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Difference between revisions of "40d:Creature token"
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− | {{ | + | {{quality|Exceptional|21:17, 30 March 2011 (UTC)}}{{av}} |
+ | Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment. This includes sentient creatures, but creature [[tokens]] should not be confused with [[entity token]]s. | ||
− | + | __NOTOC__ | |
+ | =Tokens= | ||
− | + | <div align="center"> | |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
− | |||
− | |||
− | |||
− | |||
==A== | ==A== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 16: | Line 17: | ||
|- | |- | ||
− | | | + | | {{text anchor|ALCOHOL_DEPENDENT}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | | ALCOHOL_DEPENDENT | ||
| | | | ||
| Creature needs alcohol to get through the working day. | | Creature needs alcohol to get through the working day. | ||
|- | |- | ||
− | | ALL_ACTIVE | + | | {{text anchor|ALL_ACTIVE}} |
| | | | ||
− | | | + | | 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}} |
− | | [[Character Table|CP437 ordinal]] or 'character' | + | | [[Main:Character Table|CP437 ordinal]] or 'character' |
| If set, the creature will blink between its [TILE] and its [ALTTILE]. | | If set, the creature will blink between its [TILE] and its [ALTTILE]. | ||
[ALTTILE:157] or [ALTTILE:'&'] | [ALTTILE:157] or [ALTTILE:'&'] | ||
|- | |- | ||
− | | AMBUSHPREDATOR | + | | {{text anchor|AMBUSHPREDATOR}} |
− | |||
| | | | ||
+ | | Makes the creature start out hidden and remain near its original location until its prey draws near. When combined with {{token|WEBBER|c}}, causes them to lay gigantic webs near their spawn location, though only for creatures present during embark. | ||
|- | |- | ||
− | | AMPHIBIOUS | + | | {{text anchor|AMPHIBIOUS}} |
| | | | ||
− | | Allows a creature to | + | | Allows a creature to breathe with or without water. |
|- | |- | ||
− | | AQUATIC | + | | {{text anchor|AQUATIC}} |
| | | | ||
− | | | + | | Allows a creature to breathe underwater, but causes it to "drown" out of water. |
|- | |- | ||
− | | ATTACK | + | | {{text anchor|ATTACK}} |
| | | | ||
| See the [[#Attacks|Attacks section]]. | | See the [[#Attacks|Attacks section]]. | ||
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==B== | ==B== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 66: | Line 66: | ||
|- | |- | ||
− | | BABY | + | | {{text anchor|BABY}} |
| age | | age | ||
− | | Age at which a baby becomes a child. | + | | Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth. |
[BABY:1] | [BABY:1] | ||
|- | |- | ||
− | | | + | | {{text anchor|BABYNAME}} |
| | | | ||
− | | | + | * singular |
+ | * plural | ||
+ | | Gives the baby a special name. | ||
|- | |- | ||
− | | | + | | {{text anchor|BEACH_FREQUENCY}} |
+ | | value | ||
+ | | Whales and jellyfish have this. Controls the beaching frequency of the creature. | ||
+ | [BEACH_FREQUENCY:10] | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|BENIGN}} | ||
+ | | | ||
+ | | Determines whether creature can show up on "tame" maps (includes [[elephant]]s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|BIOME}} | ||
| | | | ||
− | | See [[Biome | + | | See [[Biome token]]s. |
|- | |- | ||
− | | BLOODTYPE | + | | {{text anchor|BLOODTYPE}} |
| type | | type | ||
| Sets the creatures' blood type (default red): | | Sets the creatures' blood type (default red): | ||
Line 98: | Line 111: | ||
|- | |- | ||
− | | BODY | + | | {{text anchor|BODY}} |
− | | parts[:...] | + | | [[Body token|parts]][:...] |
| Sets the body parts a creature has. Can supply as many as you want. | | Sets the body parts a creature has. Can supply as many as you want. | ||
[BODY:HUMANOID:2EYES:2EARS] | [BODY:HUMANOID:2EYES:2EARS] | ||
|- | |- | ||
− | | BODYGLOSS | + | | {{text anchor|BODYGLOSS}} |
− | | gloss | + | | [[Bodygloss|gloss]] |
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves. | | A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves. | ||
[BODYGLOSS:HOOF] | [BODYGLOSS:HOOF] | ||
|- | |- | ||
− | | BOILING_POINT | + | | {{text anchor|BOILING_POINT}} |
| temperature | | temperature | ||
− | | The temperature at which the creature boils into goo. | + | | The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]] |
|- | |- | ||
− | | BONE_BOILING_POINT | + | | {{text anchor|BONE_BOILING_POINT}} |
| temperature | | temperature | ||
| The boiling point of the creature's bones. | | The boiling point of the creature's bones. | ||
|- | |- | ||
− | | BONE_COLDDAM_POINT | + | | {{text anchor|BONE_COLDDAM_POINT}} |
| temperature | | temperature | ||
| The low temperature at which the creature's bones start getting damaged. | | The low temperature at which the creature's bones start getting damaged. | ||
|- | |- | ||
− | | BONE_FIXED_TEMP | + | | {{text anchor|BONE_FIXED_TEMP}} |
| temperature | | temperature | ||
| The temperature that the creature's bones give off. | | The temperature that the creature's bones give off. | ||
|- | |- | ||
− | | BONE_HEATDAM_POINT | + | | {{text anchor|BONE_HEATDAM_POINT}} |
| temperature | | temperature | ||
| The high temperature where the bones start taking damage. | | The high temperature where the bones start taking damage. | ||
|- | |- | ||
− | | BONE_IGNITE_POINT | + | | {{text anchor|BONE_IGNITE_POINT}} |
| temperature | | temperature | ||
| The temperature at which point the creature's bones burst into flame. | | The temperature at which point the creature's bones burst into flame. | ||
|- | |- | ||
− | | BONE_MELTING_POINT | + | | {{text anchor|BONE_LIQUID_DENSITY}} |
+ | | density | ||
+ | | Specifies the density of the creature's bones when molten. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|BONE_MELTING_POINT}} | ||
| temperature | | temperature | ||
| The temperature at which the creature's bones melt. | | The temperature at which the creature's bones melt. | ||
|- | |- | ||
− | | BONE_SPEC_HEAT | + | | {{text anchor|BONE_SOLID_DENSITY}} |
− | | | + | | density |
− | | | + | | Specifies the density of the creature's bones. |
+ | |||
+ | |- | ||
+ | | {{text anchor|BONE_SPEC_HEAT}} | ||
+ | | [[SPEC_HEAT|specific heat capacity]] | ||
+ | | Amount of energy required for the creature's bones to heat up or cool down. | ||
|- | |- | ||
− | | BONECARN | + | | {{text anchor|BONECARN}} |
| | | | ||
− | | Creature | + | | Creature eats bones. This tag implies {{token|CARNIVORE|c}}. |
|- | |- | ||
− | | BUILDINGDESTROYER | + | | {{text anchor|BUILDINGDESTROYER}} |
| value | | value | ||
− | | Allows a creature to destroy furniture and buildings. | + | | 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 {{k|b}} + {{k|C}} commands. |
− | [ | + | See [[Building destroyer]] for full discussion. |
− | | | + | |} |
− | |||
− | |||
− | |||
− | + | <div align="center"> | |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==C== | ==C== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
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|- | |- | ||
− | | CAN_CIV | + | | {{text anchor|CAN_CIV}} |
| | | | ||
− | | Can create civilizations | + | | Can create civilizations. |
|- | |- | ||
− | | CAN_LEARN | + | | {{text anchor|CAN_LEARN}} |
| | | | ||
| A creature with this tag can gain skill experience. | | A creature with this tag can gain skill experience. | ||
|- | |- | ||
− | | CAN_SPEAK | + | | {{text anchor|CAN_SPEAK}} |
| | | | ||
− | | Can talk. | + | | Can talk. Note that it is not necessary for a creature to gain social skills. This also activates hunger and thirst on fortress members. |
|- | |- | ||
− | | | + | | {{text anchor|CANNOT_UNDEAD}} |
| | | | ||
− | | | + | | Cannot become undead. |
|- | |- | ||
− | | CANOPENDOORS | + | | {{text anchor|CANOPENDOORS}} |
| | | | ||
| Allows the creature to open doors. | | Allows the creature to open doors. | ||
|- | |- | ||
− | | CAVE_ADAPT | + | | {{text anchor|CARNIVORE}} |
+ | | | ||
+ | | Creature only eats meat. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|CAVE_ADAPT}} | ||
| | | | ||
− | | | + | | Causes the creature to develop [[Cave adaptation]]. |
|- | |- | ||
− | | CHEESE_BOILING_POINT | + | | {{text anchor|CHEESE_BOILING_POINT}} |
| temperature | | temperature | ||
| The temperature at which the creature's cheese (if any) boils away. | | The temperature at which the creature's cheese (if any) boils away. | ||
|- | |- | ||
− | | CHEESE_COLDDAM_POINT | + | | {{text anchor|CHEESE_COLDDAM_POINT}} |
| temperature | | temperature | ||
| The temperature at which the creature's cheese (if any) starts taking cold damage. | | The temperature at which the creature's cheese (if any) starts taking cold damage. | ||
|- | |- | ||
− | | CHEESE_FIXED_TEMP | + | | {{text anchor|CHEESE_FIXED_TEMP}} |
| temperature | | temperature | ||
| The temperature emitted by one unit of the creature's cheese (if any). | | The temperature emitted by one unit of the creature's cheese (if any). | ||
|- | |- | ||
− | | CHEESE_HEATDAM_POINT | + | | {{text anchor|CHEESE_HEATDAM_POINT}} |
| temperature | | temperature | ||
− | | The temperature at which the cheese made from the creature's milk starts taking damage. | + | | The temperature at which the cheese made from the creature's milk starts taking heat damage. |
|- | |- | ||
− | | CHEESE_IGNITE_POINT | + | | {{text anchor|CHEESE_IGNITE_POINT}} |
| temperature | | temperature | ||
| The temperature at which the creature's cheese bursts into flame. | | The temperature at which the creature's cheese bursts into flame. | ||
|- | |- | ||
− | | CHEESE_MELTING_POINT | + | | {{text anchor|CHEESE_LIQUID_DENSITY}} |
+ | | density | ||
+ | | Specifies the density of the creature's cheese when molten. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|CHEESE_MELTING_POINT}} | ||
| temperature | | temperature | ||
| The temperature at which the creature's cheese melts into goo. | | The temperature at which the creature's cheese melts into goo. | ||
