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Difference between revisions of "v0.34:Creature token"
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− | {{ | + | {{Quality|Superior|19:05, 26 August 2014 (UTC)}} |
+ | {{av}} | ||
A full list of all known creature tokens. | A full list of all known creature tokens. | ||
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|- 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 | + | | {{text anchor|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}} | ||
− | |- | + | |- |
− | | ALCOHOL_DEPENDENT | + | | {{text anchor|ALCOHOL_DEPENDENT}} |
+ | | Caste | ||
| | | | ||
− | | Creature needs alcohol to get through the working day. | + | | Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed. |
− | |- | + | |- |
− | | ALL_ACTIVE | + | | {{text anchor|ALL_ACTIVE}} |
+ | | Caste | ||
| | | | ||
− | | | + | | When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}. |
− | |- | + | |- |
− | | ALTTILE | + | | {{text anchor|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]. | ||
− | |- | + | |- |
− | | AMBUSHPREDATOR | + | | {{text anchor|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}} | ||
− | |- | + | |- |
− | | AMPHIBIOUS | + | | {{text anchor|AMPHIBIOUS}} |
+ | | Caste | ||
| | | | ||
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC]. | | Allows a creature to breathe with or without [[water]]. Implies [AQUATIC]. | ||
|- | |- | ||
− | | APP_MOD_DESC_RANGE | + | | {{text anchor|APP_MOD_DESC_RANGE}} |
+ | | Caste | ||
| | | | ||
*Range | *Range | ||
Line 53: | Line 62: | ||
|- | |- | ||
− | | APP_MOD_GENETIC_MODEL | + | | {{text anchor|APP_MOD_GENETIC_MODEL}} |
+ | | Caste | ||
| | | | ||
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX) | *Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX) | ||
Line 59: | Line 69: | ||
|- | |- | ||
− | | APP_MOD_IMPORTANCE | + | | {{text anchor|APP_MOD_IMPORTANCE}} |
+ | | Caste | ||
| | | | ||
*number | *number | ||
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}} | | Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}} | ||
− | |- | + | |- |
− | | APP_MOD_NOUN | + | | {{text anchor|APP_MOD_NOUN}} |
+ | | Caste | ||
| | | | ||
*noun | *noun | ||
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| creates a noun for the appearance and whether it is singular or plural | | creates a noun for the appearance and whether it is singular or plural | ||
− | |- | + | |- |
− | | APP_MOD_RATE | + | | {{text anchor|APP_MOD_RATE}} |
+ | | Caste | ||
| | | | ||
*Rate (integer) | *Rate (integer) | ||
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| setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely. | | 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 | + | | {{text anchor|APPLY_CREATURE_VARIATION}} |
+ | | Special | ||
| | | | ||
*CV TEMPLATE NAME | *CV TEMPLATE NAME | ||
| Loads the Creature Variation Template specified. | | Loads the Creature Variation Template specified. | ||
− | |- | + | |- |
− | | APPLY_CURRENT_CREATURE_VARIATION | + | | {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}} |
+ | | Special | ||
| | | | ||
| Applies loaded Creature Variation | | Applies loaded Creature Variation | ||
− | |- | + | |- |
− | | AQUATIC | + | | {{text anchor|AQUATIC}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Creature can breathe in water, but air-drowns on dry land. |
− | |- | + | |- |
− | | ARENA_RESTRICTED | + | | {{text anchor|ARENA_RESTRICTED}} |
+ | | Caste | ||
| | | | ||
− | | Does not appear in arena mode list | + | | Does not appear in arena mode list. |
|- | |- | ||
− | | ARTIFICIAL_HIVEABLE | + | | {{text anchor|ARTIFICIAL_HIVEABLE}} |
+ | | Creature | ||
| | | | ||
| Can be kept in artificial hives by beekeepers. | | Can be kept in artificial hives by beekeepers. | ||
|- | |- | ||
− | | AT_PEACE_WITH_WILDLIFE | + | | {{text anchor|AT_PEACE_WITH_WILDLIFE}} |
+ | | Caste | ||
| | | | ||
| Does not attack or frighten wildlife. | | Does not attack or frighten wildlife. | ||
− | |- | + | |- |
− | | ATTACK | + | | {{text anchor|ATTACK}} |
+ | | Caste | ||
| | | | ||
*token | *token | ||
Line 125: | Line 145: | ||
''BODYPART:BY_CATEGORY:HORN'' : the horn is used to attack (presuming the creature has one) | ''BODYPART:BY_CATEGORY:HORN'' : the horn is used to attack (presuming the creature has one) | ||
− | |- | + | |- |
− | | ATTACK_TRIGGER | + | | {{text anchor|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. | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |
− | | BABY | + | |- |
+ | | {{text anchor|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. | ||
− | |- | + | |- |
− | | BABYNAME | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | BEACH_FREQUENCY | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | BENIGN | + | | {{text anchor|BENIGN}} |
+ | | Caste | ||
| | | | ||
− | | | + | | The creature is non-aggressive by default, but may lash out if agitated or disturbed. |
− | |- | + | |- |
− | | BIOME | + | | {{text anchor|BIOME}} |
+ | | Creature | ||
| | | | ||
* [[biome token]] | * [[biome token]] | ||
| Select a [[Biome]] the creature may appear in. | | Select a [[Biome]] the creature may appear in. | ||
− | |- | + | |- |
− | | BLOOD | + | | {{text anchor|BLOOD}} |
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
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| Specifies what the creature's blood is made of. | | Specifies what the creature's blood is made of. | ||
− | |- | + | |- |
− | | BODY | + | | {{text anchor|BLOODSUCKER}} |
+ | | Caste | ||
+ | | | ||
+ | | Seems to be required to make the creature denouncable as a creature of the night. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|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) | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /> | [BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /> | ||
− | This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. | + | This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs. |
− | |- | + | |- |
− | | BODY_APPEARANCE_MODIFIER | + | | {{text anchor|BODY_APPEARANCE_MODIFIER}} |
+ | | Caste | ||
| | | | ||
*ATTRIBUTE | *ATTRIBUTE | ||
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''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation. | ''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation. | ||
− | |- | + | |- |
− | | BODY_DETAIL_PLAN | + | | {{text anchor|BODY_DETAIL_PLAN}} |
− | | PlanName, PlanName:type:type:type:etc | + | | 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. | | 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:'''<br /> | '''Example:'''<br /> | ||
Line 204: | Line 242: | ||
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' | ''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' | ||
− | |- | + | |- |
− | | BODY_SIZE | + | | {{text anchor|BODY_SIZE}} |
+ | | Caste | ||
| years:days:size | | years:days:size | ||
− | | | + | | Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams. |
'''Example:'''<br /> | '''Example:'''<br /> | ||
[BODY_SIZE:0:0:10000]<br /> | [BODY_SIZE:0:0:10000]<br /> | ||
[BODY_SIZE:1:168:50000]<br /> | [BODY_SIZE:1:168:50000]<br /> | ||
[BODY_SIZE:12:0:220000]<br /> | [BODY_SIZE:12:0:220000]<br /> | ||
− | This describes the size of a [[minotaur]]. His birth size would be | + | This describes the size of a [[minotaur]]. His birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old he would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg. |
− | |- | + | |- |
− | | BODYGLOSS | + | | {{text anchor|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) | ||
− | |- | + | |- |
− | | BONECARN | + | | {{text anchor|BONECARN}} |
+ | | Caste | ||
| | | | ||
− | | Creature | + | | Creature eats bones. Implies CARNIVORE and has the same worldgen problem. |
− | |- | + | |- |
− | | BP_APPEARANCE_MODIFIER | + | | {{text anchor|BP_APPEARANCE_MODIFIER}} |
+ | | Caste | ||
| | | | ||
*QUALITY | *QUALITY | ||
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| 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) | | 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 | + | | {{text anchor|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. | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |- |
− | | CAN_LEARN | + | | {{text anchor|CAN_DO_INTERACTION}} |
+ | | Caste | ||
+ | | interaction token | ||
+ | | The creature can perform an interaction. See [[interaction token]]. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|CAN_LEARN}} | ||
+ | | Caste | ||
| | | | ||
− | | The creature | + | | The creature gains skills and can have 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 | + | | {{text anchor|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}} | ||
− | |- | + | |- |
− | | CANNOT_UNDEAD | + | | {{text anchor|CANNOT_UNDEAD}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Alias for NOT_LIVING |
− | |- | + | |- |
− | | CANOPENDOORS | + | | {{text anchor|CANOPENDOORS}} |
+ | | Caste | ||
| | | | ||
| Allows the creature to open doors. | | Allows the creature to open doors. | ||
− | |- | + | |- |
− | | CARNIVORE | + | | {{text anchor|CARNIVORE}} |
+ | | Caste | ||
| | | | ||
− | | Creature ''only'' eats meat. | + | | Creature ''only'' eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Currently bugged in worldgen -- exclusively carnivore civilizations always starve out. Goblins and kobolds live off raw exceptions. |
− | |- | + | |- |
− | | CASTE | + | | {{text anchor|CASTE}} |
+ | | Creature | ||
| | | | ||
*name | *name | ||
− | | | + | | Defines a caste. |
|- | |- | ||
− | | CASTE_ALTTILE | + | | {{text anchor|CASTE_ALTTILE}} |
+ | | Caste | ||
| | | | ||
*tile number or "letter" | *tile number or "letter" | ||
− | | Caste-specific | + | | Caste-specific ALT_TILE. Requires CASTE_TILE. |
|- | |- | ||
− | | CASTE_COLOR | + | | {{text anchor|CASTE_COLOR}} |
+ | | Caste | ||
| | | | ||
*fg | *fg | ||
*bg | *bg | ||
*brightness | *brightness | ||
− | | | + | | Caste-specific COLOR. |
|- | |- | ||
− | | CASTE_GLOWCOLOR | + | | {{text anchor|CASTE_GLOWCOLOR}} |
+ | | Caste | ||
| | | | ||
*fg | *fg | ||
*bg | *bg | ||
*brightness | *brightness | ||
− | | | + | | Caste-specific GLOWCOLOR. |
|- | |- | ||
− | | CASTE_GLOWTILE | + | | {{text anchor|CASTE_GLOWTILE}} |
+ | | Caste | ||
| | | | ||
*tile value or "letter" | *tile value or "letter" | ||
− | | Caste-specific | + | | Caste-specific GLOWTILE. |
− | |- | + | |- |
− | | CASTE_NAME | + | | {{text anchor|CASTE_NAME}} |
+ | | Caste | ||
| singular:plural:adjective | | singular:plural:adjective | ||
− | | | + | | Caste-specific NAME. |
− | |- | + | |- |
− | | CASTE_PROFESSION_NAME | + | | {{text anchor|CASTE_PROFESSION_NAME}} |
+ | | Caste | ||
| | | | ||
*[[Unit type token]] (Profession) | *[[Unit type token]] (Profession) | ||
*singular | *singular | ||
