGETATION | ||
+ | | Caste | ||
| | | | ||
| unknown | | unknown | ||
Line 1,791: | Line 2,216: | ||
|- | |- | ||
| VERMIN_BITE | | VERMIN_BITE | ||
+ | | Caste | ||
| | | | ||
*chance of occurance{{verify}} | *chance of occurance{{verify}} | ||
Line 1,799: | Line 2,225: | ||
|- | |- | ||
| VERMIN_EATER | | VERMIN_EATER | ||
+ | | Creature | ||
| | | | ||
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER. | | The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER. | ||
Line 1,804: | Line 2,231: | ||
|- | |- | ||
| VERMIN_FISH | | VERMIN_FISH | ||
+ | | Creature | ||
| | | | ||
| The vermin appears in water and will attempt to swim around. | | The vermin appears in water and will attempt to swim around. | ||
Line 1,809: | Line 2,237: | ||
|- | |- | ||
| VERMIN_GROUNDER | | VERMIN_GROUNDER | ||
+ | | Creature | ||
| | | | ||
| 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 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). | ||
Line 1,814: | Line 2,243: | ||
|- | |- | ||
| VERMIN_HATEABLE | | VERMIN_HATEABLE | ||
+ | | Caste | ||
| | | | ||
| 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 1,819: | Line 2,249: | ||
|- | |- | ||
| VERMIN_MICRO | | VERMIN_MICRO | ||
+ | | Caste | ||
| | | | ||
| 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 1,824: | Line 2,255: | ||
|- | |- | ||
| VERMIN_NOFISH | | VERMIN_NOFISH | ||
+ | | Caste | ||
| | | | ||
| The creature cannot be caught by fishing. | | The creature cannot be caught by fishing. | ||
Line 1,829: | Line 2,261: | ||
|- | |- | ||
| VERMIN_NOROAM | | VERMIN_NOROAM | ||
+ | | Caste | ||
| | | | ||
| The creature will not be observed randomly roaming about the map. | | The creature will not be observed randomly roaming about the map. | ||
Line 1,834: | Line 2,267: | ||
|- | |- | ||
| VERMIN_NOTRAP | | VERMIN_NOTRAP | ||
+ | | Caste | ||
| | | | ||
| The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around. | | The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around. | ||
Line 1,839: | Line 2,273: | ||
|- | |- | ||
| VERMIN_ROTTER | | VERMIN_ROTTER | ||
+ | | Creature | ||
| | | | ||
| 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. | ||
Line 1,844: | Line 2,279: | ||
|- | |- | ||
| VERMIN_SOIL | | VERMIN_SOIL | ||
+ | | Creature | ||
| | | | ||
| The creature randomly appears near dirt or mud. | | The creature randomly appears near dirt or mud. | ||
Line 1,849: | Line 2,285: | ||
|- | |- | ||
| VERMIN_SOIL_COLONY | | VERMIN_SOIL_COLONY | ||
+ | | Creature | ||
| | | | ||
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants. | | The vermin will appear in a single tile cluster of many vermin, such as a colony of ants. | ||
Line 1,854: | Line 2,291: | ||
|- | |- | ||
| VERMINHUNTER | | VERMINHUNTER | ||
+ | | Caste | ||
| | | | ||
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER]. | | Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER]. | ||
Line 1,859: | Line 2,297: | ||
|- | |- | ||
| VESPERTINE | | VESPERTINE | ||
+ | | Caste | ||
| | | | ||
| Sets if the creature is active in evening. | | Sets if the creature is active in evening. | ||
Line 1,864: | Line 2,303: | ||
|- | |- | ||
| VIEWRANGE | | VIEWRANGE | ||
+ | | Caste | ||
| value | | value | ||
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20. | | Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20. | ||
Line 1,876: | Line 2,316: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
|- | |- | ||
| WAGON_PULLER | | WAGON_PULLER | ||
+ | | Caste | ||
| | | | ||
| Allows the creature to pull caravan wagons. | | Allows the creature to pull caravan wagons. | ||
Line 1,885: | Line 2,328: | ||
|- | |- | ||
| WEBBER | | WEBBER | ||
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
Line 1,891: | Line 2,335: | ||
|- | |- | ||
| WEBIMMUNE | | WEBIMMUNE | ||
+ | | Caste | ||
| | | | ||
| The creature will not get caught in thick webs. | | The creature will not get caught in thick webs. | ||
Line 1,899: | Line 2,344: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
|- | |- | ||
| ATTACK_SKILL | | ATTACK_SKILL | ||
+ | | Caste | ||
| | | | ||
*skill used ([[Skill token]]) | *skill used ([[Skill token]]) | ||
Line 1,910: | Line 2,357: | ||
|- | |- | ||
| ATTACK_VERB | | ATTACK_VERB | ||
+ | | Caste | ||
| 2nd person:3rd person | | 2nd person:3rd person | ||
| descriptive text for the attack | | descriptive text for the attack | ||