|- | |- | ||
− | | CHEESE_SPEC_HEAT | + | | {{text anchor|CHEESE_SOLID_DENSITY}} |
− | | | + | | density |
− | | | + | | Specifies the density of the creature's cheese. |
+ | |||
+ | |- | ||
+ | | {{text anchor|CHEESE_SPEC_HEAT}} | ||
+ | | [[SPEC_HEAT|specific heat capacity]] | ||
+ | | Amount of energy required for the creature's cheese to heat up or cool down. | ||
|- | |- | ||
− | | CHEESE_VALUE | + | | {{text anchor|CHEESE_VALUE}} |
| value | | value | ||
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked. | | The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked. | ||
|- | |- | ||
− | | CHILD | + | | {{text anchor|CHILD}} |
| age | | age | ||
| Age at which a child becomes an adult. | | Age at which a child becomes an adult. | ||
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|- | |- | ||
− | | CHILDNAME | + | | {{text anchor|CHILDNAME}} |
| | | | ||
* singular | * singular | ||
* plural | * plural | ||
− | | Gives the child a special name, | + | | Gives the child a special name, e.g. "hippo calf" instead of "hippo child". |
[CHILDNAME:hippo calf:hippo calves] | [CHILDNAME:hippo calf:hippo calves] | ||
|- | |- | ||
− | | CHITIN | + | | {{text anchor|CHITIN}} |
| | | | ||
− | | When the creature is | + | | When the creature's skin is tanned, it becomes [[chitin]] instead of leather. |
|- | |- | ||
− | | | + | | {{text anchor|CLUSTER_NUMBER}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | CLUSTER_NUMBER | ||
| | | | ||
* minimum | * minimum | ||
* maximum | * maximum | ||
− | | The minimum/maximum numbers of how many creatures per spawned cluster. | + | | The minimum/maximum numbers of how many creatures per spawned cluster. Certain [[fish|vermin fish]] use this token in combination with temperate ocean and river [[biome token]]s to perform seasonal migrations. |
[CLUSTER_NUMBER:1:3] | [CLUSTER_NUMBER:1:3] | ||
|- | |- | ||
− | | COLOR | + | | {{text anchor|COLDDAM_POINT}} |
+ | | temperature | ||
+ | | The minimum temperature limit before the creature starts taking damage from freezing. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|COLOR}} | ||
| | | | ||
* fg (foreground) | * fg (foreground) | ||
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|- | |- | ||
− | | | + | | {{text anchor|COMMON_DOMESTIC}} |
| | | | ||
− | | | + | | Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}}, {{token|MOUNT|c}} |
|- | |- | ||
− | | | + | | {{text anchor|COOKABLE_LIVE}} |
− | | | + | | |
− | | | + | | Set this to allow the creature to be cooked in meals while it is still alive, as well as when it's dead but not yet [[fishery|cleaned]]. |
− | [ | ||
|- | |- | ||
− | | | + | | {{text anchor|CREPUSCULAR}} |
− | | | ||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | | | + | | 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. |
|- | |- | ||
− | | | + | | {{text anchor|CURIOUSBEAST_EATER}} |
− | | | ||
| | | | ||
+ | | Allows a creature to steal and eat edible items from you. | ||
|- | |- | ||
− | | | + | | {{text anchor|CURIOUSBEAST_GUZZLER}} |
| | | | ||
− | | Allows a creature to | + | | Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature. |
|- | |- | ||
− | | | + | | {{text anchor|CURIOUSBEAST_ITEM}} |
| | | | ||
− | | | + | | Allows a creature to steal things (apparently the highest [[value]] it can find). |
+ | |} | ||
− | + | <div align="center"> | |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==D== | ==D== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
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|- | |- | ||
− | | DAMBLOCK | + | | {{text anchor|DAMBLOCK}} |
| value | | value | ||
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual. | | How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual. | ||
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|- | |- | ||
− | | DEFENDER | + | | {{text anchor|DEFENDER}} |
| | | | ||
− | | | + | | Can appear in the upper levels of [[eerie glowing pit]]s. |
+ | |||
+ | |- | ||
+ | | {{text anchor|DENSITY}} | ||
+ | | density | ||
+ | | Specifies the density of the creature. | ||
|- | |- | ||
− | | DIFFICULTY | + | | {{text anchor|DIFFICULTY}} |
| number | | number | ||
− | | [[Toady]]: ''"Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks."'' | + | | [[Main:Toady|Toady]]: ''"Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks."'' Also increases experience gain during adventure mode. |
[DIFFICULTY:2] | [DIFFICULTY:2] | ||
|- | |- | ||
− | | DIURNAL | + | | {{text anchor|DIURNAL}} |
| | | | ||
− | | | + | | When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode. |
|- | |- | ||
− | | DRAGONFIREBREATH | + | | {{text anchor|DRAGONFIREBREATH}} |
| | | | ||
− | | Creature breathes | + | | Creature breathes fire in a cone. |
|- | |- | ||
− | | DRINK_BOILING_POINT | + | | {{text anchor|DRINK_BOILING_POINT}} |
| temperature | | temperature | ||
− | | | + | | The temperature at which an alcoholic drink made from the creature will boil. Creature drinks are not implemented in this version of Dwarf Fortress. |
|- | |- | ||
− | | DRINK_COLDDAM_POINT | + | | {{text anchor|DRINK_COLDDAM_POINT}} |
| temperature | | temperature | ||
− | | | + | | The temperature at which said drink will take cold damage. |
|- | |- | ||
− | | DRINK_FIXED_TEMP | + | | {{text anchor|DRINK_FIXED_TEMP}} |
| temperature | | temperature | ||
+ | | The temperature emitted by one unit of the creature's drink. | ||
|- | |- | ||
− | | DRINK_HEATDAM_POINT | + | | {{text anchor|DRINK_HEATDAM_POINT}} |
| temperature | | temperature | ||
− | | | + | | The temperature at which aforementioned drink will take heat damage. |
|- | |- | ||
− | | DRINK_IGNITE_POINT | + | | {{text anchor|DRINK_IGNITE_POINT}} |
| temperature | | temperature | ||
− | | | + | | The temperature at which the drink will set your fort ablaze. |
+ | |||
+ | |- | ||
+ | | {{text anchor|DRINK_LIQUID_DENSITY}} | ||
+ | | density | ||
+ | | Specifies the density of the creature's drink. | ||
|- | |- | ||
− | | DRINK_MELTING_POINT | + | | {{text anchor|DRINK_MELTING_POINT}} |
| temperature | | temperature | ||
− | | | + | | The temperature at which the creature's drink melts or freezes. |
+ | |||
+ | |- | ||
+ | | {{text anchor|DRINK_SOLID_DENSITY}} | ||
+ | | density | ||
+ | | Specifies the density of the creature's drink when frozen. | ||
|- | |- | ||
− | | DRINK_SPEC_HEAT | + | | {{text anchor|DRINK_SPEC_HEAT}} |
− | | | + | | [[SPEC_HEAT|specific heat capacity]] |
− | | | + | | Amount of energy required for the drink to heat up or cool down. |
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==E== | ==E== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
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|- | |- | ||
− | | ENDING | + | | {{text anchor|ENDING}} |
| | | | ||
− | | Will show up | + | | Will show up as a leader at the bottom of the [[eerie glowing pit]]s. |
|- | |- | ||
− | | EQUIPMENT_WAGON | + | | {{text anchor|EQUIPMENT_WAGON}} |
| | | | ||
− | | Implies | + | | Makes the creature 3x3 in size. Implies {{token|NOT_BUTCHERABLE|c}}, {{token|NOEXERT|c}}, {{token|NOPAIN|c}}, {{token|NOSTUN|c}}, {{token|NONAUSEA|c}}, {{token|NOBLEED|c}}, {{token|NOEMOTION|c}}, {{token|NOSTUCKINS|c}}, {{token|SEVERONBREAKS|c}}, {{token|NOSKULL|c}}, {{token|NOSKIN|c}}, {{token|NOBONES|c}}, {{token|NOMEAT|c}}, {{token|PARALYZEIMMUNE|c}}, {{token|NOFEAR|c}}, {{token|NOSMELLYROT|c}}, {{token|NOTHOUGHT|c}}, {{token|NOBREATHE|c}}, {{token|NO_GENDER|c}}, {{token|NO_EAT|c}}, {{token|NO_DRINK|c}}, and {{token|NO_SLEEP|c}} |
|- | |- | ||
− | | EQUIPS | + | | {{text anchor|EQUIPS}} |
| | | | ||
| Allows the creature to wear or wield items. | | Allows the creature to wear or wield items. | ||
|- | |- | ||
− | | EVIL | + | | {{text anchor|EVIL}} |
| | | | ||
− | | Determines whether creature can show up on "evil" maps (see [[ | + | | Determines whether creature can show up on "evil" maps (see [[Region#Surroundings]]). |
|- | |- | ||
− | | EXTRACT | + | | {{text anchor|EXTRACT}} |
| | | | ||
* name | * name | ||
− | * | + | * fg (foreground color) |
− | * | + | * bg (background color) |
− | * | + | * br (color brightness) |
− | | Determines | + | | Determines that something can be extracted from the creature, what it's called, and what [[color]] it is. Note, it appears that the extraction process is hard-coded into the game, and can't be altered from objects/raw. |
[EXTRACT:cow's milk:7:0:1] | [EXTRACT:cow's milk:7:0:1] | ||
|- | |- | ||
− | | EXTRACT_ANTIDOTE | + | | {{text anchor|EXTRACT_ANTIDOTE}} |
| | | | ||
* name | * name | ||
− | * | + | * fg (foreground color) |
− | * | + | * bg (background color) |
− | * | + | * br (color brightness) |
− | * ? | + | * ? (always 50 or 100) |
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50] | | [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50] | ||
+ | |||
+ | In the future, the last number may be used to determine effectiveness or time to cure, however, as of 40d antidotes have no function. | ||
|- | |- | ||
− | | EXTRACT_BOILING_POINT | + | | {{text anchor|EXTRACT_BOILING_POINT}} |
| temperature | | temperature | ||
| The temperature value at which a unit of the creature's extract boils away. | | The temperature value at which a unit of the creature's extract boils away. | ||
|- | |- | ||
− | | EXTRACT_CHEESE | + | | {{text anchor|EXTRACT_CHEESE}} |
| | | | ||
* name | * name | ||
− | * | + | * fg (foreground color) |
− | * | + | * bg (background color) |
− | * | + | * br (color brightness) |
− | | The extract gotten from the creature | + | | The extract gotten from the creature can be made into cheese. |
[EXTRACT_CHEESE:cow cheese:6:0:1] | [EXTRACT_CHEESE:cow cheese:6:0:1] | ||
|- | |- | ||
− | | EXTRACT_COOKABLE | + | | {{text anchor|EXTRACT_COLDDAM_POINT}} |
+ | | temperature | ||