*plural | *plural | ||
− | | | + | | Caste-specific PROFESSION_NAME. |
|- | |- | ||
− | | CASTE_SOLDIER_ALTTILE | + | | {{text anchor|CASTE_SOLDIER_ALTTILE}} |
+ | | Caste | ||
| 'character' or tile number | | 'character' or tile number | ||
− | | | + | | Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE. |
|- | |- | ||
− | | CASTE_SOLDIER_TILE | + | | {{text anchor|CASTE_SOLDIER_TILE}} |
+ | | Caste | ||
| 'character' or tile number | | 'character' or tile number | ||
− | | | + | | Caste-specific CREATURE_SOLDIER_TILE. |
− | |- | + | |- |
− | | CASTE_SPEECH | + | | {{text anchor|CASTE_SPEECH}} |
− | | speech file | + | | Caste |
− | | | + | | speech file |
+ | | Caste-specific SPEECH. | ||
|- | |- | ||
− | | CASTE_TILE | + | | {{text anchor|CASTE_TILE}} |
+ | | Caste | ||
| | | | ||
* tile number or "letter" | * tile number or "letter" | ||
− | | Caste-specific | + | | Caste-specific CREATURE_TILE. |
− | |- | + | |- |
− | | CAVE_ADAPT | + | | {{text anchor|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]]. | ||
|- | |- | ||
− | | CHANGE_BODY_SIZE_PERC | + | | {{text anchor|CDI}} |
− | | | + | | Caste |
− | | | + | | Varies |
+ | | Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]]. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|CHANGE_BODY_SIZE_PERC}} | ||
+ | | Caste | ||
+ | | integer | ||
+ | | Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles. | ||
− | |- | + | |- |
− | | CHILD | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | CHILDNAME | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | CLUSTER_NUMBER | + | | {{text anchor|CLUSTER_NUMBER}} |
+ | | Creature | ||
| | | | ||
*min | *min | ||
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|- | |- | ||
− | |CLUTCH_SIZE | + | | {{text anchor|CLUTCH_SIZE}} |
+ | | Caste | ||
| | | | ||
*min | *min | ||
Line 377: | Line 455: | ||
|- | |- | ||
− | | COLONY_EXTERNAL | + | | {{text anchor|COLONY_EXTERNAL}} |
+ | | Caste | ||
| | | | ||
| Caste hovers around colony. | | Caste hovers around colony. | ||
− | |- | + | |- |
− | | COLOR | + | | {{text anchor|COLOR}} |
+ | | Creature | ||
| foreground:background:brightness | | foreground:background:brightness | ||
− | | Color | + | | Color of the creature's tile. See [[Color]] for usage. |
− | |- | + | |- |
− | | COMMON_DOMESTIC | + | | {{text anchor|COMMON_DOMESTIC}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures. Requires NATURAL tag?{{verify}} |
|- | |- | ||
− | | CONVERTED_SPOUSE | + | | {{text anchor|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 | + | | {{text anchor|COOKABLE_LIVE}} |
+ | | Caste | ||
| | | | ||
− | | Set this to allow the creature to be cooked in meals without first being butchered / | + | | Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one. |
− | |- | + | |- |
− | | COPY_TAGS_FROM | + | | {{text anchor|CRAZED}} |
+ | | Caste | ||
+ | | | ||
+ | | Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|COPY_TAGS_FROM}} | ||
+ | | Special | ||
| | | | ||
*CREATURE NAME | *CREATURE NAME | ||
| Copies tags from another specified creature. | | Copies tags from another specified creature. | ||
− | |- | + | |- |
− | | CREATURE_CLASS | + | | {{text anchor|CREATURE_CLASS}} |
+ | | Caste | ||
| | | | ||
*classname | *classname | ||
− | | | + | | An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag. |
|- | |- | ||
− | | CREATURE_SOLDIER_TILE | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | CREATURE_TILE | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | CREPUSCULAR | + | | {{text anchor|CREPUSCULAR}} |
+ | | Caste | ||
| | | | ||
− | | | + | | When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode. |
− | |- | + | |- |
− | | CURIOUSBEAST_EATER | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | CURIOUSBEAST_GUZZLER | + | | {{text anchor|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. |
− | |- | + | |- |
− | | CURIOUSBEAST_ITEM | + | | {{text anchor|CURIOUSBEAST_ITEM}} |
+ | | Caste | ||
| | | | ||
− | | Allows a creature to steal things (apparently the highest value it can find). | + | | Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this. |
− | |- | + | |- |
− | | CV_ADD_TAG | + | | {{text anchor|CV_ADD_TAG}} |
+ | | Special | ||
| | | | ||
*TAG NAME | *TAG NAME | ||
| Adds a tag. Used in conjunction with creature variation templates. | | Adds a tag. Used in conjunction with creature variation templates. | ||
− | |- | + | |- |
− | | CV_REMOVE_TAG | + | | {{text anchor|CV_REMOVE_TAG}} |
+ | | Special | ||
| | | | ||
*TAG NAME | *TAG NAME | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |- |
− | | DEMON | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | DESCRIPTION | + | | {{text anchor|DESCRIPTION}} |
+ | | Caste | ||
| text | | text | ||
| A brief description of the creature type. | | A brief description of the creature type. | ||
|- | |- | ||
− | | DIE_WHEN_VERMIN_BITE | + | | {{text anchor|DIE_WHEN_VERMIN_BITE}} |
+ | | Caste | ||
| | | | ||
− | | Dies upon attacking. | + | | Dies upon attacking. Used for [[bee]] stings. |
− | |- | + | |- |
− | | DIFFICULTY | + | | {{text anchor|DIFFICULTY}} |
+ | | Caste | ||
| integer | | integer | ||
− | | | + | | Increases experience gain during adventure mode. |
− | |- | + | |- |
− | | DIURNAL | + | | {{text anchor|DIURNAL}} |
+ | | Caste | ||
| | | | ||
− | | | + | | When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode. |
− | |- | + | |- |
− | | | + | | {{text anchor|DIVE_HUNTS_VERMIN}} |
− | | | + | | Caste |
− | | | + | | |
+ | | Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures. | ||
− | |- | + | |- |
− | | | + | | {{text anchor|DOES_NOT_EXIST}} |
+ | | Creature | ||
| | | | ||
− | | Creature | + | | Creature does not actually exist; used for a few [[fanciful]] creatures of myth. |
|} | |} | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
+ | |- | ||
+ | | {{text anchor|EBO_ITEM}} | ||
+ | | Caste | ||
+ | | [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material) | ||
+ | | Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT. | ||
|- | |- | ||
− | | EGG_MATERIAL | + | | {{text anchor|EBO_SHAPE}} |
− | | | + | | Caste |
+ | | gem shape | ||
+ | | The shape of the extra item of the creature upon butchering. Used with EXTRA_BUTCHER_OBJECT. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|EGG_MATERIAL}} | ||
+ | | Caste | ||
+ | | | ||
* [[material token]] | * [[material token]] | ||
*state (SOLID, LIQUID, or GAS) | *state (SOLID, LIQUID, or GAS) | ||
Line 522: | Line 643: | ||
|- | |- | ||
− | | EGG_SIZE | + | | {{text anchor|EGG_SIZE}} |
+ | | Caste | ||
| | | | ||
*size | *size | ||
− | | Determines | + | | Determines the size of eggs. |
|- | |- | ||
− | | EQUIPMENT_WAGON | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | EQUIPS | + | | {{text anchor|EQUIPS}} |
+ | | Caste | ||
| | | | ||
| Allows the creature to wear or wield items. | | Allows the creature to wear or wield items. | ||
− | |- | + | |- |
− | | EVIL | + | | {{text anchor|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. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures. |
+ | |- | ||
+ | | {{text anchor|EXTRA_BUTCHER_OBJECT}} | ||
+ | | Caste | ||
+ | | | ||
+ | * BY_CATEGORY, BY_TYPE, BY_TOKEN | ||
+ | * TYPE, CATEGORY, or TOKEN | ||
+ | | The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE. | ||
− | |- | + | |- |
− | | EXTRACT | + | | {{text anchor|EXTRACT}} |
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
| Defines a creature extract which can be obtained via [[small animal dissection]]. | | Defines a creature extract which can be obtained via [[small animal dissection]]. | ||
− | |- | + | |- |
− | | EXTRAVISION | + | | {{text anchor|EXTRAVISION}} |
+ | | Caste | ||
| | | | ||
| Creature can see regardless of whether it has working eyes. | | Creature can see regardless of whether it has working eyes. | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |
− | | FANCIFUL | + | |- |
+ | | {{text anchor|FANCIFUL}} | ||
+ | | Creature | ||
| | | | ||
− | | | + | | The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}} |
|- | |- | ||
− | | FEATURE_ATTACK_GROUP | + | | {{text anchor|FEATURE_ATTACK_GROUP}} |
+ | | Caste | ||
| | | | ||
− | | Found on subterranean | + | | Found on subterranean animal-man tribals. |
|- | |- | ||
− | | FEATURE_BEAST | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | FEMALE | + | | {{text anchor|FEMALE}} |
+ | | Caste | ||
| | | | ||
− | | | + | | The creature is female and can bear young. Usually determined inside a caste. |
− | |- | + | |- |
− | | | + | | {{text anchor|FIREIMMUNE}} |
+ | | Caste | ||
| | | | ||
− | | The creature | + | | The creature is immune to FIREBALL and FIREJET attacks. |
− | |- | + | |- |
− | | | + | | {{text anchor|FIREIMMUNE_SUPER}} |
+ | | Caste | ||
| | | | ||
− | | | + | | The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. |
− | |- | + | |- |
− | | | + | | {{text anchor|FISHITEM}} |
− | | | + | | Caste |
− | |||
− | |||
− | |||
− | | | ||
| | | | ||
| Needs to be cleaned at a fishery | | Needs to be cleaned at a fishery | ||
− | |- | + | |- |
− | | FIXED_TEMP | + | | {{text anchor|FIXED_TEMP}} |
+ | | Caste | ||
| temperature | | temperature | ||
| The natural heat generated by the creature. | | The natural heat generated by the creature. | ||
− | |- | + | |- |
− | | FLEEQUICK | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | FLIER | + | | {{text anchor|FLIER}} |
+ | | Caste | ||
| | | | ||
− | | Allows a creature to fly. Fortress Mode pathfinding only partially incorporates | + | | Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. |
− | |- | + | |- |
− | | FREQUENCY | + | | {{text anchor|FREQUENCY}} |
+ | | Creature | ||
| | | | ||
*number, max 100 | *number, max 100 | ||
− | | Determines the | + | | Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}. |
|} | |} | ||
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|- 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 | + | |- |
+ | | {{text anchor|GENERAL_BABY_NAME}} | ||
+ | | Creature | ||
| singular:plural | | singular:plural | ||
− | | | + | | BABYNAME applied regardless of caste. |
− | |- | + | |- |
− | | GENERAL_CHILD_NAME | + | | {{text anchor|GENERAL_CHILD_NAME}} |
+ | | Creature | ||
| singular:plural | | singular:plural | ||
− | | | + | | CHILDNAME applied regardless of caste. |
− | |- | + | |- |
− | | GENERATED | + | | {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}} |
+ | | Caste | ||
+ | | A:B | ||
+ | | Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}} | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|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 | + | | {{text anchor|GETS_INFECTIONS_FROM_ROT}} |
+ | | Caste | ||
| | | | ||
| Creature can get infections from necrotic tissue. | | Creature can get infections from necrotic tissue. | ||