Line 1,915: | Line 2,363: | ||
|- | |- | ||
| ATTACK_CONTACT_PERC | | ATTACK_CONTACT_PERC | ||
+ | | Caste | ||
| | | | ||
*% value | *% value | ||
Line 1,921: | Line 2,370: | ||
|- | |- | ||
| ATTACK_PENETRATION_PERC | | ATTACK_PENETRATION_PERC | ||
+ | | Caste | ||
| | | | ||
*% value | *% value | ||
Line 1,927: | Line 2,377: | ||
|- | |- | ||
| ATTACK_PRIORITY | | ATTACK_PRIORITY | ||
+ | | Caste | ||
| | | | ||
*MAIN or SECOND | *MAIN or SECOND | ||
Line 1,933: | Line 2,384: | ||
|- | |- | ||
| ATTACK_VELOCITY_MODIFIER | | ATTACK_VELOCITY_MODIFIER | ||
+ | | Caste | ||
| number | | number | ||
| Modifies the attack velocity. Believed to be percent based (so 100 would be "normal"). May be on same scale as weapon velocity (where 1000 is "normal"). | | Modifies the attack velocity. Believed to be percent based (so 100 would be "normal"). May be on same scale as weapon velocity (where 1000 is "normal"). | ||
Line 1,938: | Line 2,390: | ||
|- | |- | ||
| ATTACK_FLAG_CANLATCH | | ATTACK_FLAG_CANLATCH | ||
+ | | Caste | ||
| | | | ||
| 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 its definition is made. | ||
Line 1,943: | Line 2,396: | ||
|- | |- | ||
| ATTACK_FLAG_WITH | | ATTACK_FLAG_WITH | ||
+ | | Caste | ||
| | | | ||
| In adventure mode, displays the name of the body part used by an attack when announcing the attack. | | In adventure mode, displays the name of the body part used by an attack when announcing the attack. | ||
Line 1,948: | Line 2,402: | ||
|- | |- | ||
| ATTACK_FLAG_EDGE | | ATTACK_FLAG_EDGE | ||
+ | | Caste | ||
| | | | ||
| attack type | | attack type | ||
Line 1,953: | Line 2,408: | ||
|- | |- | ||
| SPECIALATTACK_INJECT_EXTRACT | | SPECIALATTACK_INJECT_EXTRACT | ||
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
Line 1,958: | Line 2,414: | ||
*min:max | *min:max | ||
| attack type addition that injects a material into the victim. | | attack type addition that injects a material into the victim. | ||
+ | |||
+ | |- | ||
+ | | SPECIALATTACK_INTERACTION | ||
+ | | Caste | ||
+ | | ? | ||
+ | | ? | ||
|- | |- | ||
| SPECIALATTACK_SUCK_BLOOD | | SPECIALATTACK_SUCK_BLOOD | ||
+ | | Caste | ||
| min:max | | min:max | ||
| Successful attack draws out an amount of blood randomized between the min and max value. | | Successful attack draws out an amount of blood randomized between the min and max value. | ||
Line 1,975: | Line 2,438: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| PLUS_TISSUE_LAYER | | PLUS_TISSUE_LAYER | ||
+ | | Caste | ||
| | | | ||
*TISSUE | *TISSUE | ||
Line 1,994: | Line 2,453: | ||
|- | |- | ||
| PLUS_TL_GROUP | | PLUS_TL_GROUP | ||
+ | | Caste | ||
| | | | ||
*TISSUE | *TISSUE | ||
Line 2,003: | Line 2,463: | ||
|- | |- | ||
| SELECT_TISSUE | | SELECT_TISSUE | ||
+ | | Creature | ||
| | | | ||
*tissue token | *tissue token | ||
Line 2,009: | Line 2,470: | ||
|- | |- | ||
| SELECT_TISSUE_LAYER | | SELECT_TISSUE_LAYER | ||
+ | | Caste | ||
| | | | ||
*TISSUE | *TISSUE | ||
Line 2,018: | Line 2,480: | ||
|- | |- | ||
| SET_LAYER_TISSUE | | SET_LAYER_TISSUE | ||
+ | | Caste | ||
| | | | ||
| Sets a tissue layer to be made of a different tissue. | | Sets a tissue layer to be made of a different tissue. | ||
Line 2,023: | Line 2,486: | ||
|- | |- | ||
| TISSUE_LAYER | | TISSUE_LAYER | ||
+ | | Caste | ||
| | | | ||
*BY_TYPE, BY_CATEGORY, BY_TOKEN | *BY_TYPE, BY_CATEGORY, BY_TOKEN | ||
Line 2,033: | Line 2,497: | ||
|- | |- | ||
| TISSUE_LAYER_OVER | | TISSUE_LAYER_OVER | ||
+ | | Caste | ||
| | | | ||
*BY_TYPE, BY_CATEGORY, BY_TOKEN | *BY_TYPE, BY_CATEGORY, BY_TOKEN | ||
Line 2,042: | Line 2,507: | ||
|- | |- | ||
| TISSUE_LAYER_UNDER | | TISSUE_LAYER_UNDER | ||
+ | | Caste | ||
| | | | ||
*BY_TYPE, BY_CATEGORY, BY_TOKEN | *BY_TYPE, BY_CATEGORY, BY_TOKEN | ||
Line 2,053: | Line 2,519: | ||
|- | |- | ||
| TISSUE_LAYER_APPEARANCE_MODIFIER | | TISSUE_LAYER_APPEARANCE_MODIFIER | ||
+ | | Caste | ||
| | | | ||
*QUALITY | *QUALITY | ||
*lowest:lower:low:median:high:higher:highest | *lowest:lower:low:median:high:higher:highest | ||
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY | | sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| TISSUE_STYLE_UNIT | | TISSUE_STYLE_UNIT | ||
+ | | Caste | ||
| | | | ||
*tissue | *tissue | ||
*shaping | *shaping | ||
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS. | | sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| TL_CONNECTS | | TL_CONNECTS | ||