+ | | The low temperature value at which the creature's extract starts to take damage. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|EXTRACT_COOKABLE}} | ||
| | | | ||
| Extract is cookable. | | Extract is cookable. | ||
|- | |- | ||
− | | | + | | {{text anchor|EXTRACT_FIXED_TEMP}} |
− | |||
− | |||
− | |||
− | |||
− | | EXTRACT_FIXED_TEMP | ||
| temperature | | temperature | ||
| The temperature that the creature's extract generates on its own. | | The temperature that the creature's extract generates on its own. | ||
|- | |- | ||
− | | EXTRACT_HEATDAM_POINT | + | | {{text anchor|EXTRACT_HEATDAM_POINT}} |
| temperature | | temperature | ||
| The high temperature value at which the creature's extract starts to take damage. | | The high temperature value at which the creature's extract starts to take damage. | ||
|- | |- | ||
− | | EXTRACT_IGNITE_POINT | + | | {{text anchor|EXTRACT_IGNITE_POINT}} |
| temperature | | temperature | ||
| The temperature at which the creature's extract bursts into flame (NOT the container it's in). | | The temperature at which the creature's extract bursts into flame (NOT the container it's in). | ||
|- | |- | ||
− | | EXTRACT_MELTING_POINT | + | | {{text anchor|EXTRACT_LIQUID_DENSITY}} |
+ | | density | ||
+ | | Specifies the density of the creature's extract. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|EXTRACT_MELTING_POINT}} | ||
| temperature | | temperature | ||
| The temperature at which the creature's extract melts into goo. | | The temperature at which the creature's extract melts into goo. | ||
|- | |- | ||
− | | EXTRACT_PARALYZE | + | | {{text anchor|EXTRACT_PARALYZE}} |
| | | | ||
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off. Can be delivered by SPECIALATTACK_INJECT_EXTRACT. | | (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off. Can be delivered by SPECIALATTACK_INJECT_EXTRACT. | ||
|- | |- | ||
− | | EXTRACT_PARALYZE_INTERMITTENT | + | | {{text anchor|EXTRACT_PARALYZE_INTERMITTENT}} |
| | | | ||
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off. Can be delivered by SPECIALATTACK_INJECT_EXTRACT. | | (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off. Can be delivered by SPECIALATTACK_INJECT_EXTRACT. | ||
|- | |- | ||
− | | EXTRACT_PERMANENT | + | | {{text anchor|EXTRACT_PERMANENT}} |
| | | | ||
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally. | | (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally. | ||
|- | |- | ||
− | | EXTRACT_SIZE | + | | {{text anchor|EXTRACT_SIZE}} |
| size | | size | ||
| | | | ||
Line 512: | Line 568: | ||
|- | |- | ||
− | | | + | | {{text anchor|EXTRACT_SOLID_DENSITY}} |
− | | | + | | density |
− | | | + | | Specifies the density of the creature's extract when solidified. |
+ | |- | ||
+ | | {{text anchor|EXTRACT_SPEC_HEAT}} | ||
+ | | [[SPEC_HEAT|specific heat capacity]] | ||
+ | | Amount of energy required for the creature's extract to heat up or cool down. | ||
|- | |- | ||
− | | EXTRACT_STUN | + | | {{text anchor|EXTRACT_STUN}} |
| | | | ||
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off. Can be delivered by SPECIALATTACK_INJECT_EXTRACT. | | (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off. Can be delivered by SPECIALATTACK_INJECT_EXTRACT. | ||
|- | |- | ||
− | | EXTRACT_STUN_INTERMITTENT | + | | {{text anchor|EXTRACT_STUN_INTERMITTENT}} |
| | | | ||
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals. Can be delivered by SPECIALATTACK_INJECT_EXTRACT. | | (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals. Can be delivered by SPECIALATTACK_INJECT_EXTRACT. | ||
|- | |- | ||
− | | EXTRACT_VALUE | + | | {{text anchor|EXTRACT_VALUE}} |
| value | | value | ||
| The value per unit of the creature's extract. | | The value per unit of the creature's extract. | ||
Line 534: | Line 594: | ||
|- | |- | ||
− | | EXTRAVISION | + | | {{text anchor|EXTRAVISION}} |
| | | | ||
− | | Creature has | + | | Creature can see regardless of whether it has working eyes. |
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==F== | ==F== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 547: | Line 612: | ||
|- | |- | ||
− | | FANCIFUL | + | | {{text anchor|FANCIFUL}} |
| | | | ||
− | | | + | | Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. |
|- | |- | ||
− | | FAT | + | | {{text anchor|FAT}} |
| value | | value | ||
− | | How much fat a creature | + | | How much fat a creature produces when it is butchered. |
[FAT:3] | [FAT:3] | ||
|- | |- | ||
− | | FEMALE | + | | {{text anchor|FEATURE_ATTACK_GROUP}} |
+ | | | ||
+ | | If a feature attack selects a creature with this flag, ''all'' creatures in its group will join in the attack, otherwise the creature will break off from its group and attack you on its own. In practice, this has little effect because map features have finite populations and tend to get depleted as soon as you discover them. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|FEMALE}} | ||
| | | | ||
− | | The creature is always female. | + | | The creature is always female. Note that a civilization created using an all-female creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well. |
|- | |- | ||
− | | FIREBREATH | + | | {{text anchor|FIREBREATH}} |
| | | | ||
− | | The creature | + | | The creature shoots fireballs and narrow bursts of fire. |
|- | |- | ||
− | | FIREIMMUNE | + | | {{text anchor|FIREIMMUNE}} |
| | | | ||
− | | The creature is immune to | + | | The creature is immune to FIREBREATH, steam, and being set on fire by magma. |
|- | |- | ||
− | | FIREIMMUNE_SUPER | + | | {{text anchor|FIREIMMUNE_SUPER}} |
| | | | ||
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. | | The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. | ||
|- | |- | ||
− | | FISHITEM | + | | {{text anchor|FISHITEM}} |
| | | | ||
| Needs to be cleaned at a fishery. | | Needs to be cleaned at a fishery. | ||
|- | |- | ||
− | | FIXED_TEMP | + | | {{text anchor|FIXED_TEMP}} |
| temperature | | temperature | ||
− | | The natural heat generated by the creature. | + | | The natural heat generated by the creature. [FIXED_TEMP:1-?] |
|- | |- | ||
− | | FLEEQUICK | + | | {{text anchor|FLEEQUICK}} |
| | | | ||
| Determines how soon a creature flees in a losing battle. | | Determines how soon a creature flees in a losing battle. | ||
|- | |- | ||
− | | FLIER | + | | {{text anchor|FLIER}} |
| | | | ||
− | | Allows a creature to fly. | + | | Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode. |
|- | |- | ||
− | | FREQUENCY | + | | {{text anchor|FREQUENCY}} |
− | | | + | | |
− | | Determines the | + | * number, max 100 |
− | + | | Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. | |
+ | When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, 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. | ||
+ | Unlike in later versions, this does '''not''' affect the rarity of animal populations themselves within each above-ground biome, but it ''does'' affect the selection of creatures residing in [[river]]s and underground map features such as [[chasm]]s. | ||
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==G== | ==G== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 612: | Line 689: | ||
|- | |- | ||
− | | GENPOWER | + | | {{text anchor|GENPOWER}} |
| rate? | | rate? | ||
− | | Not used anymore. Was related to magic. | + | | Not used anymore and can be removed safely. Was related to magic. |
[GENPOWER:3] | [GENPOWER:3] | ||
|- | |- | ||
− | | GLOWCOLOR | + | | {{text anchor|GLOWCOLOR}} |
| | | | ||
* fg | * fg | ||
Line 628: | Line 705: | ||
|- | |- | ||
− | | GLOWTILE | + | | {{text anchor|GLOWTILE}} |
| ascii | | ascii | ||
'character' | 'character' | ||
Line 636: | Line 713: | ||
|- | |- | ||
− | | GNAWER | + | | {{text anchor|GNAWER}} |
− | | | + | | verb |
− | | The creature | + | | The creature can and will gnaw its way out of wooden [[animal trap]]s and [[cage]]s using the specified verb. Due to a bug, however, they will only escape from [[artifact]]s. |
|- | |- | ||
− | | GOOD | + | | {{text anchor|GOOD}} |
| | | | ||
| Determines whether creature can show up on "good" maps (see [[Creatures#Threat Matrix|Threat Matrix]]). | | Determines whether creature can show up on "good" maps (see [[Creatures#Threat Matrix|Threat Matrix]]). | ||
|- | |- | ||
− | | GRASSTRAMPLE | + | | {{text anchor|GRASSTRAMPLE}} |
| amount | | amount | ||
− | | Determines | + | | Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. |
[GRASSTRAMPLE:42] | [GRASSTRAMPLE:42] | ||
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==H== | ==H== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 660: | Line 742: | ||
|- | |- | ||
− | | HAS_RACEGLOSS | + | | {{text anchor|HAS_RACEGLOSS}} |
| gloss | | gloss | ||
− | | Links a material glossary to the | + | | Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag. |
[HAS_RACEGLOSS:WOOD] | [HAS_RACEGLOSS:WOOD] | ||
+ | [HAS_RACEGLOSS:STONE] | ||
+ | [HAS_RACEGLOSS:METAL] | ||
+ | [HAS_RACEGLOSS:PLANT] | ||
|- | |- | ||
− | | HASSHELL | + | | {{text anchor|HASSHELL}} |
| | | | ||
− | | Creature will leave behind a shell when eaten. | + | | Creature will leave behind a [[shell]] when eaten. |
|- | |- | ||
− | | HEATDAM_POINT | + | | {{text anchor|HEATDAM_POINT}} |
| temperature | | temperature | ||
− | | The maximum temperature limit before the creature will start | + | | The maximum temperature limit before the creature will start receiving damage from heat. [[Temperature scale|DF temperature scale]] |
|- | |- | ||
− | | HOMEOTHERM | + | | {{text anchor|HOMEOTHERM}} |
| value | | value | ||
− | | Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. | + | | Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]] |
|- | |- | ||
− | | HORN | + | | {{text anchor|HORN}} |
− | |||
| | | | ||
+ | | Creature has horns which can be made into finished goods and decorations. Has no effect in Fortress mode, but foreign merchants can use it in trade goods. | ||