|- | |- | ||
− | | GETS_WOUND_INFECTIONS | + | | {{text anchor|GETS_WOUND_INFECTIONS}} |
+ | | Caste | ||
| | | | ||
− | | | + | | This creature's wounds can become infected if left untreated for too long. |
− | |- | + | |- |
− | | GLOWCOLOR | + | | {{text anchor|GLOWCOLOR}} |
+ | | Creature | ||
| | | | ||
*foreground | *foreground | ||
*background | *background | ||
*brightness | *brightness | ||
− | | The colour of the GLOWTILE | + | | The colour of the creature's GLOWTILE. |
− | |- | + | |- |
− | | GLOWTILE | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | GNAWER | + | | {{text anchor|GNAWER}} |
− | | verb | + | | Caste |
− | | The creature | + | | verb |
+ | | The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}} | ||
− | |- | + | |- |
− | | GO_TO_END | + | | {{text anchor|GOBBLE_VERMIN_CLASS}} |
+ | | Caste | ||
+ | | class | ||
+ | | The creature eats vermin of the specified class. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|GOBBLE_VERMIN_CREATURE}} | ||
+ | | Caste | ||
+ | | creature:caste | ||
+ | | The creature eats a specified vermin. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|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. | ||
− | |- | + | |- |
− | | GO_TO_START | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | GO_TO_TAG | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | GOOD | + | | {{text anchor|GOOD}} |
+ | | Creature | ||
| | | | ||
− | | | + | | Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Presumably has no effect on cavern creatures. |
− | |- | + | |- |
− | | GRASSTRAMPLE | + | | {{text anchor|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. | ||
|- | |- | ||
− | | GRAVITATE_BODY_SIZE | + | | {{text anchor|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. | ||
|- | |- | ||
− | | GRAZER | + | | {{text anchor|GRAZER}} |
+ | | Caste | ||
| | | | ||
*number | *number | ||
− | | | + | | The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues. |
|} | |} | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
|- | |- | ||
− | | HABIT | + | | {{text anchor|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 | + | | 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 require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs. |
|- | |- | ||
− | | HABIT_NUM | + | | {{text anchor|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> | + | | "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] |
− | |- | + | |- |
− | | HAS_NERVES | + | | {{text anchor|HAS_NERVES}} |
+ | | Caste | ||
| | | | ||
− | | | + | | The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves. |
− | |- | + | |- |
− | | HASSHELL | + | | {{text anchor|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. | ||
|- | |- | ||
− | | HIVE_PRODUCT | + | | {{text anchor|HIVE_PRODUCT}} |
+ | | Creature | ||
| | | | ||
*number | *number | ||
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| What product is harvested from [[Beekeeping industry|beekeeping]]. | | What product is harvested from [[Beekeeping industry|beekeeping]]. | ||
− | |- | + | |- |
− | | HOMEOTHERM | + | | {{text anchor|HOMEOTHERM}} |
+ | | Caste | ||
| | | | ||
| Default 'NONE'. The creature's normal body [[temperature]] | | Default 'NONE'. The creature's normal body [[temperature]] | ||
|- | |- | ||
− | | HUNTS_VERMIN | + | | {{text anchor|HUNTS_VERMIN}} |
+ | | Caste | ||
| | | | ||
| Creature hunts and kills nearby vermin. | | Creature hunts and kills nearby vermin. | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |- |
− | | IMMOBILE_LAND | + | | {{text anchor|IMMOBILE}} |
+ | | Caste | ||
+ | | | ||
+ | | The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are effected, if one is IMMOBILE no breeding will happen) | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|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. | ||
− | |- | + | |- |
− | | IMMOLATE | + | | {{text anchor|IMMOLATE}} |
+ | | Caste | ||
| | | | ||
− | | | + | | The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}} |
− | |- | + | |- |
− | | INTELLIGENT | + | | {{text anchor|INTELLIGENT}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Alias for [CAN_SPEAK] + [CAN_LEARN]. |
− | |- | + | |- |
− | | ITEMCORPSE | + | | {{text anchor|ITEMCORPSE}} |
+ | | Caste | ||
| | | | ||
* [[item token]] | * [[item token]] | ||
* [[material token]] | * [[material token]] | ||
− | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc). | + | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.). |
− | |- | + | |- |
− | | ITEMCORPSE_QUALITY | + | | {{text anchor|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. | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
+ | |||
|- | |- | ||
− | | LAIR | + | | {{text anchor|LAIR}} |
+ | | Caste | ||
| type:probability | | type:probability | ||
− | | Found on megabeasts, semimegabeasts, and night | + | | Found on megabeasts, semimegabeasts, and night creatures. 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 | + | | {{text anchor|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. | ||
|- | |- | ||
− | | LAIR_HUNTER | + | | {{text anchor|LAIR_HUNTER}} |
+ | | Caste | ||
| | | | ||
| This creature will actively hunt adventurers in its lair. | | This creature will actively hunt adventurers in its lair. | ||
|- | |- | ||
− | | LAIR_HUNTER_SPEECH | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | LARGE_PREDATOR | + | | {{text anchor|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). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." |
− | |- | + | |- |
− | | LARGE_ROAMING | + | | {{text anchor|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. | ||
|- | |- | ||
− | | LAYS_EGGS | + | | {{text anchor|LAYS_EGGS}} |
+ | | Caste | ||
| | | | ||
| Creature lays eggs instead of giving birth to live young. | | Creature lays eggs instead of giving birth to live young. | ||
|- | |- | ||
− | | LAYS_UNUSUAL_EGGS | + | | {{text anchor|LAYS_UNUSUAL_EGGS}} |
+ | | Caste | ||
| | | | ||
* [[item token]] | * [[item token]] | ||
Line 858: | Line 1,066: | ||
| Creature lays a particular item instead of regular eggs. | | Creature lays a particular item instead of regular eggs. | ||
− | |- | + | |- |
− | | LIGAMENTS | + | | {{text anchor|LIGAMENTS}} |
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
*healing rate | *healing rate | ||
− | | | + | | Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb. |
− | |- | + | |
− | | LIGHT_GEN | + | |- |
+ | | {{text anchor|LIGHT_GEN}} | ||
+ | | Caste | ||
| | | | ||
− | | | + | | A vermin featuring this tag will remain visible to an adventurer, even at night (without being dimmed in color along with the surrounding terrain), and from a distance (even outside the current vision cone). Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode. |
− | |- | + | |- |
− | | LIKES_FIGHTING | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | LISP | + | | {{text anchor|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.") | ||
|- | |- | ||
− | | LITTERSIZE | + | | {{text anchor|LITTERSIZE}} |
+ | | Caste | ||
| | | | ||
− | * | + | * minimum |
* maximum | * maximum | ||
− | | Determines the | + | | Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2] |
− | |- | + | |- |
− | | LOCKPICKER | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | LOOSE_CLUSTERS | + | | {{text anchor|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. | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |- |
− | | MAGICAL | + | | {{text anchor|MAGICAL}} |
+ | | Caste | ||
| | | | ||
| Unknown. | | Unknown. | ||
− | |- | + | |- |
− | | MAGMA_VISION | + | | {{text anchor|MAGMA_VISION}} |
+ | | Caste | ||
| | | | ||
| Creature's able to see while covered in magma. | | Creature's able to see while covered in magma. | ||
− | |- | + | |- |
− | | MALE | + | | {{text anchor|MALE}} |
+ | | Caste | ||
| | | | ||
− | | The | + | | The creature is male. Usually declared inside a caste. |
|- | |- | ||
− | | MANNERISM_ | + | | {{text anchor|MANNERISM|MANNERISM_*}} |
+ | | Caste | ||
| | | | ||
*occasionally body part | *occasionally body part | ||
| Adds a possible mannerism to the creature's profile. | | Adds a possible mannerism to the creature's profile. | ||
− | + | See [[Creature mannerism token]] for further info. | |
|- | |- | ||
− | | MATERIAL | + | | {{text anchor|MATERIAL}} |
+ | | Creature | ||
| | | | ||
*material id | *material id | ||
| Begins defining a new material.{{verify}} | | Begins defining a new material.{{verify}} | ||
− | |- | + | |- |
− | | | + | | {{text anchor|MATERIAL_FORCE_MULTIPLIER}} |
+ | | Caste | ||
| | | | ||
− | * [[ | + | *[[Material token]] |
− | * | + | *A:B |
− | | | + | | Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}} |
− | |- | + | |- |
− | | MATUTINAL | + | | {{text anchor|MATUTINAL}} |
+ | | Caste | ||
| | | | ||
− | | | + | | When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode. |
− | |- | + | |- |
− | | MAXAGE | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | MEANDERER | + | | {{text anchor|MEANDERER}} |
+ | | Caste | ||
| | | | ||
| Gives a creature random movement. | | Gives a creature random movement. | ||
− | |- | + | |- |
− | | MEGABEAST | + | | {{text anchor|MEGABEAST}} |
+ | | Caste | ||
| | | | ||
− | | | + | | A 'boss' creature. A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in Fortress Mode, they will have a pop-up message announcing their arrival. |
|- | |- | ||
− | |MENT_ATT_CAP_PERC | + | | {{text anchor|MENT_ATT_CAP_PERC}} |
+ | | Caste | ||
| | | | ||
− | *ATTRIBUTE Token | + | *[[DF2012:Attribute|ATTRIBUTE]] Token |
*Cap % | *Cap % | ||
|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). | |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 | + | | {{text anchor|MENT_ATT_RANGE}} |
+ | | Caste | ||
| | | | ||
− | *ATTRIBUTE | + | *[[DF2012:Attribute|ATTRIBUTE]] |
*lowest:lower:low:median:high:higher:highest | *lowest:lower:low:median:high:higher:highest | ||
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000. | | 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 | + | | {{text anchor|MENT_ATT_RATES}} |
+ | | Caste | ||
| | | | ||
− | *ATTRIBUTE Token | + | *[[DF2012:Attribute|ATTRIBUTE]] Token |
*cost to improve | *cost to improve | ||
*unused counter rate | *unused counter rate | ||
Line 988: | Line 1,218: | ||
| Mental attribute gain/decay rates. Defaults are 500:4:5:4. | | Mental attribute gain/decay rates. Defaults are 500:4:5:4. | ||
− | |- | + | |- |
− | | MILKABLE | + | | {{text anchor|MILKABLE}} |
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
* frequency | * frequency | ||
− | | Allows the creature to be milked. | + | | Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to "recharge". |
− | |- | + | |- |
− | | MISCHIEVIOUS | + | | {{text anchor|MISCHIEVIOUS}} |
+ | | Caste | ||
+ | | | ||