+ | | Caste | ||
| | | | ||
| Presumably gives the CONNECTS attribute to selected layers. | | Presumably gives the CONNECTS attribute to selected layers. | ||
Line 2,089: | Line 2,541: | ||
|- | |- | ||
| TL_HEALING_RATE | | TL_HEALING_RATE | ||
+ | | Caste | ||
| | | | ||
| Presumably changes the HEALING_RATE of the selected tissue layers. | | Presumably changes the HEALING_RATE of the selected tissue layers. | ||
Line 2,094: | Line 2,547: | ||
|- | |- | ||
| TL_MAJOR_ARTERIES | | TL_MAJOR_ARTERIES | ||
+ | | Caste | ||
| | | | ||
| Gives Major Artery attribute to selected layers. | | Gives Major Artery attribute to selected layers. | ||
Line 2,099: | Line 2,553: | ||
|- | |- | ||
| TL_PAIN_RECEPTORS | | TL_PAIN_RECEPTORS | ||
+ | | Caste | ||
| | | | ||
| Seems to set new number of pain receptors for selected tissue layers. | | Seems to set new number of pain receptors for selected tissue layers. | ||
Line 2,104: | Line 2,559: | ||
|- | |- | ||
| TL_RELATIVE_THICKNESS | | TL_RELATIVE_THICKNESS | ||
+ | | Caste | ||
| | | | ||
| Seems to set new relative thickness for selected tissue layers. | | Seems to set new relative thickness for selected tissue layers. | ||
Line 2,109: | Line 2,565: | ||
|- | |- | ||
| TL_VASCULAR | | TL_VASCULAR | ||
+ | | Caste | ||
| | | | ||
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers. | | Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers. |
Revision as of 03:12, 19 February 2012
This article is about an older version of DF. |
A full list of all known creature tokens.
A
Token | Type | Arguments | Description |
---|---|---|---|
ADOPTS_OWNER | Caste | 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] | |
ALCOHOL_DEPENDENT | Caste | Creature needs alcohol to get through the working day. | |
ALL_ACTIVE | Caste | Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. | |
ALTTILE | Creature | If set, the creature will blink between its [TILE] and its [ALTTILE]. | |
AMBUSHPREDATOR | Caste | Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.[Verify] | |
AMPHIBIOUS | Caste | Allows a creature to breathe with or without water. Implies [AQUATIC]. | |
APP_MOD_DESC_RANGE | Caste |
|
Forum post describing how description ranges work |
APP_MOD_GENETIC_MODEL | Caste |
|
Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present. |
APP_MOD_IMPORTANCE | Caste |
|
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify] |
APP_MOD_NOUN | Caste |
|
creates a noun for the appearance and whether it is singular or plural |
APP_MOD_RATE | Caste |
|
setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely. |
APPLY_CREATURE_VARIATION | Special |
|
Loads the Creature Variation Template specified. |
APPLY_CURRENT_CREATURE_VARIATION | Special | Applies loaded Creature Variation | |
AQUATIC | Caste | Allows a creature to breathe underwater, but causes it to "drown" out of water. | |
ARENA_RESTRICTED | Caste | Does not appear in arena mode list | |
ARTIFICIAL_HIVEABLE | Creature | Can be kept in artificial hives by beekeepers. | |
AT_PEACE_WITH_WILDLIFE | Caste | Does not attack or frighten wildlife. | |
ATTACK | Caste |
|
Defines the attack name, and the body part used. See below for valid subtokens
Example: |
ATTACK_TRIGGER | Caste | pop:exported wealth:created wealth | Specifies when a megabeast will attack the fortress. |
B
Token | Type | Arguments | Description |
---|---|---|---|
BABY | Caste | integer | Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage. |
BABYNAME | Caste | 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. |
BEACH_FREQUENCY | Caste | Whales and jellyfish have this. Controls the beaching frequency of the creature. | |
BENIGN | Caste | Determines whether creature can show up on "tame" maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). | |
BIOME | Creature | Select a Biome the creature may appear in. | |
BLOOD | Caste |
|
Specifies what the creature's blood is made of. |
BLOODSUCKER | Caste | ? | ? |
BODY | Caste | body parts | Draws body parts from OBJECT:BODY files (such as body_default.txt)
Example: |
BODY_APPEARANCE_MODIFIER | Caste |
|
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: |
BODY_DETAIL_PLAN | Caste | PlanName, PlanName:type:type:type:etc | loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
Example: |
BODY_SIZE | Caste | 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.