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==I== | ==I== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
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|- | |- | ||
− | | IGNITE_POINT | + | | {{text anchor|IGNITE_POINT}} |
| temperature | | temperature | ||
− | | The temperature at which the creature will burst into flames. | + | | The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]] |
+ | |||
+ | |- | ||
+ | | {{text anchor|IMMOBILE_LAND}} | ||
+ | | | ||
+ | | The creature is immobile while on land | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|IMMOLATE}} | ||
+ | | | ||
+ | | 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 [[wood]] or [[glass]]. Due to a bug, however, they will only escape from [[artifact]]s. | ||
|- | |- | ||
− | | INTELLIGENT | + | | {{text anchor|INTELLIGENT}} |
| | | | ||
− | | Implies CAN_CIV, CAN_SPEAK, | + | | Implies {{token|CAN_CIV|c}}, {{token|CAN_SPEAK|c}}, and {{token|CAN_LEARN|c}}. |
|- | |- | ||
− | | ITEMCORPSE | + | | {{text anchor|ITEMCORPSE}} |
| | | | ||
− | * [[Item | + | * [[Item token]] |
* subtype | * subtype | ||
NO_SUBTYPE | NO_SUBTYPE | ||
− | * [[ | + | * [[Matgloss token]] |
* NO_RACEGLOSS | * NO_RACEGLOSS | ||
USE_RACEGLOSS | USE_RACEGLOSS | ||
USE_SHARPSTONE | USE_SHARPSTONE | ||
− | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. "IRON" if the corpse type is "STATUE"). USE_RACEGLOSS applies if the creature has a material glossary assigned by the "HAS_RACEGLOSS:" flag and will select | + | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc.). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. "IRON" if the corpse type is "STATUE"). USE_RACEGLOSS applies if the creature has a material glossary assigned by the "HAS_RACEGLOSS:" flag and will select necessary adjectives and material from that glossary. |
− | [ITEMCORPSE:[[ | + | [ITEMCORPSE:[[Item token|WOOD]]:NO_SUBTYPE:[[Material token|WOOD]]:USE_RACEGLOSS] |
|- | |- | ||
− | | ITEMCORPSE_QUALITY | + | | {{text anchor|ITEMCORPSE_QUALITY}} |
| quality | | quality | ||
| The quality of an item-type corpse left behind; 5 is masterpiece-level. | | The quality of an item-type corpse left behind; 5 is masterpiece-level. | ||
Line 723: | Line 823: | ||
|- | |- | ||
− | | | + | | {{text anchor|IVORY}} |
− | | | ||
| | | | ||
+ | | Creature has ivory which can be made into finished goods and decrations. Has no effect in Fortress mode, but foreign merchants can use it in trade goods. | ||
− | | | + | |} |
− | |||
− | |||
− | |||
− | + | <div align="center"> | |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==L== | ==L== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 741: | Line 841: | ||
|- | |- | ||
− | | | + | | {{text anchor|LARGE_PREDATOR}} |
| | | | ||
− | | In | + | | 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." |
|- | |- | ||
− | | | + | | {{text anchor|LARGE_ROAMING}} |
| | | | ||
− | | In Fortress Mode, spawns | + | | In Fortress Mode, spawns outdoors and is not a vermin creature. |
|- | |- | ||
− | | | + | | {{text anchor|LAYERING}} |
− | | | + | | value |
− | | | + | | How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all. Tropical animals have this at 100. Tundra creatures, 200 or 300; humans 10, dwarves 50. |
|- | |- | ||
− | | | + | | {{text anchor|LEATHER_BOILING_POINT}} |
− | | | + | | temperature |
− | | | + | | The temperature at which leather made from the creature's skins will boil away. Also affects severed body parts. |
|- | |- | ||
− | | | + | | {{text anchor|LEATHER_COLDDAM_POINT}} |
− | | | + | | temperature |
− | | | + | | The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts. |
|- | |- | ||
− | | | + | | {{text anchor|LEATHER_FIXED_TEMP}} |
− | | | ||
− | |||
− | |||
− | |||
− | |||
| temperature | | temperature | ||
− | | The temperature | + | | The temperature that leather made from the creature's skins generates. Also affects severed body parts. |
|- | |- | ||
− | | | + | | {{text anchor|LEATHER_HEATDAM_POINT}} |
| temperature | | temperature | ||
− | | The temperature at which leather made from the creature's skins will take damage. | + | | The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts. |
|- | |- | ||
− | | | + | | {{text anchor|LEATHER_IGNITE_POINT}} |
| temperature | | temperature | ||
− | | The temperature | + | | The temperature at which leather made from the creature's skins will burst into flames. Also affects severed body parts. |
|- | |- | ||
− | | | + | | {{text anchor|LEATHER_LIQUID_DENSITY}} |
− | | | + | | density |
− | | | + | | Specifies the density of leather made from the creature's skin when molten. |
|- | |- | ||
− | | | + | | {{text anchor|LEATHER_MELTING_POINT}} |
| temperature | | temperature | ||
− | | The temperature at which leather made from the creature's skins will | + | | The temperature at which leather made from the creature's skins will melt away. Also affects severed body parts. |
|- | |- | ||
− | | | + | | {{text anchor|LEATHER_SOLID_DENSITY}} |
− | | | + | | density |
− | | | + | | Specifies the density of leather made from the creature's skin. |
|- | |- | ||
− | | LEATHER_SPEC_HEAT | + | | {{text anchor|LEATHER_SPEC_HEAT}} |
− | | | + | | [[SPEC_HEAT|specific heat capacity]] |
− | | | + | | Amount of energy required for the creature's leather to heat up or cool down. Also affects severed body parts. |
|- | |- | ||
− | | LIGHT_GEN | + | | {{text anchor|LIGHT_GEN}} |
| | | | ||
− | | | + | | 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 your sight radius). |
|- | |- | ||
− | | LIKES_FIGHTING | + | | {{text anchor|LIKES_FIGHTING}} |
| | | | ||
− | | | + | | 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}} |
| | | | ||
| Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz." | | Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz." | ||
|- | |- | ||
− | | LITTERSIZE | + | | {{text anchor|LITTERSIZE}} |
| | | | ||
− | * | + | * minimum |
− | * maximum | + | * maximum |
− | | | + | | Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2] |
|- | |- | ||
− | | LOCKPICKER | + | | {{text anchor|LOCKPICKER}} |
| | | | ||
− | | 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. Implies {{token|TRAPAVOID|c}} |
|- | |- | ||
− | | LOOSE_CLUSTERS | + | | {{text anchor|LOOSE_CLUSTERS}} |
| | | | ||
| 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. | ||
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==M== | ==M== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 846: | Line 946: | ||
|- | |- | ||
− | | MAGICAL | + | | {{text anchor|MAGICAL}} |
| | | | ||
− | | | + | | Makes the creature attract local wildlife in large numbers. May have more effects when magic is implemented. |
|- | |- | ||
− | | MAGMA_VISION | + | | {{text anchor|MAGMA_VISION}} |
| | | | ||
− | | | + | |Creature's able to see while covered in magma. |
|- | |- | ||
− | | MALE | + | | {{text anchor|MALE}} |
| | | | ||
− | | The creature is always male. | + | | The creature is always male. Note that a civilization created using an all-male creature will quickly die out, as they don't have breeding couples, unless you give them a very high {{token|MAXAGE|c}} and {{token|CHILD|c}} age as well. |
|- | |- | ||
− | | MATERIAL | + | | {{text anchor|MATERIAL}} |
| | | | ||
− | * [[ | + | * [[Matgloss token]] |
* USE_RACEGLOSS | * USE_RACEGLOSS | ||
| | | | ||
|- | |- | ||
− | | MATUTINAL | + | | {{text anchor|MATUTINAL}} |
| | | | ||
− | | | + | | When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode. |
|- | |- | ||
− | | MAXAGE | + | | {{text anchor|MAXAGE}} |
| | | | ||
* minimum | * minimum | ||
* maximum | * maximum | ||
− | | Sets the | + | | Sets the Minimum and Maximum age at which a creature will die from old age. Used in world generating and Fortress Mode. |
[MAXAGE:150:170] | [MAXAGE:150:170] | ||
|- | |- | ||
− | | MEANDERER | + | | {{text anchor|MEANDERER}} |
| | | | ||
| Gives a creature random movement. | | Gives a creature random movement. | ||
|- | |- | ||
− | | MEGABEAST | + | | {{text anchor|MEGABEAST}} |
| | | | ||
− | | Appears on fortress territory in Fortress Mode occasionally | + | | Appears on fortress territory in Fortress Mode occasionally. |
|- | |- | ||
− | | MELTING_POINT | + | | {{text anchor|MELTING_POINT}} |
| temperature | | temperature | ||
| The temperature at which the creature will melt into goo. | | The temperature at which the creature will melt into goo. | ||
|- | |- | ||
− | | MILKABLE | + | | {{text anchor|MILKABLE}} |
− | | frequency | + | | frequency |
| Allows the creature to be milked. Currently only works with vermin creatures. | | Allows the creature to be milked. Currently only works with vermin creatures. | ||
|- | |- | ||
− | | MISCHIEVIOUS | + | | {{text anchor|MISCHIEVIOUS}} |
| | | | ||
− | | Will | + | | Will seek out and tamper with levers, pressure plates, and filled cages. "They go on little missions to mess with various fortress buildings, not just levers." |
|- | |- | ||
− | | MODVALUE | + | | {{text anchor|MODVALUE}} |
| number | | number | ||
| Multiplies the value of items made from the creature by the number in the tag. | | Multiplies the value of items made from the creature by the number in the tag. | ||
Line 912: | Line 1,012: | ||
|- | |- | ||
− | | MOUNT | + | | {{text anchor|MOUNT}} |
| | | | ||
− | | Allows the creature to be mounted. | + | | Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with {{token|FLIER|c}} PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. {{token|SWIMS_INNATE|c}} may or may not have similar issues on mounts. |
|- | |- | ||
− | | MOUNT_EXOTIC | + | | {{text anchor|MOUNT_EXOTIC}} |
| | | | ||
| You need the [[Dungeon master]] noble to mount the creature. | | You need the [[Dungeon master]] noble to mount the creature. | ||
|- | |- | ||
− | | MULTIPLE_LITTER_RARE | + | | {{text anchor|MULTIPLE_LITTER_RARE}} |
+ | | | ||