+ | | Alias for MISCHIEVOUS. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|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." | ||
− | |- | + | |- |
− | | MODVALUE | + | | {{text anchor|MODVALUE}} |
+ | | Caste | ||
| | | | ||
− | | Seemingly no longer used | + | | Seemingly no longer used. |
− | |- | + | |- |
− | | MOUNT | + | | {{text anchor|MOUNT}} |
+ | | Caste | ||
| | | | ||
− | | Creature may be used as a mount. | + | | Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry. |
− | |- | + | |- |
− | | MOUNT_EXOTIC | + | | {{text anchor|MOUNT_EXOTIC}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions. |
− | |- | + | |- |
− | | MULTIPLE_LITTER_RARE | + | | {{text anchor|MULTIPLE_LITTER_RARE}} |
+ | | Caste | ||
| | | | ||
− | | Makes litters with more than one offspring rare. | + | | Makes litters with more than one offspring rare, only happening with a 1/500 chance. To ensure larger littlers, use [[DF2012:Creature_token#LITTERSIZE|LITTERSIZE]]. |
− | |- | + | |- |
− | | | + | | {{text anchor|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. | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |
− | | NAME | + | |- |
+ | | {{text anchor|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. If left undefined, the creature will be labeled as "nothing" by the game. |
− | |- | + | |- |
− | | NATURAL | + | | {{text anchor|NATURAL}} |
+ | | Caste | ||
| | | | ||
− | | Animal is considered to be natural. | + | | Animal is considered to be natural. Seems to be the default option and opposite to FANCIFUL. |
|- | |- | ||
− | | | + | | {{text anchor|NATURAL_ANIMAL}} |
− | | | + | | Caste |
− | | | + | | |
+ | | Alias of NATURAL. | ||
|- | |- | ||
− | | NIGHT_CREATURE_BOGEYMAN | + | | {{text anchor|NATURAL_SKILL}} |
+ | | Caste | ||
+ | | [[Skill_token|Skill token]]: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. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|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 | + | | 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. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen. |
|- | |- | ||
− | | NIGHT_CREATURE_HUNTER | + | | {{text anchor|NIGHT_CREATURE_HUNTER}} |
+ | | Caste | ||
| | | | ||
− | | If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets | + | | A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible). |
− | |- | + | This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. |
− | | NO_AUTUMN | + | |
+ | |- | ||
+ | | {{text anchor|NO_AUTUMN}} | ||
+ | | Caste | ||
| | | | ||
− | | does not appear | + | | This creature caste does not appear in [[Calendar|autumn]]. |
+ | |||
+ | |- | ||
+ | | {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}} | ||
+ | | Caste | ||
+ | | | ||
+ | | Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away. | ||
− | |- | + | |- |
− | | NO_DIZZINESS | + | | {{text anchor|NO_DIZZINESS}} |
+ | | Caste | ||
| | | | ||
− | | Creature cannot become dizzy | + | | Creature cannot become dizzy. |
− | |- | + | |- |
− | | NO_DRINK | + | | {{text anchor|NO_DRINK}} |
+ | | Caste | ||
| | | | ||
| Creature does not need to drink. | | Creature does not need to drink. | ||
− | |- | + | |- |
− | | NO_EAT | + | | {{text anchor|NO_EAT}} |
+ | | Caste | ||
| | | | ||
| Creature does not need to eat. | | Creature does not need to eat. | ||
− | |- | + | |- |
− | | NO_FEVERS | + | | {{text anchor|NO_FEVERS}} |
+ | | Caste | ||
| | | | ||
− | | Creature cannot suffer fevers | + | | Creature cannot suffer fevers. |
|- | |- | ||
− | | NO_GENDER | + | | {{text anchor|NO_GENDER}} |
+ | | Caste | ||
| | | | ||
| Creature has no gender. | | Creature has no gender. | ||
− | |- | + | |- |
− | | NO_SLEEP | + | | {{text anchor|NO_PHYS_ATT_GAIN}} |
+ | | Caste | ||
+ | | | ||
+ | | The affected caste cannot gain any physical skills. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|NO_PHYS_ATT_RUST}} | ||
+ | | Caste | ||
+ | | | ||
+ | | The affected caste cannot lose any physical skills. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|NO_SLEEP}} | ||
+ | | Caste | ||
| | | | ||
| Creature does not need to sleep. | | Creature does not need to sleep. | ||
− | |- | + | |- |
− | | NO_SPRING | + | | {{text anchor|NO_SPRING}} |
+ | | Caste | ||
+ | | | ||
+ | | This creature caste does not appear in [[Calendar|spring]]. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|NO_SUMMER}} | ||
+ | | Caste | ||
| | | | ||
− | | does not appear | + | | This creature caste does not appear in [[Calendar|summer]]. |
− | |- | + | |- |
− | | | + | | {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains. |
− | |- | + | |- |
− | | | + | | {{text anchor|NO_UNIT_TYPE_COLOR}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler). |
− | |- | + | |- |
− | | NO_WINTER | + | | {{text anchor|NO_WINTER}} |
+ | | Caste | ||
| | | | ||
− | | does not appear | + | | This creature caste does not appear in [[Calendar|winter]]. |
− | |- | + | |- |
− | | NOBONES | + | | {{text anchor|NOBONES}} |
+ | | Caste | ||
| | | | ||
| Creature has no bones. | | Creature has no bones. | ||
− | |- | + | |- |
− | | NOBREATHE | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | NOCTURNAL | + | | {{text anchor|NOCTURNAL}} |
+ | | Caste | ||
| | | | ||
− | | | + | | When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode. |
− | |- | + | |- |
− | | NOEMOTION | + | | {{text anchor|NOEMOTION}} |
+ | | Caste | ||
| | | | ||
| The creature has no emotions, and does not rage. | | The creature has no emotions, and does not rage. | ||
− | |- | + | |- |
− | | NOEXERT | + | | {{text anchor|NOEXERT}} |
+ | | Caste | ||
| | | | ||
− | | Creature can't become tired or over-exerted. | + | | Creature can't become tired or over-exerted from taking too many combat actions. |
− | |- | + | |- |
− | | NOFEAR | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | NOMEAT | + | | {{text anchor|NOMEAT}} |
+ | | Caste | ||
| | | | ||
− | | Creature will not drop meat | + | | Creature will not drop meat when butchered. |
− | |- | + | |- |
− | | NONAUSEA | + | | {{text anchor|NONAUSEA}} |
+ | | Caste | ||
| | | | ||
− | | Creature | + | | Creature isn't nauseated by gut hits and cannot vomit. |
− | |- | + | |- |
− | | NOPAIN | + | | {{text anchor|NOPAIN}} |
+ | | Caste | ||
| | | | ||
| Creature doesn't feel pain. | | Creature doesn't feel pain. | ||
− | |- | + | |- |
− | | NOSKIN | + | | {{text anchor|NOSKIN}} |
+ | | Caste | ||
| | | | ||
− | | Creature will not drop | + | | Creature will not drop a hide when butchered. |
− | |- | + | |- |
− | | NOSKULL | + | | {{text anchor|NOSKULL}} |
+ | | Caste | ||
| | | | ||
− | | Creature will not drop skull on butcher, rot, or decay of severed head. | + | | Creature will not drop a skull on butcher, rot, or decay of severed head. |
− | |- | + | |- |
− | | NOSMELLYROT | + | | {{text anchor|NOSMELLYROT}} |
+ | | Caste | ||
| | | | ||
− | | Does not produce miasma when rotting | + | | Does not produce miasma when rotting. |
− | |- | + | |- |
− | | NOSTUCKINS | + | | {{text anchor|NOSTUCKINS}} |
+ | | Caste | ||
| | | | ||
− | | Weapons can't | + | | Weapons can't get stuck in creature. |
− | |- | + | |- |
− | | NOSTUN | + | | {{text anchor|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.{{verify}} If this creature must eat and drink while playing, it WILL die. |
− | |- | + | |- |
− | | NOT_BUTCHERABLE | + | | {{text anchor|NOT_BUTCHERABLE}} |
+ | | Caste | ||
| | | | ||
| Cannot be butchered | | Cannot be butchered | ||
− | |- | + | |- |
− | | NOTHOUGHT | + | | {{text anchor|NOT_LIVING}} |
+ | | Caste | ||
+ | | | ||
+ | | Cannot be raised from the dead. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|NOTHOUGHT}} | ||
+ | | Caste | ||
| | | | ||
− | | Creature | + | | Creature doesn't require a [THOUGHT] body part to survive. If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. |
+ | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
+ | |||
+ | ==O== | ||
+ | {| {{prettytable}} | ||
+ | |- bgcolor="#ddd" | ||
+ | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
+ | ! width="20%" | Arguments | ||
+ | ! width="50%" | Description | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|OPPOSED_TO_LIFE}} | ||
+ | | Caste | ||
+ | | | ||
+ | | Is hostile to all creatures except undead and other non-living ones. Used for [[Undead]]. | ||
+ | |||
|} | |} | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |
− | | PACK_ANIMAL | + | |- |
+ | | {{text anchor|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 | + | | Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures! |
− | |- | + | |- |
− | | PARALYZEIMMUNE | + | | {{text anchor|PARALYZEIMMUNE}} |
+ | | Caste | ||
| | | | ||
| The creature is immune to all paralyzing special attacks. | | The creature is immune to all paralyzing special attacks. | ||
|- | |- | ||
− | | PATTERNFLIER | + | | {{text anchor|PATTERNFLIER}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Unknown. No creatures currently have this token. |
− | |- | + | |- |
− | | PEARL | + | | {{text anchor|PEARL}} |
+ | | Caste | ||
| | | | ||
− | | | + | | In earlier versions, creature would generate pearls. Does nothing in the current version. |
− | |- | + | |- |
− | | PENETRATEPOWER | + | | {{text anchor|PENETRATEPOWER}} |
+ | | Caste | ||
| value | | value | ||
− | | Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles | + | | Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. |
− | |- | + | |- |
− | | PERSONALITY | + | | {{text anchor|PERSONALITY}} |
+ | | Caste | ||
| | | | ||
*ATTRIBUTE | *ATTRIBUTE | ||
*lowest:median:highest | *lowest:median:highest | ||
− | | Determines the range and chance of personality traits. Standard is 0:50:100. See [[ | + | | Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info. |
− | |- | + | |- |
− | | PET | + | | {{text anchor|PET}} |
+ | | Caste | ||
| | | | ||
− | | Allows the creature to be tamed. | + | | Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. |
− | |- | + | |- |
− | | PET_EXOTIC | + | | {{text anchor|PET_EXOTIC}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} |
− | |- | + | |- |
− | | PETVALUE | + | | {{text anchor|PETVALUE}} |
+ | | Caste | ||
| value | | value | ||
− | | How valuable a tamed animal | + | | How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. |
|- | |- | ||
− | | PETVALUE_DIVISOR | + | | {{text anchor|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. | ||
|- | |- | ||
− | |PHYS_ATT_CAP_PERC | + | | {{text anchor|PHYS_ATT_CAP_PERC}} |
+ | | Caste | ||
| | | | ||
− | *ATTRIBUTE Token | + | *[[DF2012:Attribute|ATTRIBUTE]] Token |
*Cap % | *Cap % | ||
|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). | |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 | + | | {{text anchor|PHYS_ATT_RANGE}} |
+ | | Caste | ||
| | | | ||
− | *ATTRIBUTE | + | *[[DF2012:Attribute|ATTRIBUTE]] |