Example: |
BODYGLOSS | Caste | gloss | Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt) |
BONECARN | Caste | 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. | |
BP_APPEARANCE_MODIFIER | Caste |
|
sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT) |
BUILDINGDESTROYER | Caste | 1 or 2 | Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. |
C
Token | Type | Arguments | Description |
---|---|---|---|
CAN_DO_INTERACTION | Caste | ? | ? |
CAN_LEARN | Caste | The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start. | |
CAN_SPEAK | Caste | 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] | |
CANNOT_UNDEAD | Caste | Alias for NOT_LIVING | |
CANOPENDOORS | Caste | Allows the creature to open doors. | |
CARNIVORE | Caste | Creature only eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT. | |
CASTE | Creature |
|
defines a caste |
CASTE_ALTTILE | Caste |
|
Caste-specific alternate tile. Expects CASTE_TILE |
CASTE_COLOR | Caste |
|
Creature tile color of the caste. |
CASTE_GLOWCOLOR | Caste |
|
GLOWTILE color of the caste. |
CASTE_GLOWTILE | Caste |
|
Caste-specific glowtile |
CASTE_NAME | Caste | singular:plural:adjective | The name of the caste of the creature in the game. |
CASTE_PROFESSION_NAME | Caste |
|
alters the name of the given profession, caste-specific |
CASTE_SOLDIER_ALTTILE | Caste | 'character' or tile number | Creatures of this caste active in their civilization's military will blink between their default tile and this one. |
CASTE_SOLDIER_TILE | Caste | 'character' or tile number | Creatures of this caste active in their civilization's military will use this tile instead. |
CASTE_SPEECH | Caste | speech file? | Possibly a caste-specific instance of the SPEECH token |
CASTE_TILE | Caste |
|
Caste-specific creature tile. |
CAVE_ADAPT | Caste | Gives the creature a bonus in caves. Also causes Cave adaptation. | |
CHANGE_BODY_SIZE_PERC | Caste | ||
CHILD | Caste | integer | age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode. |
CHILDNAME | Caste | 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. |
CLUSTER_NUMBER | Creature |
|
The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.
e.g. [CLUSTER_NUMBER:1:3] |
CLUTCH_SIZE | Caste |
|
Number of eggs laid in one sitting. |
COLONY_EXTERNAL | Caste | Caste hovers around colony. | |
COLOR | Creature | foreground:background:brightness | Color of the creature's tile. |
COMMON_DOMESTIC | Caste | Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT. In addition, the creature must be NATURAL rather than FANCIFUL | |
CONVERTED_SPOUSE | Caste | Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE. | |
COOKABLE_LIVE | Caste | Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned. | |
CRAZED | Caste | ? | ? |
COPY_TAGS_FROM | Special |
|
Copies tags from another specified creature. |
CREATURE_CLASS | Caste |
|
Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions. |
CREATURE_SOLDIER_TILE | Creature | 'character' or tile number | Creatures active in their civilization's military will use this tile instead. |
CREATURE_TILE | Creature | 'character' or tile number | The symbol of the creature in ASCII mode. |
CREPUSCULAR | Caste | Sets if the creature is active at twilight. | |
CURIOUSBEAST_EATER | Caste | Allows a creature to steal and eat edible items from a site. | |
CURIOUSBEAST_GUZZLER | Caste | Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. | |
CURIOUSBEAST_ITEM | Caste | Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items. | |
CV_ADD_TAG | Special |
|
Adds a tag. Used in conjunction with creature variation templates. |
CV_REMOVE_TAG | Special |
|
Removes a tag. Used in conjunction with creature variation templates. |
D
Token | Type | Arguments | Description |
---|---|---|---|
DEMON | Caste | Found on generated demons. Cannot be specified in user-defined raws. | |
DESCRIPTION | Caste | text | A brief description of the creature type. |
DIE_WHEN_VERMIN_BITE | Caste | Dies upon attacking. Used for bee stings. | |
DIFFICULTY | Caste | integer | Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode. |
DIURNAL | Caste | Sets if the creature is active in day. | |
DIVE_HUNTS_VERMIN | Caste | ? | ? |
DOES_NOT_EXIST | Creature | Creature does not actually exist; used for fanciful creatures. |
E
Token | Type | Arguments | Description |
---|---|---|---|
EBO_ITEM | Caste | ? | ? |
EBO_SHAPE | Caste | ? | ? |
EGG_MATERIAL | Caste |
|
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_SIZE | Caste |
|
Determines how long it takes for eggs to hatch[Verify]. The larger the number, the longer it takes. |
EQUIPMENT_WAGON | Creature | Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant. | |
EQUIPS | Caste | Allows the creature to wear or wield items. | |
EVIL | Creature | Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures. | |
EXTRA_BUTCHER_OBJECT | Caste | ? | ? |
EXTRACT | Caste | Defines a creature extract which can be obtained via small animal dissection. | |
EXTRAVISION | Caste | Creature can see regardless of whether it has working eyes. |
F
Token | Type | Arguments | Description |
---|---|---|---|
FANCIFUL | Creature | 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] | |
FEATURE_ATTACK_GROUP | Caste | Found on subterranean animalmen. | |
FEATURE_BEAST | Caste | Found on forgotten beasts. Cannot be specified in user-defined raws. | |