+ | | Makes litters with more than one offspring extremely rare, only happening with a 1/500 chance. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|MUNDANE}} | ||
| | | | ||
− | | | + | | Marks if the creature is an actual real-life creature. Only used for age-names at present. |
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==N== | ==N== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 935: | Line 1,045: | ||
|- | |- | ||
− | | NAME | + | | {{text anchor|NAME}} |
| | | | ||
* singular noun | * singular noun | ||
Line 944: | Line 1,054: | ||
|- | |- | ||
− | | NARROW | + | | {{text anchor|NARROW}} |
| | | | ||
− | | | + | | Clothing made for these creatures will appear as "narrow" to other non-narrow creatures of the same size (whose own clothing will appear as "stout"). Example: elves versus humans, and goblins versus dwarves. |
|- | |- | ||
− | | NATURAL | + | | {{text anchor|NATURAL}} |
| | | | ||
| Animal | | Animal | ||
|- | |- | ||
− | | NO_AUTUMN | + | | {{text anchor|NO_AUTUMN}} |
| | | | ||
| Will not show up during the Autumn season. | | Will not show up during the Autumn season. | ||
|- | |- | ||
− | | | + | | {{text anchor|NO_DRINK}} |
+ | | | ||
+ | | Creature does not need to drink. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|NO_EAT}} | ||
| | | | ||
− | | | + | | Creature does not need to eat. |
|- | |- | ||
− | | NO_SLEEP | + | | {{text anchor|NO_GENDER}} |
+ | | | ||
+ | | No gender will be selected for the creature. Note that a civilization created using a genderless creature will have no population, as they don't have breeding couples. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|NO_SLEEP}} | ||
| | | | ||
| Creature does not need to sleep. | | Creature does not need to sleep. | ||
|- | |- | ||
− | | NO_SPRING | + | | {{text anchor|NO_SPRING}} |
| | | | ||
| Will not show up during the Spring season. | | Will not show up during the Spring season. | ||
|- | |- | ||
− | | NO_SUMMER | + | | {{text anchor|NO_SUMMER}} |
| | | | ||
| Will not show up during the Summer season. | | Will not show up during the Summer season. | ||
|- | |- | ||
− | | NO_WINTER | + | | {{text anchor|NO_WINTER}} |
| | | | ||
| Will not show up during the Winter season. | | Will not show up during the Winter season. | ||
|- | |- | ||
− | | | + | | {{text anchor|NOBLEED}} |
| | | | ||
− | | Creature doesn't | + | | Creature doesn't bleed. |
|- | |- | ||
− | | | + | | {{text anchor|NOBONES}} |
| | | | ||
− | | Creature | + | | Creature will not drop bones on butcher, rot, or decay of severed body parts. |
|- | |- | ||
− | | | + | | {{text anchor|NOBREATHE}} |
| | | | ||
− | | Creature | + | | Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. |
|- | |- | ||
− | | NOCTURNAL | + | | {{text anchor|NOCTURNAL}} |
| | | | ||
− | | | + | | 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}} |
| | | | ||
| The creature has no emotions, and does not rage. | | The creature has no emotions, and does not rage. | ||
|- | |- | ||
− | | NOEXERT | + | | {{text anchor|NOEXERT}} |
| | | | ||
| Creature can't become tired or over-exerted. | | Creature can't become tired or over-exerted. | ||
|- | |- | ||
− | | NOFEAR | + | | {{text anchor|NOFEAR}} |
| | | | ||
| 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}} |
| | | | ||
− | | Creature will not drop meat on | + | | Creature will not drop meat on butcher. [[Cat]]s (and other pets with {{token|VERMINHUNTER}}) will not hunt vermin with this token. |
|- | |- | ||
− | | NONAUSEA | + | | {{text anchor|NONAUSEA}} |
| | | | ||
| Creature can't vomit. | | Creature can't vomit. | ||
|- | |- | ||
− | | NOPAIN | + | | {{text anchor|NOPAIN}} |
| | | | ||
| Creature doesn't feel pain. | | Creature doesn't feel pain. | ||
|- | |- | ||
− | | NOSKIN | + | | {{text anchor|NOSKIN}} |
| | | | ||
− | | Creature will not drop skin on | + | | Creature will not drop skin on butcher. |
|- | |- | ||
− | | NOSKULL | + | | {{text anchor|NOSKULL}} |
| | | | ||
− | | Creature will not drop skull on | + | | Creature will not drop skull on butcher, rot, or decay of severed head. |
|- | |- | ||
− | | NOSMELLYROT | + | | {{text anchor|NOSMELLYROT}} |
| | | | ||
| Creatures' corpse does not create miasma. | | Creatures' corpse does not create miasma. | ||
|- | |- | ||
− | | NOSTUCKINS | + | | {{text anchor|NOSTUCKINS}} |
| | | | ||
| Weapons can't be stuck in creature. | | Weapons can't be stuck in creature. | ||
|- | |- | ||
− | | NOSTUN | + | | {{text anchor|NOSTUN}} |
| | | | ||
| Creature can't be stunned. | | Creature can't be stunned. | ||
|- | |- | ||
− | | | + | | {{text anchor|NOT_BUTCHERABLE}} |
| | | | ||
− | | Creature | + | | Creature can't be butchered. |
|- | |- | ||
− | | | + | | {{text anchor|NOTHOUGHT}} |
| | | | ||
− | | Creature | + | | Creature doesn't think, or doesn't require a [BRAIN] body part. |
+ | |} | ||
− | + | <div align="center"> | |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==P== | ==P== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 1,077: | Line 1,201: | ||
|- | |- | ||
− | | PARALYZEIMMUNE | + | | {{text anchor|PACK_ANIMAL}} |
+ | | | ||
+ | | Allows the creature to be used as a pack animal. Currently only used by merchants. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|PARALYZEIMMUNE}} | ||
| | | | ||
| The creature is immune to all paralyzing special attacks. | | The creature is immune to all paralyzing special attacks. | ||
|- | |- | ||
− | | PATTERNFLIER | + | | {{text anchor|PATTERNFLIER}} |
− | |||
| | | | ||
+ | | Flies in a semi-predictable pattern? {{verify}} | ||
|- | |- | ||
− | | PEARL | + | | {{text anchor|PEARL}} |
| | | | ||
− | | | + | | Allows other civilizations to harvest [[pearl]]s from the creature, but only if it doesn't have {{token|NOT_BUTCHERABLE|c}}. |
|- | |- | ||
− | | PENETRATEPOWER | + | | {{text anchor|PENETRATEPOWER}} |
| value | | value | ||
− | |Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. | + | |Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it is greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. |
|- | |- | ||
− | | PERSONALITY | + | | {{text anchor|PERSONALITY}} |
| | | | ||
* token | * token | ||
Line 1,103: | Line 1,232: | ||
* median | * median | ||
* highest % chance | * highest % chance | ||
− | | Determines chance of personality traits. Standard is 0:50:100. | + | | Determines chance of personality traits. Standard is 0:50:100. See [[Personality trait]]s for more info. |
[PERSONALITY:IMAGINATION:0:55:100] | [PERSONALITY:IMAGINATION:0:55:100] | ||
|- | |- | ||
− | | PET | + | | {{text anchor|PET}} |
| | | | ||
| Allows the creature to be tamed. | | Allows the creature to be tamed. | ||
|- | |- | ||
− | | PET_EXOTIC | + | | {{text anchor|PET_EXOTIC}} |
| | | | ||
− | | You need | + | | You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming). |
|- | |- | ||
− | | PETVALUE | + | | {{text anchor|PETVALUE}} |
| value | | value | ||
− | | How valuable a tamed animal/pet is. | + | | How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have {{text anchor|COMMON_DOMESTIC|c}}. |
[PETVALUE:42] | [PETVALUE:42] | ||
|- | |- | ||
− | | POPULATION_NUMBER | + | | {{text anchor|POPULATION_NUMBER}} |
| | | | ||
* minimum | * minimum | ||
* maximum | * maximum | ||
− | | The minimum/maximum numbers of how many of these creatures | + | | The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. If the creature's chosen {{token|CLUSTER_NUMBER|c}} happens to be larger, it will be used instead. |
− | [POPULATION_NUMBER: | + | [POPULATION_NUMBER:10:30] |
|- | |- | ||
− | | PREFSTRING | + | | {{text anchor|POWER}} |
+ | | | ||
+ | | Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|PREFSTRING}} | ||
| object | | object | ||
| Sets what other creatures like about this creature. "Blarghh likes dwarves for their beards." | | Sets what other creatures like about this creature. "Blarghh likes dwarves for their beards." | ||
Line 1,140: | Line 1,274: | ||
==R== | ==R== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 1,146: | Line 1,281: | ||
|- | |- | ||
− | | | + | | {{text anchor|REMAINS}} |
− | | | + | | <''singular''>:<''plural''> |
− | | | + | | Changes the name of [[remains]] or [[chunk]]s left from the creature. |
|- | |- | ||
− | | REMAINS_COLOR | + | | {{text anchor|REMAINS_COLOR}} |
| | | | ||
* fg | * fg | ||
* bg | * bg | ||
* br | * br | ||
− | | | + | | The color of the creature's remains. |
+ | [REMAINS_COLOR:6:0:0] | ||
|- | |- | ||
− | | REMAINS_UNDETERMINED | + | | {{text anchor|REMAINS_UNDETERMINED}} |
− | |||
| | | | ||
+ | | Unknown. Used by [[treant]]s. | ||
− | | | + | |} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | <div align="center"> | |
− | + | {{alphabetical TOC}} | |
− | + | </div> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==S== | ==S== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 1,202: | Line 1,313: | ||
|- | |- | ||
− | | SAVAGE | + | | {{text anchor|SAVAGE}} |
| | | | ||
− | | | + | | Allows creature to show up on (and limits it to) "savage" maps. |
|- | |- | ||
− | | SEMIMEGABEAST | + | | {{text anchor|SEMIMEGABEAST}} |
| | | | ||
| Appears as boss creature in quests. | | Appears as boss creature in quests. | ||
|- | |- | ||
− | | | + | | {{text anchor|SEVERONBREAKS}} |
− | |||
− | |||
− | |||
− | |||
− | | SEVERONBREAKS | ||
| | | | ||
| Limbs and body parts sever on breakage. | | Limbs and body parts sever on breakage. | ||
|- | |- | ||
− | | SILK_BOILING_POINT | + | | {{text anchor|SILK_BOILING_POINT}} |
| temperature | | temperature | ||
| Temperature at which silk made from this creature's webs boils away. | | Temperature at which silk made from this creature's webs boils away. | ||
|- | |- | ||
− | | SILK_COLDDAM_POINT | + | | {{text anchor|SILK_COLDDAM_POINT}} |
| temperature | | temperature | ||
| Temperature at which silk made from this creature's webs takes damage. | | Temperature at which silk made from this creature's webs takes damage. | ||