*lowest:lower:low:median:high:higher:highest | *lowest:lower:low:median:high:higher:highest | ||
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000. | | 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 | + | | {{text anchor|PHYS_ATT_RATES}} |
+ | | Caste | ||
| | | | ||
− | *ATTRIBUTE Token | + | *[[DF2012:Attribute|ATTRIBUTE]] Token |
*cost to improve | *cost to improve | ||
*unused counter rate | *unused counter rate | ||
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|- | |- | ||
− | | PLUS_BP_GROUP | + | | {{text anchor|PLUS_BP_GROUP}} |
+ | | Caste | ||
| | | | ||
*BY_TYPE, BY_CATEGORY, or BY_TOKEN | *BY_TYPE, BY_CATEGORY, or BY_TOKEN | ||
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| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP. | | Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP. | ||
− | |- | + | |- |
− | | PLUS_MATERIAL | + | | {{text anchor|PLUS_MATERIAL}} |
+ | | Creature | ||
| | | | ||
*material | *material | ||
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL. | | Adds a material to selected materials. Used immediately after SELECT_MATERIAL. | ||
− | |- | + | |- |
− | | POP_RATIO | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | POPULATION_NUMBER | + | | {{text anchor|POPULATION_NUMBER}} |
+ | | Creature | ||
| min:max | | min:max | ||
− | | | + | | The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. |
|- | |- | ||
− | | POWER | + | | {{text anchor|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 (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. |
− | |- | + | |- |
− | | PREFSTRING | + | | {{text anchor|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 | ||
− | |- | + | |- |
− | | PROFESSION_NAME | + | | {{text anchor|PROFESSION_NAME}} |
+ | | Creature | ||
| | | | ||
*[[Unit type token]] (Profession) | *[[Unit type token]] (Profession) | ||
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|- | |- | ||
− | | PRONE_TO_RAGE | + | | {{text anchor|PRONE_TO_RAGE}} |
− | | | + | | Caste |
− | | | + | | Chance |
+ | | Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore. | ||
− | |- | + | |- |
− | | PUS | + | | {{text anchor|PUS}} |
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
*matter state (LIQUID, GAS, SOLID) | *matter state (LIQUID, GAS, SOLID) | ||
− | | Specifies | + | | The creature has pus. Specifies the stuff secreted by infected wounds. |
|} | |} | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |
− | | RELSIZE | + | |- |
+ | | {{text anchor|RELSIZE}} | ||
+ | | Caste | ||
| | | | ||
*BY_CATEGORY, BY_TYPE, BY_TOKEN | *BY_CATEGORY, BY_TYPE, BY_TOKEN | ||
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|- | |- | ||
− | | REMAINS | + | | {{text anchor|REMAINS}} |
+ | | Caste | ||
| singular:plural | | singular:plural | ||
| What creature's remains are called. | | What creature's remains are called. | ||
|- | |- | ||
− | | REMAINS_COLOR | + | | {{text anchor|REMAINS_COLOR}} |
+ | | Caste | ||
| | | | ||
| What color creature's remains are. | | What color creature's remains are. | ||
|- | |- | ||
− | | REMAINS_ON_VERMIN_BITE_DEATH | + | | {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites. |
|- | |- | ||
− | | REMAINS_UNDETERMINED | + | | {{text anchor|REMAINS_UNDETERMINED}} |
+ | | Caste | ||
| | | | ||
| Unknown. | | Unknown. | ||
− | |- | + | |- |
− | | REMOVE_MATERIAL | + | | {{text anchor|REMOVE_MATERIAL}} |
+ | | Creature | ||
| | | | ||
*material token | *material token | ||
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|- | |- | ||
− | | REMOVE_TISSUE | + | | {{text anchor|REMOVE_TISSUE}} |
+ | | Creature | ||
| | | | ||
*material token | *material token | ||
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|- | |- | ||
− | | RETURNS_VERMIN_KILLS_TO_OWNER | + | | {{text anchor|RETRACT_INTO_BP}} |
+ | | Caste | ||
+ | | | ||
+ | *BY_TYPE, BY_CATEGORY or BY_TOKEN | ||
+ | *TYPE, CATEGORY or TOKEN | ||
+ | | The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}} | ||
| | | | ||
− | | | + | | |
+ | | Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|ROOT_AROUND}} | ||
+ | | Caste | ||
+ | | | ||
+ | | Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventure Mode, no practical effect known. | ||
|} | |} | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |
− | | SAVAGE | + | |- |
+ | | {{text anchor|SAVAGE}} | ||
+ | | Creature | ||
| | | | ||
− | | | + | | The creature will only show up in "savage" biomes. |
− | |- | + | |- |
− | | SECRETION | + | | {{text anchor|SECRETION}} |
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
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| creates a secreted material on given tissue on a given part of the body. | | creates a secreted material on given tissue on a given part of the body. | ||
− | |- | + | |- |
− | | SELECT_ADDITIONAL_CASTE | + | | {{text anchor|SELECT_ADDITIONAL_CASTE}} |
+ | | Creature | ||
| | | | ||
*caste name | *caste name | ||
− | | adds an additional previously defined caste to the selection. Used | + | | adds an additional previously defined caste to the selection. Used after SELECT_CASTE. |
− | |- | + | |- |
− | | SELECT_CASTE | + | | {{text anchor|SELECT_CASTE}} |
+ | | Creature | ||
| | | | ||
*caste name, or ALL | *caste name, or ALL | ||
| selects a previously defined caste | | selects a previously defined caste | ||
− | |- | + | |- |
− | | SELECT_MATERIAL | + | | {{text anchor|SELECT_MATERIAL}} |
+ | | Creature | ||
| | | | ||
*Material token | *Material token | ||
| Selects a locally defined material. Can be ALL. | | Selects a locally defined material. Can be ALL. | ||
− | |- | + | |- |
− | | SEMIMEGABEAST | + | | {{text anchor|SEMIMEGABEAST}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Essentially the same as MEGABEAST, but more of them are created during worldgen. |
− | |- | + | |- |
− | | SET_BP_GROUP | + | | {{text anchor|SET_BP_GROUP}} |
+ | | Caste | ||
| | | | ||
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN | *selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN | ||
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| Begins a selection of body parts. | | Begins a selection of body parts. | ||
− | |- | + | |- |
− | | SET_TL_GROUP | + | | {{text anchor|SET_TL_GROUP}} |
+ | | Caste | ||
| | | | ||
*TISSUE | *TISSUE | ||
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|- | |- | ||
− | | SHEARABLE_TISSUE_LAYER | + | | {{text anchor|SHEARABLE_TISSUE_LAYER}} |
+ | | Caste | ||
| | | | ||
* tissue modifier | * tissue modifier | ||
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|- | |- | ||
− | | SKILL_LEARN_RATE | + | | {{text anchor|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. | ||
|- | |- | ||
− | | SKILL_LEARN_RATES | + | | {{text anchor|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. | ||
|- | |- | ||
− | | SKILL_RATE | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | SKILL_RATES | + | | {{text anchor|SKILL_RATES}} |
+ | | Caste | ||
| | | | ||
*% of improvement points you get | *% of improvement points you get | ||
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*demotion counter rate | *demotion counter rate | ||
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE. | | Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE. | ||
− | Default is [SKILL_RATES:100:8:16:16]. | + | Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function. |
|- | |- | ||
− | | SKILL_RUST_RATE | + | | {{text anchor|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. | ||
|- | |- | ||
− | | SKILL_RUST_RATES | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | SLOW_LEARNER | + | | {{text anchor|SLOW_LEARNER}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. |
− | |- | + | |- |
− | | SMALL_REMAINS | + | | {{text anchor|SMALL_REMAINS}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Creature leaves a "remains" instead of a corpse. Used for vermin. |
|- | |- | ||
− | | SOLDIER_ALTTILE | + | | {{text anchor|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. | ||
|- | |- | ||
− | | SOUND | + | | {{text anchor|SOUND}} |
+ | | Caste | ||
| | | | ||
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT) | * Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT) | ||
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|- | |- | ||
− | | SPECIFIC_FOOD | + | | {{text anchor|SPECIFIC_FOOD}} |
+ | | Caste | ||
| | | | ||
* PLANT or CREATURE | * PLANT or CREATURE | ||
* Plant/creature ID | * Plant/creature ID | ||
− | | | + | | Creature can will only graze or eat the designated plant or creature parts. |
− | |- | + | |- |
− | | SPEECH | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | SPEECH_FEMALE | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | SPEECH_MALE | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | SPEED | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | SPHERE | + | | {{text anchor|SPHERE}} |
+ | | Creature | ||
| | | | ||
*sphere name | *sphere name | ||
− | | Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects | + | | Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the creature's name. |
|- | |- | ||
− | | SPOUSE_CONVERSION_TARGET | + | | {{text anchor|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. | ||
|- | |- | ||
− | | SPOUSE_CONVERTER | + | | {{text anchor|SPOUSE_CONVERTER}} |
+ | | Caste | ||
| | | | ||
− | | | + | | If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen. It may also start families this way. |
− | |- | + | |- |
− | | SWIM_SPEED | + | | {{text anchor|SUPERNATURAL}} |
+ | | Caste | ||
+ | | | ||
+ | | Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SWIM_SPEED}} | ||
+ | | Caste | ||
| | | | ||
*speed | *speed | ||
| How fast the creature swims. Typically 2500 (0.38 times the default speed). | | How fast the creature swims. Typically 2500 (0.38 times the default speed). | ||
− | |- | + | |- |
− | | SWIMS_INNATE | + | | {{text anchor|SWIMS_INNATE}} |
+ | | Caste | ||
| | | | ||
− | | The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. | + | | The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. |
− | |- | + | |- |
− | | SWIMS_LEARNED | + | | {{text anchor|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. | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |
− | | TENDONS | + | |- |
+ | | {{text anchor|TENDONS}} | ||
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
*healing rate | *healing rate | ||
− | | | + | | The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb. |
− | |- | + | |- |
− | | THICKWEB | + | | {{text anchor|THICKWEB}} |
+ | | Caste | ||
| | | | ||
| The creature's webs can catch larger creatures. | | The creature's webs can catch larger creatures. | ||
− | |- | + | |- |
− | | TISSUE | + | | {{text anchor|TISSUE}} |
+ | | Creature | ||
| name | | name | ||
| Begins defining a tissue in the creature file. | | Begins defining a tissue in the creature file. | ||