FEMALE | Caste | Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste. | |
FIREIMMUNE | Caste | Renders a creature immune to being damaged by FIREBREATH's short range cone attack. | |
FIREIMMUNE_SUPER | Caste | The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. | |
FISHITEM | Caste | Needs to be cleaned at a fishery | |
FIXED_TEMP | Caste | temperature | The natural heat generated by the creature. |
FLEEQUICK | Caste | Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance. | |
FLIER | Caste | 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. | |
FREQUENCY | Creature |
|
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 |
G
Token | Type | Arguments | Description |
---|---|---|---|
GENERAL_BABY_NAME | Creature | singular:plural | name at creature level |
GENERAL_CHILD_NAME | Creature | singular:plural | name at creature level |
GENERAL_MATERIAL_FORCE_MULTIPLIER | Caste | ? | ? |
GENERATED | Creature | Found on procedurally generated creatures like Forgotten beasts, (biome name) titans, Demons, and night creatures. Cannot be specified in user-defined raws. | |
GETS_INFECTIONS_FROM_ROT | Caste | Creature can get infections from necrotic tissue. | |
GETS_WOUND_INFECTIONS | Caste | Creature's wounds can become infected. | |
GLOWCOLOR | Creature |
|
The colour of the GLOWTILE of the creature. |
GLOWTILE | Creature | ascii character | If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead. |
GNAWER | Caste | verb (gnawed) | The creature chews on food barrels and bags. |
GOBBLE_VERMIN_CLASS | Caste | ? | ? |
GOBBLE_VERMIN_CREATURE | Caste | ? | ? |
GO_TO_END | Special | When using tags from an existing creature, inserts new tags at the end of the creature. | |
GO_TO_START | Special | When using tags from an existing creature, inserts new tags at the beginning of the creature. | |
GO_TO_TAG | Special | When using tags from an existing creature, inserts new tags after the specified tag. | |
GOOD | Creature | Determines whether creature can show up on "good" areas. Eg. unicorn. | |
GRASSTRAMPLE | Caste | 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. |
GRAVITATE_BODY_SIZE | Caste | 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. |
GRAZER | Caste |
|
Animals is a grazer. The higher the number, the less frequently it needs to eat in order to survive. |
H
Token | Type | Arguments | Description |
---|---|---|---|
HABIT | Caste | type:probability | Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly. |
HABIT_NUM | Caste | 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.".http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL] |
HAS_NERVES | Caste | This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue. | |
HASSHELL | Caste | The creature has a shell. Seemingly no longer used - holdover from previous versions. | |
HIVE_PRODUCT | Creature |
|
What product is harvested from beekeeping. |
HOMEOTHERM | Caste | Default 'NONE'. The creature's normal body temperature | |
HUNTS_VERMIN | Caste | Creature hunts and kills nearby vermin. |
I
Token | Type | Arguments | Description |
---|---|---|---|
IMMOBILE | Caste | ? | ? |
IMMOBILE_LAND | Caste | The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land. | |
IMMOLATE | Caste | Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. | |
INTELLIGENT | Caste | Shortcut for [CAN_SPEAK] + [CAN_LEARN]. | |
ITEMCORPSE | Caste | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc). | |
ITEMCORPSE_QUALITY | Caste | The quality of an item-type corpse left behind; 5 is masterpiece-level. |
L
Token | Type | Arguments | Description |
---|---|---|---|
LAIR | Caste | type:probability | Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH. |
LAIR_CHARACTERISTIC | Caste | characteristic:probability | Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS. |
LAIR_HUNTER | Caste | This creature will actively hunt adventurers in its lair. | |
LAIR_HUNTER_SPEECH | Caste | speech file | What this creature says while hunting adventurers in its lair. |
LARGE_PREDATOR | Caste | Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." | |
LARGE_ROAMING | Creature | In Fortress Mode, spawns outdoors and is not a vermin creature. | |
LAYS_EGGS | Caste | Creature lays eggs instead of giving birth to live young. | |
LAYS_UNUSUAL_EGGS | Caste | Creature lays a particular item instead of regular eggs. | |
LIGAMENTS | Caste |
|
Defines the material and healing rate of ligaments. |
LIGHT_GEN | Caste | The creature will generate light, such as in adventurer mode at night. | |
LIKES_FIGHTING | Caste | The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. | |
LISP | Caste | Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.") | |
LITTERSIZE | Caste |
|
Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2] |
LOCKPICKER | Caste | Lets a creature open doors that are set to forbidden in Fortress Mode. | |
LOOSE_CLUSTERS | Creature | The creatures will scatter if they have this tag, or form tight packs if they don't. |
M
Token | Type | Arguments | Description |
---|---|---|---|
MAGICAL | Caste | Unknown. | |
MAGMA_VISION | Caste | Creature's able to see while covered in magma. | |
MALE | Caste | The species or caste is all male. | |
MANNERISM_?? | Caste |
|
Adds a possible mannerism to the creature's profile.