|- | |- | ||
− | | SILK_FIXED_TEMP | + | | {{text anchor|SILK_FIXED_TEMP}} |
| temperature | | temperature | ||
| Temperature generated by the creature's web silk. | | Temperature generated by the creature's web silk. | ||
|- | |- | ||
− | | SILK_HEATDAM_POINT | + | | {{text anchor|SILK_HEATDAM_POINT}} |
| temperature | | temperature | ||
| Temperature at which silk made from this creature's webs takes damage. | | Temperature at which silk made from this creature's webs takes damage. | ||
|- | |- | ||
− | | SILK_IGNITE_POINT | + | | {{text anchor|SILK_IGNITE_POINT}} |
| temperature | | temperature | ||
| Temperature at which silk made from this creature's webs bursts into flame. | | Temperature at which silk made from this creature's webs bursts into flame. | ||
|- | |- | ||
− | | | + | | {{text anchor|SILK_LIQUID_DENSITY}} |
− | | | + | | density |
− | | | + | | Specifies the density of the creature's webs when molten. |
|- | |- | ||
− | | | + | | {{text anchor|SILK_MELTING_POINT}} |
| temperature | | temperature | ||
− | | | + | | Temperature at which silk made from this creature's webs melts away. |
|- | |- | ||
− | | | + | | {{text anchor|SILK_SOLID_DENSITY}} |
− | | | + | | density |
− | | | + | | Specifies the density of the creature's webs. |
− | |||
|- | |- | ||
− | | | + | | {{text anchor|SILK_SPEC_HEAT}} |
− | | | + | | [[SPEC_HEAT|specific heat capacity]] |
− | | | + | | Amount of energy required for the creature's silk to heat up or cool down. |
|- | |- | ||
− | | | + | | {{text anchor|SIZE}} |
− | | | + | | value |
− | | | + | | How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants. Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast. Creatures with a size larger than 10 will prevent [[bridge]]s from raising or retracting and will cause a [[Dwarven Atom Smasher]] to deconstruct. |
+ | [SIZE:6] | ||
|- | |- | ||
− | | | + | | {{text anchor|SLOW_LEARNER}} |
− | | | ||
| | | | ||
+ | | Causes the creature to gain skill at half the usual rate. Implies {{token|CAN_LEARN|c}}. | ||
|- | |- | ||
− | | | + | | {{text anchor|SMALL_REMAINS}} |
− | | | ||
| | | | ||
− | + | | If a creature has this token, it'll leave a small corpse that only rots once, such as vermin. | |
|- | |- | ||
− | | | + | | {{text anchor|SPEC_HEAT}} |
− | | | + | | [[SPEC_HEAT|specific heat capacity]] |
− | | | + | | Amount of energy required for the creature to heat up or cool down. |
+ | [SPEC_HEAT:409] | ||
|- | |- | ||
− | | SPECNAME | + | | {{text anchor|SPECNAME}} |
| | | | ||
*token | *token | ||
Line 1,299: | Line 1,405: | ||
|- | |- | ||
− | | | + | | {{text anchor|SPEECH}} |
− | | | + | | filename |
− | | [ | + | | Sets what speech.txt to use when insulting the creature. |
+ | [SPEECH:dwarf.txt] | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SPEECH_FEMALE}} | ||
+ | | filename | ||
+ | | Sets speech text file used only by females to insult creatures. Not used natively. | ||
|- | |- | ||
− | | | + | | {{text anchor|SPEECH_MALE}} |
| filename | | filename | ||
− | | Sets | + | | Sets speech text file used only by males to insult creatures. |
− | [ | + | [SPEECH_MALE:human_male.txt] |
|- | |- | ||
− | | SPEED | + | | {{text anchor|SPEED}} |
| value | | value | ||
− | | Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and | + | | 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. |
[SPEED:400] | [SPEED:400] | ||
|- | |- | ||
− | | STOUT | + | | {{text anchor|SPHERE}} |
+ | | [[sphere]] | ||
+ | | Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of [[glowing pit|hidden fun stuff]]. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|STANDARD_FLESH}} | ||
+ | | | ||
+ | | Sets the following properties: | ||
+ | |||
+ | {| | ||
+ | ! !! (creature) !! LEATHER !! BONE | ||
+ | |- | ||
+ | ! SPEC_HEAT || 4181 || 1000 || 1000 | ||
+ | |- | ||
+ | ! HEATDAM_POINT || 10120 || 10300 || 11468 | ||
+ | |- | ||
+ | ! COLDDAM_POINT || 10020 || 9800 || 9800 | ||
+ | |- | ||
+ | ! IGNITE_POINT || 10180 || 10180 || NONE | ||
+ | |- | ||
+ | ! MELTING_POINT || NONE || NONE || NONE | ||
+ | |- | ||
+ | ! BOILING_POINT || NONE || NONE || NONE | ||
+ | |- | ||
+ | ! FIXED_TEMP || NONE || NONE || NONE | ||
+ | |- | ||
+ | ! SOLID_DENSITY || 1100 || 1900 || 1100 | ||
+ | |- | ||
+ | ! LIQUID_DENSITY || N/A || NONE || NONE | ||
+ | |} | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|STOUT}} | ||
| | | | ||
− | | | + | | Clothing made for these creatures will appear as "stout" to other non-stout creatures of the same size (whose own clothing will appear as "narrow"). Example: dwarves versus goblins. |
|- | |- | ||
− | | | + | | {{text anchor|SWIM_SPEED}} |
− | | | + | | value |
− | | | + | | How fast the creature swims. Typically 2500 (0.38 times the default speed). |
|- | |- | ||
− | | | + | | {{text anchor|SWIMS_INNATE}} |
| | | | ||
− | | The creature | + | | The creature naturally knows how to swim, as opposed to {{token|SWIMS_LEARNED|c}} below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. |
|- | |- | ||
− | | | + | | {{text anchor|SWIMS_LEARNED}} |
− | | | + | | |
− | | | + | | The creature must learn to swim. Requires {{token|CAN_LEARN|c}}, obviously. |
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==T== | ==T== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 1,344: | Line 1,493: | ||
|- | |- | ||
− | | THICKWEB | + | | {{text anchor|THICKWEB}} |
| | | | ||
| The creature's webs can catch larger creatures. | | The creature's webs can catch larger creatures. | ||
|- | |- | ||
− | | TILE | + | | {{text anchor|TILE}} |
| CP437 ordinal or 'character' | | CP437 ordinal or 'character' | ||
| The graphical representation of the creature. | | The graphical representation of the creature. | ||
Line 1,355: | Line 1,504: | ||
|- | |- | ||
− | | TRAINABLE | + | | {{text anchor|TRADE_CAPACITY}} |
+ | | weight | ||
+ | | How much the creature can carry when used by merchants. | ||
+ | [TRADE_CAPACITY:2000] | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|TRAINABLE}} | ||
| | | | ||
| Allows a tame creature to be trained into a "War" or "Hunting" variation by way of [[Kennels]]. | | Allows a tame creature to be trained into a "War" or "Hunting" variation by way of [[Kennels]]. | ||
|- | |- | ||
− | | TRANCES | + | | {{text anchor|TRANCES}} |
| | | | ||
− | | Allows the creature to go into martial trances | + | | Allows the creature to go into martial trances. |
|- | |- | ||
− | | TRAPAVOID | + | | {{text anchor|TRAPAVOID}} |
| | | | ||
| The creature is immune to traps. | | The creature is immune to traps. | ||
|- | |- | ||
− | | TRIGGERABLE_GROUP | + | | {{text anchor|TRIGGERABLE_GROUP}} |
| | | | ||
* minimum? | * minimum? | ||
Line 1,379: | Line 1,534: | ||
==U== | ==U== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 1,385: | Line 1,541: | ||
|- | |- | ||
− | | UNDERSWIM | + | | {{text anchor|UNDERSWIM}} |
| | | | ||
| Creature swims under the water and can't be seen. | | Creature swims under the water and can't be seen. | ||
|- | |- | ||
− | |UTTERANCES | + | | {{text anchor|UTTERANCES}} |
+ | | | ||
+ | | Changes the language of the creature into an unintelligible mess. Used by [[kobold]]s. | ||
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==V== | ==V== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 1,400: | Line 1,563: | ||
|- | |- | ||
− | | VEGETATION | + | | {{text anchor|VEGETATION}} |
− | |||
| | | | ||
− | |||
− | |||
− | |||
| | | | ||
− | |||
|- | |- | ||
− | | VERMIN_BITE | + | | {{text anchor|VERMIN_BITE}} |
| | | | ||
− | * | + | * chancc |
* name | * name | ||
* effect (USE_EXTRACT) | * effect (USE_EXTRACT) | ||
Line 1,419: | Line 1,577: | ||
|- | |- | ||
− | | | + | | {{text anchor|VERMIN_EATER}} |
− | + | | | |
− | + | | The creature can eat your food. | |
− | |||
− | |||
− | | | ||
− | | | ||
− | | The creature | ||
|- | |- | ||
− | | | + | | {{text anchor|VERMIN_FISH}} |
| | | | ||
− | | The creature can be | + | | The creature can be [[fishing|fished]] out of bodies of water. |
− | |||
− | | | ||
− | |||
− | |||
− | |||
|- | |- | ||
− | | VERMIN_GROUNDER | + | | {{text anchor|VERMIN_GROUNDER}} |
| | | | ||
− | | The creature | + | | The creature lives on the ground (or in the air). |
− | |||
|- | |- | ||
− | | VERMIN_HATEABLE | + | | {{text anchor|VERMIN_HATEABLE}} |
| | | | ||
− | | Some dwarves will hate the creature and get unhappy | + | | Some dwarves will hate the creature and get strong unhappy [[thought]]s when around it. |
|- | |- | ||
− | | | + | | {{text anchor|VERMIN_MICRO}} |
| | | | ||
− | | | + | | This makes the creature move in a swarm of creatures of the same race as it. If the vermin also has {{token|FLIER|c}} and does ''not'' have {{token|GOOD|c}}, it will give your dwarves a minor unhappy [[thought]] about being "annoyed by flies". |
|- | |- | ||
− | | VERMIN_NOFISH | + | | {{text anchor|VERMIN_NOFISH}} |
| | | | ||
| The creature cannot be caught by fishing. | | The creature cannot be caught by fishing. | ||
|- | |- | ||
− | | VERMIN_NOROAM | + | | {{text anchor|VERMIN_NOROAM}} |
| | | | ||
| 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}} |
| | | | ||
− | | The creature cannot be caught | + | | The creature cannot be caught in baited [[animal trap]]s. |
|- | |- | ||
− | | VERMIN_SOIL | + | | {{text anchor|VERMIN_ROTTER}} |
+ | | | ||
+ | | Causes the vermin to spawn near rotting items. Present on flies, knuckle worms, acorn flies, and blood gnats. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|VERMIN_SOIL}} | ||
| | | | ||
| The creature randomly appears near dirt or mud. | | The creature randomly appears near dirt or mud. | ||
|- | |- | ||
− | | VERMIN_SOIL_COLONY | + | | {{text anchor|VERMIN_SOIL_COLONY}} |
| | | | ||
| 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. | ||
|- | |- | ||
− | | | + | | {{text anchor|VERMINHUNTER}} |
− | | | + | | |