|- | |- | ||
− | | TITAN | + | | {{text anchor|TITAN}} |
+ | | Caste | ||
| | | | ||
| Found on [[titan]]s. Cannot be specified in user-defined raws. | | Found on [[titan]]s. Cannot be specified in user-defined raws. | ||
− | |- | + | |- |
− | | TL_COLOR_MODIFIER | + | | {{text anchor|TL_COLOR_MODIFIER}} |
− | | COLOR:freq:COLOR:freq etc | + | | Caste |
− | | Creates a list of color patterns, giving each a frequency. | + | | COLOR:freq:COLOR:freq etc. |
+ | | Creates a list of color patterns, giving each a relative frequency. | ||
|- | |- | ||
− | | TLCM_GENETIC_MODEL | + | | {{text anchor|TLCM_GENETIC_MODEL}} |
+ | | Caste | ||
| | | | ||
− | | | + | | The way the color modifier is passed on to offspring. May or may not work right now.{{verify}} |
|- | |- | ||
− | | TLCM_IMPORTANCE | + | | {{text anchor|TLCM_IMPORTANCE}} |
+ | | Caste | ||
| | | | ||
*number | *number | ||
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HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures. | HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures. | ||
− | |- | + | |- |
− | | TLCM_NOUN | + | | {{text anchor|TLCM_NOUN}} |
+ | | Caste | ||
| | | | ||
*name | *name | ||
*SINGULAR or PLURAL | *SINGULAR or PLURAL | ||
− | | | + | | Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. |
− | |- | + | |- |
− | | TLCM_TIMING | + | | {{text anchor|TLCM_TIMING}} |
+ | | Caste | ||
| | | | ||
*ROOT | *ROOT | ||
Line 1,657: | Line 2,083: | ||
| determines the point in the creature's life where the color change begins | | determines the point in the creature's life where the color change begins | ||
− | |- | + | |- |
− | | TRADE_CAPACITY | + | | {{text anchor|TRADE_CAPACITY}} |
+ | | Caste | ||
| | | | ||
| How much the creature can carry when used by merchants. | | How much the creature can carry when used by merchants. | ||
− | |- | + | |- |
− | | TRAINABLE | + | | {{text anchor|TRAINABLE}} |
+ | | Caste | ||
| | | | ||
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR]. | | Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR]. | ||
− | |- | + | |- |
− | | TRAINABLE_HUNTING | + | | {{text anchor|TRAINABLE_HUNTING}} |
+ | | Caste | ||
| | | | ||
− | | Can be trained as hunting | + | | Can be trained as a hunting beast, increasing speed. |
− | |- | + | |- |
− | | TRAINABLE_WAR | + | | {{text anchor|TRAINABLE_WAR}} |
+ | | Caste | ||
| | | | ||
− | | Can be trained as war | + | | Can be trained as a war beast, increasing strength and endurance. |
− | |- | + | |- |
− | | TRANCES | + | | {{text anchor|TRANCES}} |
+ | | Caste | ||
| | | | ||
| Allows the creature to go into martial trances. | | Allows the creature to go into martial trances. | ||
− | |- | + | |- |
− | | TRAPAVOID | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | TRIGGERABLE_GROUP | + | | {{text anchor|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}} | ||
− | |- | + | |- |
− | | TSU_NOUN | + | | {{text anchor|TSU_NOUN}} |
+ | | Caste | ||
| | | | ||
*noun | *noun | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
|- | |- | ||
− | | UBIQUITOUS | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | UNDERGROUND_DEPTH | + | | {{text anchor|UNDERGROUND_DEPTH}} |
+ | | Creature | ||
| | | | ||
*mindepth | *mindepth | ||
*maxdepth | *maxdepth | ||
− | | Depth the creature appears underground. Numbers can be from | + | | Depth the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. A single argument may be used instead of min and max. Only magma creatures use 4 or 5 in the default raws. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1. |
− | |- | + | |- |
− | | UNDERSWIM | + | | {{text anchor|UNDERSWIM}} |
+ | | Caste | ||
| | | | ||
− | | Creature swims under the water and can't be seen. | + | | Creature swims under the water and can't be seen. Seems to be a relic from the 2D era. |
− | |- | + | |- |
− | | UNIQUE_DEMON | + | | {{text anchor|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. | ||
|- | |- | ||
− | | USE_CASTE | + | | {{text anchor|USE_CASTE}} |
+ | | Creature | ||
| | | | ||
*new caste token | *new caste token | ||
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|- | |- | ||
− | | USE_MATERIAL | + | | {{text anchor|USE_MATERIAL}} |
+ | | Creature | ||
| | | | ||
*new material ID | *new material ID | ||
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| Defines a new local creature material and populates it with all properties defined in the specified local creature material. | | Defines a new local creature material and populates it with all properties defined in the specified local creature material. | ||
− | |- | + | |- |
− | | USE_MATERIAL_TEMPLATE | + | | {{text anchor|USE_MATERIAL_TEMPLATE}} |
+ | | Creature | ||
| | | | ||
*new material token | *new material token | ||
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|- | |- | ||
− | | USE_TISSUE | + | | {{text anchor|USE_TISSUE}} |
+ | | Creature | ||
| | | | ||
*new tissue token | *new tissue token | ||
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| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument. | | 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 | + | | {{text anchor|USE_TISSUE_TEMPLATE}} |
+ | | Creature | ||
| | | | ||
*new tissue token | *new tissue token | ||
Line 1,768: | Line 2,212: | ||
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. | | Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. | ||
− | |- | + | |- |
− | | UTTERANCES | + | | {{text anchor|UTTERANCES}} |
+ | | Caste | ||
| | | | ||
− | | Changes the language of the creature into | + | | Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'. |
|} | |} | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |
− | | VEGETATION | + | |- |
+ | | {{text anchor|VEGETATION}} | ||
+ | | Caste | ||
| | | | ||
− | | | + | | The creature is made of swamp stuff. Used for [[grimeling]]s. |
− | |- | + | |- |
− | | VERMIN_BITE | + | | {{text anchor|VERMIN_BITE}} |
+ | | Caste | ||
| | | | ||
− | *chance of | + | *chance of occurrence{{verify}} |
− | *verb (bitten, stung, etc) | + | *verb (bitten, stung, etc.) |
* [[material token]] | * [[material token]] | ||
| Vermin bites, and injects something. | | Vermin bites, and injects something. | ||
|- | |- | ||
− | | VERMIN_EATER | + | | {{text anchor|VERMIN_EATER}} |
+ | | Creature | ||
| | | | ||
− | | The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. | + | | The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER. |
− | |- | + | |- |
− | | VERMIN_FISH | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | VERMIN_GROUNDER | + | | {{text anchor|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). | ||
− | |- | + | |- |
− | | VERMIN_HATEABLE | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | VERMIN_MICRO | + | | {{text anchor|VERMIN_MICRO}} |
+ | | Caste | ||
| | | | ||
− | | This makes the creature move in a swarm of creatures of the same race as it. | + | | This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants). |
− | |- | + | |- |
− | | VERMIN_NOFISH | + | | {{text anchor|VERMIN_NOFISH}} |
+ | | Caste | ||
| | | | ||
| The creature cannot be caught by fishing. | | The creature cannot be caught by fishing. | ||
− | |- | + | |- |
− | | VERMIN_NOROAM | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | VERMIN_NOTRAP | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | VERMIN_ROTTER | + | | {{text anchor|VERMIN_ROTTER}} |
+ | | Creature | ||
| | | | ||
− | | Present on flies, knuckle worms, acorn flies, and blood gnats. | + | | Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}} |
− | |- | + | |- |
− | | VERMIN_SOIL | + | | {{text anchor|VERMIN_SOIL}} |
+ | | Creature | ||
| | | | ||
| The creature randomly appears near dirt or mud. | | The creature randomly appears near dirt or mud. | ||
− | |- | + | |- |
− | | VERMIN_SOIL_COLONY | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | VERMINHUNTER | + | | {{text anchor|VERMINHUNTER}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Old shorthand for "does cat stuff". Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER]. |
− | |- | + | |- |
− | | VESPERTINE | + | | {{text anchor|VESPERTINE}} |
+ | | Caste | ||
| | | | ||
− | | | + | | When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode. |
|- | |- | ||
− | | VIEWRANGE | + | | {{text anchor|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. | ||
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|- 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 | + | |- |
+ | | {{text anchor|WAGON_PULLER}} | ||
+ | | Caste | ||
| | | | ||
− | | Allows the creature to pull caravan wagons. | + | | Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals. |
− | |- | + | |- |
− | | WEBBER | + | | {{text anchor|WEBBER}} |
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
| Allows the creature to create webs, and defines what the webs are made of. | | Allows the creature to create webs, and defines what the webs are made of. | ||
− | |- | + | |- |
− | | WEBIMMUNE | + | | {{text anchor|WEBIMMUNE}} |
+ | | Caste | ||
| | | | ||
| The creature will not get caught in thick webs. | | The creature will not get caught in thick webs. | ||
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|- 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 | + | | {{text anchor|ATTACK_SKILL}} |
+ | | Caste | ||
| | | | ||
− | * | + | *[[Skill token]] |
− | | | + | | Defines the skill used by the attack. |
− | |- | + | |- |
− | | ATTACK_VERB | + | | {{text anchor|ATTACK_VERB}} |
+ | | Caste | ||
| 2nd person:3rd person | | 2nd person:3rd person | ||
− | | | + | | Descriptive text for the attack. |
− | |- | + | |- |
− | | ATTACK_CONTACT_PERC | + | | {{text anchor|ATTACK_CONTACT_PERC}} |
+ | | Caste | ||
| | | | ||
*% value | *% value | ||
− | | | + | | The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%. |
− | |- | + | |- |
− | | ATTACK_PENETRATION_PERC | + | | {{text anchor|ATTACK_PENETRATION_PERC}} |
+ | | Caste | ||
| | | | ||
*% value | *% value | ||
− | | | + | | The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000. |
− | |- | + | |- |
− | | ATTACK_PRIORITY | + | | {{text anchor|ATTACK_PRIORITY}} |
+ | | Caste | ||
| | | | ||
*MAIN or SECOND | *MAIN or SECOND | ||
− | | | + | | Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference. |
|- | |- | ||
− | | ATTACK_VELOCITY_MODIFIER | + | | {{text anchor|ATTACK_VELOCITY_MODIFIER}} |
+ | | Caste | ||
| number | | number | ||
− | | | + | | The velocity multiplier of the attack, multiplied by 1000. |
− | |- | + | |- |
− | | ATTACK_FLAG_CANLATCH | + | | {{text anchor|ATTACK_FLAG_CANLATCH}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume. |
− | |- | + | |- |
− | | ATTACK_FLAG_WITH | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | ATTACK_FLAG_EDGE | + | | {{text anchor|ATTACK_FLAG_EDGE}} |
+ | | Caste | ||
| | | | ||