Refer to Creature mannerism tokens |
MATERIAL | Creature |
|
Begins defining a new material.[Verify] |
MATERIAL_FORCE_MULTIPLIER | Caste | ? | ? |
MATUTINAL | Caste | Sets if the creature is active in dawn. | |
MAXAGE | Caste | min:max | Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age. |
MEANDERER | Caste | Gives a creature random movement. | |
MEGABEAST | Caste | Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped. | |
MENT_ATT_CAP_PERC | Caste |
|
Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher). |
MENT_ATT_RANGE | Caste |
|
Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000. |
MENT_ATT_RATES | Caste |
|
Mental attribute gain/decay rates. Defaults are 500:4:5:4. |
MILKABLE | Caste |
|
Allows the creature to be milked. |
MISCHIEVIOUS | Caste | Alias for MISCHIEVOUS | |
MISCHIEVOUS | Caste | Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers." | |
MODVALUE | Caste | Seemingly no longer used - holdover from previous versions. | |
MOUNT | Caste | Creature may be used as a mount. | |
MOUNT_EXOTIC | Caste | You need the Dungeon master noble to mount the creature. | |
MULTIPLE_LITTER_RARE | Caste | Makes litters with more than one offspring rare. | |
MUNDANE | Creature | 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. |
N
Token | Type | Arguments | Description |
---|---|---|---|
NAME | Creature | singular:plural:adjective | The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. |
NATURAL | Caste | Alias for NATURAL_ANIMAL | |
NATURAL_ANIMAL | Caste | Animal is considered to be natural. | |
NATURAL_SKILL | Caste | 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). |
NIGHT_CREATURE_BOGEYMAN | Caste | 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. | |
NIGHT_CREATURE_HUNTER | Caste | 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 | |
NO_AUTUMN | Caste | does not appear this season. | |
NO_CONNECTIONS_FOR_MOVEMENT | Caste | ? | ? |
NO_DIZZINESS | Caste | Creature cannot become dizzy | |
NO_DRINK | Caste | Creature does not need to drink. | |
NO_EAT | Caste | Creature does not need to eat. | |
NO_FEVERS | Caste | Creature cannot suffer fevers | |
NO_GENDER | Caste | Creature has no gender. | |
NO_PHYS_ATT_GAIN | Caste | ? | ? |
NO_PHYS_ATT_RUST | Caste | ? | ? |
NO_SLEEP | Caste | Creature does not need to sleep. | |
NO_SPRING | Caste | does not appear this season. | |
NO_SUMMER | Caste | does not appear this season. | |
NO_THOUGHT_CENTER_FOR_MOVEMENT | Caste | Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains. | |
NO_WINTER | Caste | does not appear this season. | |
NOBONES | Caste | Creature has no bones. | |
NOBREATHE | Caste | Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. | |
NOCTURNAL | Caste | Sets if the creature is active in night. | |
NOEMOTION | Caste | The creature has no emotions, and does not rage. | |
NOEXERT | Caste | Creature can't become tired or over-exerted. | |
NOFEAR | Caste | Creature doesn't feel fear and will never run away from battle. | |
NOMEAT | Caste | Creature will not drop meat on butcher. | |
NONAUSEA | Caste | Creature can't vomit. | |
NOPAIN | Caste | Creature doesn't feel pain. | |
NOSKIN | Caste | Creature will not drop skin on butcher. | |
NOSKULL | Caste | Creature will not drop skull on butcher, rot, or decay of severed head. | |
NOSMELLYROT | Caste | Does not produce miasma when rotting | |
NOSTUCKINS | Caste | Weapons can't be stuck in creature. | |
NOSTUN | Caste | Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die. | |
NOT_BUTCHERABLE | Caste | Cannot be butchered | |
NOT_LIVING | Caste | ? | Cannot be raised from the dead. Also prevents ghosts of that creature appearing. |
NOTHOUGHT | Caste | Creature doesn't think, or doesn't require a [BRAIN] body part. |
O
Token | Type | Arguments | Description |
---|---|---|---|
OPPOSED_TO_LIFE | Caste | ? | ? |
P
Token | Type | Arguments | Description |
---|---|---|---|
PACK_ANIMAL | Caste | 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. | |
PARALYZEIMMUNE | Caste | The creature is immune to all paralyzing special attacks. | |
PATTERNFLIER | Caste | ||
PEARL | Caste | Creature will generate pearls. | |
PENETRATEPOWER | Caste | value | Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. |
PERSONALITY | Caste |
|
Determines the range and chance of personality traits. Standard is 0:50:100. See Personality trait for more info. |
PET | Caste | Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status. | |
PET_EXOTIC | Caste | You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). | |
PETVALUE | Caste | value | How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. |
PETVALUE_DIVISOR | Caste | value | Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune. |
PHYS_ATT_CAP_PERC | Caste |
|
Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher). |
PHYS_ATT_RANGE | Caste |
|
Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000. |
PHYS_ATT_RATES | Caste |
|
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. |
PLUS_BP_GROUP | Caste |
|
Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP. |
PLUS_MATERIAL | Creature |
|
Adds a material to selected materials. Used immediately after SELECT_MATERIAL. |