− | | | + | | A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses its own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. |
|- | |- | ||
− | | VESPERTINE | + | | {{text anchor|VESPERTINE}} |
| | | | ||
− | | | + | | 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}} |
| value | | value | ||
| How far the creature can see? | | How far the creature can see? | ||
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==W== | ==W== | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 1,503: | Line 1,660: | ||
|- | |- | ||
− | | WAGON_PULLER | + | | {{text anchor|WAGON_PULLER}} |
| | | | ||
| Allows the creature to pull caravan wagons. | | Allows the creature to pull caravan wagons. | ||
|- | |- | ||
− | | WEBBER | + | | {{text anchor|WEBBER}} |
| | | | ||
− | | The creature will create webs | + | | The creature will create webs. |
|- | |- | ||
− | | WEBIMMUNE | + | | {{text anchor|WEBIMMUNE}} |
| | | | ||
| The creature will not get caught in webs. | | The creature will not get caught in webs. | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==X== | ||
+ | {| {{prettytable}} | ||
+ | |- bgcolor="#ddd" | ||
+ | ! width="20%" | Token | ||
+ | ! width="20%" | Arguments | ||
+ | ! width="60%" | Description | ||
+ | |||
+ | |- | ||
+ | | X_NAME | ||
+ | | | ||
+ | * singular | ||
+ | * plural | ||
+ | | Sets the name of profession X. | ||
+ | ex: [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves] | ||
+ | |||
+ | From the [[Main:string dump|string dump]](v40d), permissible tags seem to be: | ||
+ | |||
+ | CRAFTSMAN_NAME, FISHERMAN_NAME | ||
+ | |||
+ | HAMMERMAN_NAME, SPEARMAN_NAME, CROSSBOWMAN_NAME, AXEMAN_NAME, | ||
+ | |||
+ | SWORDSMAN_NAME, MACEMAN_NAME, PIKEMAN_NAME, BOWMAN_NAME | ||
|} | |} | ||
=Attacks= | =Attacks= | ||
− | {| | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
!width="50"|Tag | !width="50"|Tag | ||
!width="225"|What It Does | !width="225"|What It Does | ||
Line 1,540: | Line 1,723: | ||
|BYTYPE:GRASP | |BYTYPE:GRASP | ||
BYTOKEN:TAIL_STINGER | BYTOKEN:TAIL_STINGER | ||
− | |''BYTYPE'': Sets what body part type to use for the attack. Possible values for "type" are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like. See [[Body | + | |''BYTYPE'': Sets what body part type to use for the attack. Possible values for "type" are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like. See [[Body token]]. |
− | ''BYTOKEN'': Sets the explicit body part ID to use for the attack. The token must exist as part of the creature's [[ | + | ''BYTOKEN'': Sets the explicit body part ID to use for the attack. The token must exist as part of the creature's [[#B|BODY]] token. |
|- | |- | ||
Line 1,557: | Line 1,740: | ||
|- | |- | ||
|[ATTACKFLAG_WITH] | |[ATTACKFLAG_WITH] | ||
− | | | + | |Attacks in combat inform which body part was used in the attack. Not mutually exclusive with _CANLATCH |
+ | or SPECIALATTACK_ "Ratman punches Blargg with his right hand." | ||
|- | |- | ||
|[ATTACKFLAG_CANLATCH] | |[ATTACKFLAG_CANLATCH] | ||
− | |Allows the creature to latch on with the attack. "Crocodile latches on Blargg's head firmly." | + | |Allows the creature to latch on with the attack. Not mutually exclusive with _WITH |
+ | or SPECIALATTACK_ "Crocodile latches on Blargg's head firmly." | ||
|- | |- | ||
|[SPECIALATTACK_INJECT_EXTRACT:50:100] | |[SPECIALATTACK_INJECT_EXTRACT:50:100] | ||
− | |The creature injects an amount of its extract into a victim upon successfully using this attack. | + | |The creature injects an amount of its extract into a victim upon successfully using this attack. 50:100 is potency. This is an average extract if it's a poison it will take time to affect the target, then wears off some time after full effect, a slow poison would be 1:100, 100:100 is instant or very fast working poison (haven't tried 0 yet, going to further experiment with the max value) |
+ | |||
+ | |- | ||
+ | |[SPECIALATTACK_SUCK_BLOOD:50:100] | ||
+ | |When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn? / Effectiveness?) | ||
+ | <small>! It seems to only make the target creature bleed/heavy bleed. further testing</small>] | ||
+ | |} | ||
+ | |||
+ | If not specified, the following default values will be used for the various temperature/density properties. Values initialized by STANDARD_FLESH (for creature, LEATHER, and BONE) are all initialized to NONE. | ||
+ | {| {{prettytable}} | ||
+ | |- style='background-color:#ddd' | ||
+ | ! !! SILK !! EXTRACT !! CHEESE !! DRINK | ||
+ | |- | ||
+ | | SPEC_HEAT || 1000 || 4181 || 2000 || 2440 | ||
+ | |- | ||
+ | | HEATDAM_POINT || 10400 || NONE || 10800 || NONE | ||
+ | |- | ||
+ | | COLDDAM_POINT || 9800 || NONE || 9950 || NONE | ||
+ | |- | ||
+ | | IGNITE_POINT || 10400 || NONE || NONE || 10800 | ||
+ | |- | ||
+ | | MELTING_POINT || NONE || 9950 || 10150 || 9850 | ||
+ | |- | ||
+ | | BOILING_POINT || NONE || 10200 || NONE || 10150 | ||
+ | |- | ||
+ | | FIXED_TEMP || NONE || NONE || NONE || NONE | ||
+ | |- | ||
+ | | SOLID_DENSITY || 1353 || 1200 || 1200 || 1200 | ||
|- | |- | ||
+ | | LIQUID_DENSITY || NONE || 1200 || 1200 || 1200 | ||
|} | |} | ||
− | + | ||
+ | {{Category|Modding}} | ||
+ | {{Category|Tokens}} |
Latest revision as of 13:45, 12 July 2025
This article is about an older version of DF. |
Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment. This includes sentient creatures, but creature tokens should not be confused with entity tokens.
Tokens[edit]
A[edit]
Token | Arguments | Description |
---|---|---|
ALCOHOL_DEPENDENT | Creature needs alcohol to get through the working day. | |
ALL_ACTIVE | When set, the creature will appear at any time of day. Overrides [DIURNAL] , [NOCTURNAL] , [CREPUSCULAR] , [MATUTINAL] , and [VESPERTINE] .
| |
ALTTILE | CP437 ordinal or 'character' | If set, the creature will blink between its [TILE] and its [ALTTILE].
[ALTTILE:157] or [ALTTILE:'&'] |
AMBUSHPREDATOR | Makes the creature start out hidden and remain near its original location until its prey draws near. When combined with [WEBBER] , causes them to lay gigantic webs near their spawn location, though only for creatures present during embark.
| |
AMPHIBIOUS | Allows a creature to breathe with or without water. | |
AQUATIC | Allows a creature to breathe underwater, but causes it to "drown" out of water. | |
ATTACK | See the Attacks section. |
B[edit]
Token | Arguments | Description |
---|---|---|
BABY | age | Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.
[BABY:1] |
BABYNAME |
|
Gives the baby a special name. |
BEACH_FREQUENCY | value | Whales and jellyfish have this. Controls the beaching frequency of the creature.
[BEACH_FREQUENCY:10] |
BENIGN | Determines whether creature can show up on "tame" maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). | |
BIOME | See Biome tokens. | |
BLOODTYPE | type | Sets the creatures' blood type (default red):
[BLOODTYPE:0] |
BODY | parts[:...] | Sets the body parts a creature has. Can supply as many as you want.
[BODY:HUMANOID:2EYES:2EARS] |
BODYGLOSS | gloss | A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.
[BODYGLOSS:HOOF] |
BOILING_POINT | temperature | The temperature at which the creature boils into goo. DF temperature scale |
BONE_BOILING_POINT | temperature | The boiling point of the creature's bones. |
BONE_COLDDAM_POINT | temperature | The low temperature at which the creature's bones start getting damaged. |
BONE_FIXED_TEMP | temperature | The temperature that the creature's bones give off. |
BONE_HEATDAM_POINT | temperature | The high temperature where the bones start taking damage. |
BONE_IGNITE_POINT | temperature | The temperature at which point the creature's bones burst into flame. |
BONE_LIQUID_DENSITY | density | Specifies the density of the creature's bones when molten. |
BONE_MELTING_POINT | temperature | The temperature at which the creature's bones melt. |
BONE_SOLID_DENSITY | density | Specifies the density of the creature's bones. |
BONE_SPEC_HEAT | specific heat capacity | Amount of energy required for the creature's bones to heat up or cool down. |
BONECARN | Creature eats bones. This tag implies [CARNIVORE] .
| |
BUILDINGDESTROYER | value | 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.
See Building destroyer for full discussion. |
C[edit]
Token | Arguments | Description |
---|---|---|
CAN_CIV | Can create civilizations. | |
CAN_LEARN | A creature with this tag can gain skill experience. | |
CAN_SPEAK | Can talk. Note that it is not necessary for a creature to gain social skills. This also activates hunger and thirst on fortress members. | |
CANNOT_UNDEAD | Cannot become undead. | |
CANOPENDOORS | Allows the creature to open doors. | |
CARNIVORE | Creature only eats meat. | |
CAVE_ADAPT | Causes the creature to develop Cave adaptation. | |
CHEESE_BOILING_POINT | temperature | The temperature at which the creature's cheese (if any) boils away. |
CHEESE_COLDDAM_POINT | temperature | The temperature at which the creature's cheese (if any) starts taking cold damage. |
CHEESE_FIXED_TEMP | temperature | The temperature emitted by one unit of the creature's cheese (if any). |
CHEESE_HEATDAM_POINT | temperature | The temperature at which the cheese made from the creature's milk starts taking heat damage. |
CHEESE_IGNITE_POINT | temperature | The temperature at which the creature's cheese bursts into flame. |
CHEESE_LIQUID_DENSITY | density | Specifies the density of the creature's cheese when molten. |
CHEESE_MELTING_POINT | temperature | The temperature at which the creature's cheese melts into goo. |
CHEESE_SOLID_DENSITY | density | Specifies the density of the creature's cheese. |
CHEESE_SPEC_HEAT | specific heat capacity | Amount of energy required for the creature's cheese to heat up or cool down. |
CHEESE_VALUE | value | The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked. |
CHILD | age | Age at which a child becomes an adult.