− | | attack | + | | The attack is edged, with all the effects on physical resistance and contact area that it entails. |
− | |- | + | |- |
− | | SPECIALATTACK_INJECT_EXTRACT | + | | {{text anchor|SPECIALATTACK_INJECT_EXTRACT}} |
+ | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
Line 1,960: | Line 2,439: | ||
|- | |- | ||
− | | SPECIALATTACK_SUCK_BLOOD | + | | {{text anchor|SPECIALATTACK_INTERACTION}} |
+ | | Caste | ||
+ | | interaction | ||
+ | | When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|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. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too. |
|} | |} | ||
Line 1,969: | Line 2,455: | ||
===Tissue Modification=== | ===Tissue Modification=== | ||
− | This next group of tokens deals setting and modifying | + | This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]]) |
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
|- | |- | ||
− | | | + | | {{text anchor|PLUS_TISSUE_LAYER}} |
− | | | + | | Caste |
− | |||
− | | | ||
− | |||
− | |||
− | |||
| | | | ||
*TISSUE | *TISSUE | ||
Line 1,992: | Line 2,474: | ||
| Adds a tissue to those selected | | Adds a tissue to those selected | ||
− | |- | + | |- |
− | | PLUS_TL_GROUP | + | | {{text anchor|PLUS_TL_GROUP}} |
+ | | Caste | ||
| | | | ||
*TISSUE | *TISSUE | ||
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|- | |- | ||
− | | SELECT_TISSUE | + | | {{text anchor|SELECT_TISSUE}} |
+ | | Creature | ||
| | | | ||
*tissue token | *tissue token | ||
| Selects a tissue for editing. | | Selects a tissue for editing. | ||
− | |- | + | |- |
− | | SELECT_TISSUE_LAYER | + | | {{text anchor|SELECT_TISSUE_LAYER}} |
+ | | Caste | ||
| | | | ||
*TISSUE | *TISSUE | ||
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* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND. | * (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND. | ||
| Selects a tissue layer for descriptor and cosmetic purposes. | | Selects a tissue layer for descriptor and cosmetic purposes. | ||
+ | [SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY] | ||
|- | |- | ||
− | | SET_LAYER_TISSUE | + | | {{text anchor|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. | ||
− | |- | + | |- |
− | | TISSUE_LAYER | + | | {{text anchor|TISSUE_LAYER}} |
+ | | Caste | ||
| | | | ||
*BY_TYPE, BY_CATEGORY, BY_TOKEN | *BY_TYPE, BY_CATEGORY, BY_TOKEN | ||
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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 | 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 | + | | {{text anchor|TISSUE_LAYER_OVER}} |
+ | | Caste | ||
| | | | ||
*BY_TYPE, BY_CATEGORY, BY_TOKEN | *BY_TYPE, BY_CATEGORY, BY_TOKEN | ||
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| Presumably a counterpart to TISSUE_LAYER_UNDER (see below). | | Presumably a counterpart to TISSUE_LAYER_UNDER (see below). | ||
− | |- | + | |- |
− | | TISSUE_LAYER_UNDER | + | | {{text anchor|TISSUE_LAYER_UNDER}} |
+ | | Caste | ||
| | | | ||
*BY_TYPE, BY_CATEGORY, BY_TOKEN | *BY_TYPE, BY_CATEGORY, BY_TOKEN | ||
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*TISSUE | *TISSUE | ||
| Adds the tissue layer under a given part. | | 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 | + | 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:<br> |
− | + | [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_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] | + | |- |
− | + | | {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}} | |
− | |- | + | | Caste |
− | | TISSUE_LAYER_APPEARANCE_MODIFIER | ||
| | | | ||
*QUALITY | *QUALITY | ||
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|- | |- | ||
− | | | + | | {{text anchor|TISSUE_STYLE_UNIT}} |
− | + | | Caste | |
− | |||
− | |||
− | | | ||
− | | | ||
| | | | ||
− | + | *tissue style unit ID | |
− | + | *shaping | |
− | + | | sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS. | |
− | |||
− | |||
− | |||
− | |||
− | *tissue | ||
− | *shaping | ||
− | | sets tissue to be | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | TL_CONNECTS | + | | {{text anchor|TL_CONNECTS}} |
+ | | Caste | ||
| | | | ||
| Presumably gives the CONNECTS attribute to selected layers. | | Presumably gives the CONNECTS attribute to selected layers. | ||
|- | |- | ||
− | | TL_HEALING_RATE | + | | {{text anchor|TL_HEALING_RATE}} |
+ | | Caste | ||
| | | | ||
| Presumably changes the HEALING_RATE of the selected tissue layers. | | Presumably changes the HEALING_RATE of the selected tissue layers. | ||
|- | |- | ||
− | | TL_MAJOR_ARTERIES | + | | {{text anchor|TL_MAJOR_ARTERIES}} |
+ | | Caste | ||
| | | | ||
− | | Gives | + | | Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin. |
|- | |- | ||
− | | TL_PAIN_RECEPTORS | + | | {{text anchor|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. | ||
|- | |- | ||
− | | TL_RELATIVE_THICKNESS | + | | {{text anchor|TL_RELATIVE_THICKNESS}} |
+ | | Caste | ||
| | | | ||
| Seems to set new relative thickness for selected tissue layers. | | Seems to set new relative thickness for selected tissue layers. | ||
|- | |- | ||
− | | TL_VASCULAR | + | | {{text anchor|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. |
Latest revision as of 19:22, 25 September 2024
This article is about an older version of DF. |
A full list of all known creature tokens.
A[edit]
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, choosing to drink booze instead of water if possible. Going sober for too long reduces speed. | |
ALL_ACTIVE | Caste | When set, the creature will appear at any time of day. Overrides [DIURNAL] , [NOCTURNAL] , [CREPUSCULAR] , [MATUTINAL] , and [VESPERTINE] .
| |
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 | Creature can breathe in water, but air-drowns on dry land. | |
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[edit]
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 | The creature is non-aggressive by default, but may lash out if agitated or disturbed. | |
BIOME | Creature | Select a Biome the creature may appear in. | |
BLOOD | Caste |
|
Specifies what the creature's blood is made of. |
BLOODSUCKER | Caste | Seems to be required to make the creature denouncable as a creature of the night. | |
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 size at a given age. Size is in cubic centimeters, 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. Implies CARNIVORE and has the same worldgen problem. | |
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[edit]
Token | Type | Arguments | Description |
---|---|---|---|
CAN_DO_INTERACTION | Caste | interaction token | The creature can perform an interaction. See interaction token. |
CAN_LEARN | Caste | The creature gains skills and can have 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. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Currently bugged in worldgen -- exclusively carnivore civilizations always starve out. Goblins and kobolds live off raw exceptions. | |
CASTE | Creature |
|
Defines a caste. |
CASTE_ALTTILE | Caste |
|
Caste-specific ALT_TILE. Requires CASTE_TILE. |
CASTE_COLOR | Caste |
|
Caste-specific COLOR. |
CASTE_GLOWCOLOR | Caste |
|
Caste-specific GLOWCOLOR. |
CASTE_GLOWTILE | Caste |
|
Caste-specific GLOWTILE. |
CASTE_NAME | Caste | singular:plural:adjective | Caste-specific NAME. |
CASTE_PROFESSION_NAME | Caste |
|
Caste-specific PROFESSION_NAME. |
CASTE_SOLDIER_ALTTILE | Caste | 'character' or tile number | Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE. |
CASTE_SOLDIER_TILE | Caste | 'character' or tile number | Caste-specific CREATURE_SOLDIER_TILE. |
CASTE_SPEECH | Caste | speech file | Caste-specific SPEECH. |
CASTE_TILE | Caste |
|
Caste-specific CREATURE_TILE. |
CAVE_ADAPT | Caste | Gives the creature a bonus in caves. Also causes Cave adaptation. | |
CDI | Caste | Varies | Specifies details for the preceding CAN_DO_INTERACTION token. See Interaction token. |
CHANGE_BODY_SIZE_PERC | Caste | integer | Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles. |
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. See Color for usage. |
COMMON_DOMESTIC | Caste | Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures. Requires NATURAL tag?[Verify] | |
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/cleaned. Used for mussels, for one. | |
CRAZED | Caste | Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag. | |
COPY_TAGS_FROM | Special |
|
Copies tags from another specified creature. |
CREATURE_CLASS | Caste |
|
An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag. |
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 | When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode. | |
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). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this. | |
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[edit]
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 | Increases experience gain during adventure mode. |
DIURNAL | Caste | When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode. | |
DIVE_HUNTS_VERMIN | Caste | Found on peregrine falcons. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures. | |
DOES_NOT_EXIST | Creature | Creature does not actually exist; used for a few fanciful creatures of myth. |
E[edit]
Token | Type | Arguments | Description |
---|---|---|---|
EBO_ITEM | Caste | item token:material token (ANY_HARD_STONE can be used for the material) | Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT. |
EBO_SHAPE | Caste | gem shape | The shape of the extra item of the creature upon butchering. Used with EXTRA_BUTCHER_OBJECT. |
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 the size of eggs. |
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. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures. | |
EXTRA_BUTCHER_OBJECT | Caste |
|
The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE. |
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[edit]
Token | Type | Arguments | Description |
---|---|---|---|
FANCIFUL | Creature | The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. 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 animal-man tribals. | |
FEATURE_BEAST | Caste | Found on forgotten beasts. Cannot be specified in user-defined raws. | |
FEMALE | Caste | The creature is female and can bear young. Usually determined inside a caste. | |
FIREIMMUNE | Caste | The creature is immune to FIREBALL and FIREJET attacks. | |
FIREIMMUNE_SUPER | Caste | The creature is immune to DRAGONFIRE attacks. 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 flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. | |
FREQUENCY | Creature |
|
Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a weight - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with [POP_RATIO] .