POP_RATIO | Caste | Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY. | |
POPULATION_NUMBER | Creature | min:max | old guess: "The minimum/maximum numbers of how many of these creatures can show up on a map per year." Toady: "Pop number is the number per square of the region, I think." |
POWER | Caste | Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location. | |
PREFSTRING | Creature | string | Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random |
PROFESSION_NAME | Creature |
|
The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead. |
PRONE_TO_RAGE | Caste | number | Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat. As described in file_changes.txt, creatures with this token "follow its normal behavior, but flip out on occasion, higher rate = more flipping out". |
PUS | Caste |
|
Specifies what the creature's wounds will ooze when infected. |
R
Token | Type | Arguments | Description |
---|---|---|---|
RELSIZE | Caste |
|
Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers. |
REMAINS | Caste | singular:plural | What creature's remains are called. |
REMAINS_COLOR | Caste | What color creature's remains are. | |
REMAINS_ON_VERMIN_BITE_DEATH | Caste | Leaves remains when its attack causes it to die? Seems to go with DIE_WHEN_VERMIN_BITE. | |
REMAINS_UNDETERMINED | Caste | Unknown. | |
REMOVE_MATERIAL | Creature |
|
Removes a material from a creature. |
REMOVE_TISSUE | Creature |
|
Removes a tissue from a creature. |
RETRACT_INTO_BP | Caste | ? | ? |
RETURNS_VERMIN_KILLS_TO_OWNER | Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner. | ||
ROOT_AROUND | Caste | ? | ? |
S
Token | Type | Arguments | Description |
---|---|---|---|
SAVAGE | Creature | Allows creature to show up on (and limits it to) "savage" maps. | |
SECRETION | Caste |
|
creates a secreted material on given tissue on a given part of the body. |
SELECT_ADDITIONAL_CASTE | Creature |
|
adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE. |
SELECT_CASTE | Creature |
|
selects a previously defined caste |
SELECT_MATERIAL | Creature |
|
Selects a locally defined material. Can be ALL. |
SEMIMEGABEAST | Caste | 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. | |
SET_BP_GROUP | Caste |
|
Begins a selection of body parts. |
SET_TL_GROUP | Caste |
|
begins a selection of tissue layers |
SHEARABLE_TISSUE_LAYER | Caste |
|
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). |
SKILL_LEARN_RATE | Caste | skill_token:percentage | The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function. |
SKILL_LEARN_RATES | Caste | percentage | The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function. |
SKILL_RATE | Caste | skill_token:percentage:value:value:value | As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function. |
SKILL_RATES | Caste |
|
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. |
SKILL_RUST_RATE | Caste | 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. |
SKILL_RUST_RATES | Caste | 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. |
SLOW_LEARNER | Caste | Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. | |
SMALL_REMAINS | Caste | If a creature has this token, it'll leave "remains" instead of a corpse. | |
SOLDIER_ALTTILE | Creature | 'character' or tile number | If this creature is active in its civilization's military, it will blink between its default tile and this one. |
SOUND | Caste |
|
Creature makes sounds periodically, which can be heard in Adventure mode. |
SPECIFIC_FOOD | Caste |
|
Indicates that the creature is only capable of eating a particular type of food. |
SPEECH | Creature | speech file | Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech. |
SPEECH_FEMALE | Creature | speech file | Boasting speeches relating to killing females of this creature. |
SPEECH_MALE | Creature | speech file | Boasting speeches relating to killing males of this creature. |
SPEED | Caste | 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. |
SPHERE | Creature |
|
Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name. |
SPOUSE_CONVERSION_TARGET | Caste | This creature can be converted by a night creature with SPOUSE_CONVERTED. | |
SPOUSE_CONVERTER | Caste | Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however. | |
SUPERNATURAL | Caste | ? | ? |
SWIM_SPEED | Caste |
|
How fast the creature swims. Typically 2500 (0.38 times the default speed). |
SWIMS_INNATE | Caste | The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. | |
SWIMS_LEARNED | Caste | The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. |
T
Token | Type | Arguments | Description |
---|---|---|---|
TENDONS | Caste |
|
Defines the material and healing rate of tendons. |
THICKWEB | Caste | The creature's webs can catch larger creatures. | |
TISSUE | Creature | name | Begins defining a tissue in the creature file. |
TITAN | Caste | Found on titans. Cannot be specified in user-defined raws. | |
TL_COLOR_MODIFIER | Caste | COLOR:freq:COLOR:freq etc | Creates a list of color patterns, giving each a frequency. |
TLCM_GENETIC_MODEL | Caste | tissue layer color modifier is passed to offspring genetically? | |
TLCM_IMPORTANCE | Caste |
|
Presumably modifies the importance of the tissue layer color modifier, for description purposes.