|
G[edit]
Token | Type | Arguments | Description |
---|---|---|---|
GENERAL_BABY_NAME | Creature | singular:plural | BABYNAME applied regardless of caste. |
GENERAL_CHILD_NAME | Creature | singular:plural | CHILDNAME applied regardless of caste. |
GENERAL_MATERIAL_FORCE_MULTIPLIER | Caste | A:B | Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. [Verify] |
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 | This creature's wounds can become infected if left untreated for too long. | |
GLOWCOLOR | Creature |
|
The colour of the creature's GLOWTILE. |
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 | The creature can and will gnaw its way out of animal traps and cages using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from artifacts.Bug:6117 |
GOBBLE_VERMIN_CLASS | Caste | class | The creature eats vermin of the specified class. |
GOBBLE_VERMIN_CREATURE | Caste | creature:caste | The creature eats a specified vermin. |
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 | Creature is considered good and will only show up in good biomes. unicorns for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Presumably has no effect on cavern creatures. | |
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 |
|
The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See Pasture for details on its issues. |
H[edit]
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 require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs. |
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.".source post All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL] |
HAS_NERVES | Caste | The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves. | |
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[edit]
Token | Type | Arguments | Description |
---|---|---|---|
IMMOBILE | Caste | The creature cannot move. Found on sponges. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are effected, if one is IMMOBILE no breeding will happen) | |
IMMOBILE_LAND | Caste | The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land. | |
IMMOLATE | Caste | The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from animal traps and cages made of certain materials. Due to a bug, however, they will only escape from artifacts.Bug:6117 | |
INTELLIGENT | Caste | Alias 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[edit]
Token | Type | Arguments | Description |
---|---|---|---|
LAIR | Caste | type:probability | Found on megabeasts, semimegabeasts, and night creatures. 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). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. 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 |
|
Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.
|
LIGHT_GEN | Caste | A vermin featuring this tag will remain visible to an adventurer, even at night (without being dimmed in color along with the surrounding terrain), and from a distance (even outside the current vision cone). Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode. | |
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 range 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[edit]
Token | Type | Arguments | Description |
---|---|---|---|
MAGICAL | Caste | Unknown. | |
MAGMA_VISION | Caste | Creature's able to see while covered in magma. | |
MALE | Caste | The creature is male. Usually declared inside a caste. | |
MANNERISM_* | Caste |
|
Adds a possible mannerism to the creature's profile.
See Creature mannerism token for further info. |
MATERIAL | Creature |
|
Begins defining a new material.[Verify] |
MATERIAL_FORCE_MULTIPLIER | Caste |
|
Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. [Verify] |
MATUTINAL | Caste | When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode. | |
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 | A 'boss' creature. A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in Fortress Mode, they will have a pop-up message announcing their arrival. | |
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 in the farmer's workshop. The frequency is the amount of time units the creature needs to "recharge". |
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. | |
MOUNT | Caste | Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry. | |
MOUNT_EXOTIC | Caste | Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions. | |
MULTIPLE_LITTER_RARE | Caste | Makes litters with more than one offspring rare, only happening with a 1/500 chance. To ensure larger littlers, use LITTERSIZE. | |
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[edit]
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. If left undefined, the creature will be labeled as "nothing" by the game. |
NATURAL | Caste | Animal is considered to be natural. Seems to be the default option and opposite to FANCIFUL. | |
NATURAL_ANIMAL | Caste | Alias of NATURAL. | |
NATURAL_SKILL | Caste | Skill token: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. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier. |
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. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen. | |
NIGHT_CREATURE_HUNTER | Caste | A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to vampires. | |
NO_AUTUMN | Caste | This creature caste does not appear in autumn. | |
NO_CONNECTIONS_FOR_MOVEMENT | Caste | Creature doesn't require connected body parts to move[Verify]; generally used on undead creatures with connections that have rotted away. | |
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 | The affected caste cannot gain any physical skills. | |
NO_PHYS_ATT_RUST | Caste | The affected caste cannot lose any physical skills. | |
NO_SLEEP | Caste | Creature does not need to sleep. | |
NO_SPRING | Caste | This creature caste does not appear in spring. | |
NO_SUMMER | Caste | This creature caste does not appear in summer. | |
NO_THOUGHT_CENTER_FOR_MOVEMENT | Caste | Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains. | |
NO_UNIT_TYPE_COLOR | Caste | Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler). | |
NO_WINTER | Caste | This creature caste does not appear in winter. | |
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 | When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode. | |
NOEMOTION | Caste | The creature has no emotions, and does not rage. | |
NOEXERT | Caste | Creature can't become tired or over-exerted from taking too many combat actions. | |
NOFEAR | Caste | Creature doesn't feel fear and will never run away from battle. | |
NOMEAT | Caste | Creature will not drop meat when butchered. | |
NONAUSEA | Caste | Creature isn't nauseated by gut hits and cannot vomit. | |
NOPAIN | Caste | Creature doesn't feel pain. | |
NOSKIN | Caste | Creature will not drop a hide when butchered. | |
NOSKULL | Caste | Creature will not drop a skull on butcher, rot, or decay of severed head. | |
NOSMELLYROT | Caste | Does not produce miasma when rotting. | |
NOSTUCKINS | Caste | Weapons can't get 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.[Verify] 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. | |
NOTHOUGHT | Caste | Creature doesn't require a [THOUGHT] body part to survive. If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. |
O[edit]
Token | Type | Arguments | Description |
---|---|---|---|
OPPOSED_TO_LIFE | Caste | Is hostile to all creatures except undead and other non-living ones. Used for Undead. |
P[edit]
Token | Type | Arguments | Description |
---|---|---|---|
PACK_ANIMAL | Caste | Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. 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 | Unknown. No creatures currently have this token. | |
PEARL | Caste | In earlier versions, creature would generate pearls. Does nothing in the current version. | |
PENETRATEPOWER | Caste | value | Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. |
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 in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. | |
PET_EXOTIC | Caste | Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?[Verify] | |
PETVALUE | Caste | value | How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. |
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 | The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. |
POWER | Caste | Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. | |
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 | Chance | Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore. |
PUS | Caste |
|
The creature has pus. Specifies the stuff secreted by infected wounds. |
R[edit]
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 | Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites. | |
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 |
|
The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. |
RETURNS_VERMIN_KILLS_TO_OWNER | Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously. | ||
ROOT_AROUND | Caste | Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventure Mode, no practical effect known. |
S[edit]
Token | Type | Arguments | Description |
---|---|---|---|
SAVAGE | Creature | The creature will only show up in "savage" biomes. | |
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 after SELECT_CASTE. |
SELECT_CASTE | Creature |
|
selects a previously defined caste |
SELECT_MATERIAL | Creature |
|
Selects a locally defined material. Can be ALL. |
SEMIMEGABEAST | Caste | Essentially the same as MEGABEAST, but more of them are created during worldgen. | |
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]. 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 | Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].[Verify] Used for ogres and giants. Applicable to player races. | |
SMALL_REMAINS | Caste | Creature leaves a "remains" instead of a corpse. Used for vermin. | |
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 |
|
Creature can will only graze or eat the designated plant or creature parts. |
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 creature's name. |
SPOUSE_CONVERSION_TARGET | Caste | This creature can be converted by a night creature with SPOUSE_CONVERTED. | |
SPOUSE_CONVERTER | Caste | If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen. It may also start families this way. | |
SUPERNATURAL | Caste | Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown. | |
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. However, Fortress mode AI never paths into water anyway, so it's less useful there. | |
SWIMS_LEARNED | Caste | The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. |
T[edit]
Token | Type | Arguments | Description |
---|---|---|---|
TENDONS | Caste |
|
The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb. |
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 relative frequency. |
TLCM_GENETIC_MODEL | Caste | The way the color modifier is passed on to offspring. May or may not work right now.[Verify] | |
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. Also used by stonesense for colouring body parts. |
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 a hunting beast, increasing speed. | |
TRAINABLE_WAR | Caste | Can be trained as a war beast, increasing strength and endurance. | |
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[edit]
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 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. A single argument may be used instead of min and max. Only magma creatures use 4 or 5 in the default raws. Civilizations that can use underground plants or animals 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. Seems to be a relic from the 2D era. | |
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 unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'. |
V[edit]
Token | Type | Arguments | Description |
---|---|---|---|
VEGETATION | Caste | The creature is made of swamp stuff. Used for grimelings. | |
VERMIN_BITE | Caste |
|
Vermin bites, and injects something. |
VERMIN_EATER | Creature | The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct 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 (e.g. swarm of flies, swarm of ants). | |
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. Attracted to rotting stuff left in the open. Speeds up decay?[Verify] | |
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 | Old shorthand for "does cat stuff". Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER]. | |
VESPERTINE | Caste | When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode. | |
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[edit]
Token | Type | Arguments | Description |
---|---|---|---|
WAGON_PULLER | Caste | Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals. | |
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[edit]
Token | Type | Arguments | Description |
---|---|---|---|
ATTACK_SKILL | Caste | Defines the skill used by the attack. | |
ATTACK_VERB | Caste | 2nd person:3rd person | Descriptive text for the attack. |
ATTACK_CONTACT_PERC | Caste |
|
The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%. |
ATTACK_PENETRATION_PERC | Caste |
|
The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000. |
ATTACK_PRIORITY | Caste |
|
Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference. |
ATTACK_VELOCITY_MODIFIER | Caste | number | The velocity multiplier of the attack, multiplied by 1000. |
ATTACK_FLAG_CANLATCH | Caste | Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume. | |
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 | The attack is edged, with all the effects on physical resistance and contact area that it entails. | |
SPECIALATTACK_INJECT_EXTRACT | Caste |
|
attack type addition that injects a material into the victim. |
SPECIALATTACK_INTERACTION | Caste | interaction | When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. |
SPECIALATTACK_SUCK_BLOOD | Caste | min:max | Successful attack draws out an amount of blood randomized between the min and max value. Beware that this will trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too. |
Important Related Tokens[edit]
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[edit]
This next group of tokens deals setting and modifying properties of previously defined tissues. (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.
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY] |
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 |
|
Presumably a counterpart to TISSUE_LAYER_UNDER (see below). |
TISSUE_LAYER_UNDER | Caste |
|
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_LAYER_APPEARANCE_MODIFIER | Caste |
|
sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY |
TISSUE_STYLE_UNIT | Caste |
|
sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. 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 the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin. | |
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. |