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures. |
TLCM_NOUN | Caste |
|
names the tissue layer color modifier, and determines the noun |
TLCM_TIMING | Caste |
|
determines the point in the creature's life where the color change begins |
TRADE_CAPACITY | Caste | How much the creature can carry when used by merchants. | |
TRAINABLE | Caste | Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR]. | |
TRAINABLE_HUNTING | Caste | Can be trained as hunting beasts by way of kennels. | |
TRAINABLE_WAR | Caste | Can be trained as war beasts by way of kennels. | |
TRANCES | Caste | Allows the creature to go into martial trances. | |
TRAPAVOID | Caste | The creature is immune to traps. Probably every procedurally generated megabeast has this. | |
TRIGGERABLE_GROUP | Creature | min:max | A large swarm of vermin can be disturbed, usually in Adventure mode.[Verify] |
TSU_NOUN | Caste |
|
Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style. |
U
Token | Type | Arguments | Description |
---|---|---|---|
UBIQUITOUS | Creature | Creature will occur in every region with the correct biome. Does not apply to evil/good tags. | |
UNDERGROUND_DEPTH | Creature |
|
Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max. Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. |
UNDERSWIM | Caste | Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25. | |
UNIQUE_DEMON | Caste | Typically found on generated demons; 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. | |
USE_CASTE | Creature |
|
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 | Creature |
|
Defines a new local creature material and populates it with all properties defined in the specified local creature material. |
USE_MATERIAL_TEMPLATE | Creature |
|
Defines a new local creature material and populates it with all properties defined in the specified template. |
USE_TISSUE | Creature |
|
Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument. |
USE_TISSUE_TEMPLATE | Creature |
|
Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. |
UTTERANCES | Caste | Changes the language of the creature into an unintelligible mess. |
V
Token | Type | Arguments | Description |
---|---|---|---|
VEGETATION | Caste | unknown | |
VERMIN_BITE | Caste |
|
Vermin bites, and injects something. |
VERMIN_EATER | Creature | The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER. | |
VERMIN_FISH | Creature | The vermin appears in water and will attempt to swim around. | |
VERMIN_GROUNDER | Creature | 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). | |
VERMIN_HATEABLE | Caste | Some dwarves will hate the creature and get unhappy thoughts when around it. | |
VERMIN_MICRO | Caste | 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. | |
VERMIN_NOFISH | Caste | The creature cannot be caught by fishing. | |
VERMIN_NOROAM | Caste | The creature will not be observed randomly roaming about the map. | |
VERMIN_NOTRAP | Caste | The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around. | |
VERMIN_ROTTER | Creature | 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 | Creature | The creature randomly appears near dirt or mud. | |
VERMIN_SOIL_COLONY | Creature | The vermin will appear in a single tile cluster of many vermin, such as a colony of ants. | |
VERMINHUNTER | Caste | Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER]. | |
VESPERTINE | Caste | Sets if the creature is active in evening. | |
VIEWRANGE | Caste | value | Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20. |
W
Token | Type | Arguments | Description |
---|---|---|---|
WAGON_PULLER | Caste | Allows the creature to pull caravan wagons. | |
WEBBER | Caste | Allows the creature to create webs, and defines what the webs are made of. | |
WEBIMMUNE | Caste | The creature will not get caught in thick webs. |
Attack Tokens
Token | Type | Arguments | Description |
---|---|---|---|
ATTACK_SKILL | Caste |
|
defines the attack skill used |
ATTACK_VERB | Caste | 2nd person:3rd person | descriptive text for the attack |
ATTACK_CONTACT_PERC | Caste |
|
amount of available tissue used in attack, or possibly percent chance the attack makes contact |
ATTACK_PENETRATION_PERC | Caste |
|
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) |
ATTACK_PRIORITY | Caste |
|
use of the attack in combat. Secondary attacks are only used if main attacks are impossible. |
ATTACK_VELOCITY_MODIFIER | Caste | number | Modifies the attack velocity. Believed to be percent based (so 100 would be "normal"). May be on same scale as weapon velocity (where 1000 is "normal"). |
ATTACK_FLAG_CANLATCH | Caste | 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. | |
ATTACK_FLAG_WITH | Caste | In adventure mode, displays the name of the body part used by an attack when announcing the attack. | |
ATTACK_FLAG_EDGE | Caste | attack type | |
SPECIALATTACK_INJECT_EXTRACT | Caste |
|
attack type addition that injects a material into the victim. |
SPECIALATTACK_INTERACTION | Caste | ? | ? |
SPECIALATTACK_SUCK_BLOOD | Caste | min:max | Successful attack draws out an amount of blood randomized between the min and max value. |
Important Related Tokens
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)
Tissue Modification
This next group of tokens deals setting and modifying tissue properties. (See also Tissue definition token)
Token | Type | Arguments | Description |
---|---|---|---|
PLUS_TISSUE_LAYER | Caste |
|
Adds a tissue to those selected |
PLUS_TL_GROUP | Caste |
|
continues a selection of tissue layers |
SELECT_TISSUE | Creature |
|
Selects a tissue for editing. |
SELECT_TISSUE_LAYER | Caste |
|
Selects a tissue layer for descriptor and cosmetic purposes. |
SET_LAYER_TISSUE | Caste | Sets a tissue layer to be made of a different tissue. | |
TISSUE_LAYER | Caste |
|
Adds the tissue layer to wherever it is required.
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing |
TISSUE_LAYER_OVER | Caste |
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Presumably a counterpart to TISSUE_LAYER_UNDER (see below). |
TISSUE_LAYER_UNDER | Caste |
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Adds the tissue layer under a given part.
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man [TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] |
TISSUE_LAYER_APPEARANCE_MODIFIER | Caste |
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sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY |
TISSUE_STYLE_UNIT | Caste |
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sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS. |
TL_CONNECTS | Caste | Presumably gives the CONNECTS attribute to selected layers. | |
TL_HEALING_RATE | Caste | Presumably changes the HEALING_RATE of the selected tissue layers. | |
TL_MAJOR_ARTERIES | Caste | Gives Major Artery attribute to selected layers. | |
TL_PAIN_RECEPTORS | Caste | Seems to set new number of pain receptors for selected tissue layers. | |
TL_RELATIVE_THICKNESS | Caste | Seems to set new relative thickness for selected tissue layers. | |
TL_VASCULAR | Caste | Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers. |