[CHILD:12] |
CHILDNAME |
|
Gives the child a special name, e.g. "hippo calf" instead of "hippo child".
[CHILDNAME:hippo calf:hippo calves] |
CHITIN | When the creature's skin is tanned, it becomes chitin instead of leather. | |
CLUSTER_NUMBER |
|
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.
[CLUSTER_NUMBER:1:3] |
COLDDAM_POINT | temperature | The minimum temperature limit before the creature starts taking damage from freezing. |
COLOR |
|
Color of the creature's tile.
[COLOR:3:0:0] |
COMMON_DOMESTIC | Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: [PET] , [PACK_ANIMAL] , [WAGON_PULLER] , [MOUNT]
| |
COOKABLE_LIVE | Set this to allow the creature to be cooked in meals while it is still alive, as well as when it's dead but not yet cleaned. | |
CREPUSCULAR | 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 | Allows a creature to steal and eat edible items from you. | |
CURIOUSBEAST_GUZZLER | Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature. | |
CURIOUSBEAST_ITEM | Allows a creature to steal things (apparently the highest value it can find). |
D[edit]
Token | Arguments | Description |
---|---|---|
DAMBLOCK | value | How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.
[DAMBLOCK:1] |
DEFENDER | Can appear in the upper levels of eerie glowing pits. | |
DENSITY | density | Specifies the density of the creature. |
DIFFICULTY | number | Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.
[DIFFICULTY:2] |
DIURNAL | When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode. | |
DRAGONFIREBREATH | Creature breathes fire in a cone. | |
DRINK_BOILING_POINT | temperature | The temperature at which an alcoholic drink made from the creature will boil. Creature drinks are not implemented in this version of Dwarf Fortress. |
DRINK_COLDDAM_POINT | temperature | The temperature at which said drink will take cold damage. |
DRINK_FIXED_TEMP | temperature | The temperature emitted by one unit of the creature's drink. |
DRINK_HEATDAM_POINT | temperature | The temperature at which aforementioned drink will take heat damage. |
DRINK_IGNITE_POINT | temperature | The temperature at which the drink will set your fort ablaze. |
DRINK_LIQUID_DENSITY | density | Specifies the density of the creature's drink. |
DRINK_MELTING_POINT | temperature | The temperature at which the creature's drink melts or freezes. |
DRINK_SOLID_DENSITY | density | Specifies the density of the creature's drink when frozen. |
DRINK_SPEC_HEAT | specific heat capacity | Amount of energy required for the drink to heat up or cool down. |
E[edit]
Token | Arguments | Description |
---|---|---|
ENDING | Will show up as a leader at the bottom of the eerie glowing pits. | |
EQUIPMENT_WAGON | Makes the creature 3x3 in size. Implies [NOT_BUTCHERABLE] , [NOEXERT] , [NOPAIN] , [NOSTUN] , [NONAUSEA] , [NOBLEED] , [NOEMOTION] , [NOSTUCKINS] , [SEVERONBREAKS] , [NOSKULL] , [NOSKIN] , [NOBONES] , [NOMEAT] , [PARALYZEIMMUNE] , [NOFEAR] , [NOSMELLYROT] , [NOTHOUGHT] , [NOBREATHE] , [NO_GENDER] , [NO_EAT] , [NO_DRINK] , and [NO_SLEEP]
| |
EQUIPS | Allows the creature to wear or wield items. | |
EVIL | Determines whether creature can show up on "evil" maps (see Region#Surroundings). | |
EXTRACT |
|
Determines that something can be extracted from the creature, what it's called, and what color it is. Note, it appears that the extraction process is hard-coded into the game, and can't be altered from objects/raw.
[EXTRACT:cow's milk:7:0:1] |
EXTRACT_ANTIDOTE |
|
[EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]
In the future, the last number may be used to determine effectiveness or time to cure, however, as of 40d antidotes have no function. |
EXTRACT_BOILING_POINT | temperature | The temperature value at which a unit of the creature's extract boils away. |
EXTRACT_CHEESE |
|
The extract gotten from the creature can be made into cheese.
[EXTRACT_CHEESE:cow cheese:6:0:1] |
EXTRACT_COLDDAM_POINT | temperature | The low temperature value at which the creature's extract starts to take damage. |
EXTRACT_COOKABLE | Extract is cookable. | |
EXTRACT_FIXED_TEMP | temperature | The temperature that the creature's extract generates on its own. |
EXTRACT_HEATDAM_POINT | temperature | The high temperature value at which the creature's extract starts to take damage. |
EXTRACT_IGNITE_POINT | temperature | The temperature at which the creature's extract bursts into flame (NOT the container it's in). |
EXTRACT_LIQUID_DENSITY | density | Specifies the density of the creature's extract. |
EXTRACT_MELTING_POINT | temperature | The temperature at which the creature's extract melts into goo. |
EXTRACT_PARALYZE | (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off. Can be delivered by SPECIALATTACK_INJECT_EXTRACT. | |
EXTRACT_PARALYZE_INTERMITTENT | (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off. Can be delivered by SPECIALATTACK_INJECT_EXTRACT. | |
EXTRACT_PERMANENT | (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally. | |
EXTRACT_SIZE | size |
[EXTRACT_SIZE:10] |
EXTRACT_SOLID_DENSITY | density | Specifies the density of the creature's extract when solidified. |
EXTRACT_SPEC_HEAT | specific heat capacity | Amount of energy required for the creature's extract to heat up or cool down. |
EXTRACT_STUN | (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off. Can be delivered by SPECIALATTACK_INJECT_EXTRACT. | |
EXTRACT_STUN_INTERMITTENT | (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals. Can be delivered by SPECIALATTACK_INJECT_EXTRACT. | |
EXTRACT_VALUE | value | The value per unit of the creature's extract.
[EXTRACT_VALUE:20] |
EXTRAVISION | Creature can see regardless of whether it has working eyes. |
F[edit]
Token | Arguments | Description |
---|---|---|
FANCIFUL | Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. | |
FAT | value | How much fat a creature produces when it is butchered.
[FAT:3] |
FEATURE_ATTACK_GROUP | If a feature attack selects a creature with this flag, all creatures in its group will join in the attack, otherwise the creature will break off from its group and attack you on its own. In practice, this has little effect because map features have finite populations and tend to get depleted as soon as you discover them. | |
FEMALE | The creature is always female. Note that a civilization created using an all-female creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well. | |
FIREBREATH | The creature shoots fireballs and narrow bursts of fire. | |
FIREIMMUNE | The creature is immune to FIREBREATH, steam, and being set on fire by magma. | |
FIREIMMUNE_SUPER | The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. | |
FISHITEM | Needs to be cleaned at a fishery. | |
FIXED_TEMP | temperature | The natural heat generated by the creature. [FIXED_TEMP:1-?] |
FLEEQUICK | Determines how soon a creature flees in a losing battle. | |
FLIER | Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode. | |
FREQUENCY |
|
Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance.
When a cluster spawns, 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. Unlike in later versions, this does not affect the rarity of animal populations themselves within each above-ground biome, but it does affect the selection of creatures residing in rivers and underground map features such as chasms. |
G[edit]
Token | Arguments | Description |
---|---|---|
GENPOWER | rate? | Not used anymore and can be removed safely. Was related to magic.
[GENPOWER:3] |
GLOWCOLOR |
|
The colour of the GLOWTILE of the creature (see below).
[GLOWCOLOR:4:0:1] |
GLOWTILE | 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.
[GLOWTILE:'"'] |
GNAWER | verb | The creature can and will gnaw its way out of wooden animal traps and cages using the specified verb. Due to a bug, however, they will only escape from artifacts. |
GOOD | Determines whether creature can show up on "good" maps (see Threat Matrix). | |
GRASSTRAMPLE | amount | Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.
[GRASSTRAMPLE:42] |
H[edit]
Token | Arguments | Description |
---|---|---|
HAS_RACEGLOSS | gloss | Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.
[HAS_RACEGLOSS:WOOD] [HAS_RACEGLOSS:STONE] [HAS_RACEGLOSS:METAL] [HAS_RACEGLOSS:PLANT] |
HASSHELL | Creature will leave behind a shell when eaten. | |
HEATDAM_POINT | temperature | The maximum temperature limit before the creature will start receiving damage from heat. DF temperature scale |
HOMEOTHERM | value | Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. DF temperature scale |
HORN | Creature has horns which can be made into finished goods and decorations. Has no effect in Fortress mode, but foreign merchants can use it in trade goods. |
I[edit]
Token | Arguments | Description |
---|---|---|
IGNITE_POINT | temperature | The temperature at which the creature will burst into flames. DF temperature scale |
IMMOBILE_LAND | The creature is immobile while on land | |
IMMOLATE | 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 wood or glass. Due to a bug, however, they will only escape from artifacts. | |
INTELLIGENT | Implies [CAN_CIV] , [CAN_SPEAK] , and [CAN_LEARN] .
| |
ITEMCORPSE |
NO_SUBTYPE
USE_RACEGLOSS USE_SHARPSTONE |
Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc.). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. "IRON" if the corpse type is "STATUE"). USE_RACEGLOSS applies if the creature has a material glossary assigned by the "HAS_RACEGLOSS:" flag and will select necessary adjectives and material from that glossary. |
ITEMCORPSE_QUALITY | quality | The quality of an item-type corpse left behind; 5 is masterpiece-level.
[ITEMCORPSE_QUALITY:5] |
IVORY | Creature has ivory which can be made into finished goods and decrations. Has no effect in Fortress mode, but foreign merchants can use it in trade goods. |
L[edit]
Token | Arguments | Description |
---|---|---|
LARGE_PREDATOR | Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." | |
LARGE_ROAMING | In Fortress Mode, spawns outdoors and is not a vermin creature. | |
LAYERING | value | How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all. Tropical animals have this at 100. Tundra creatures, 200 or 300; humans 10, dwarves 50. |
LEATHER_BOILING_POINT | temperature | The temperature at which leather made from the creature's skins will boil away. Also affects severed body parts. |
LEATHER_COLDDAM_POINT | temperature | The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts. |
LEATHER_FIXED_TEMP | temperature | The temperature that leather made from the creature's skins generates. Also affects severed body parts. |
LEATHER_HEATDAM_POINT | temperature | The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts. |
LEATHER_IGNITE_POINT | temperature | The temperature at which leather made from the creature's skins will burst into flames. Also affects severed body parts. |
LEATHER_LIQUID_DENSITY | density | Specifies the density of leather made from the creature's skin when molten. |
LEATHER_MELTING_POINT | temperature | The temperature at which leather made from the creature's skins will melt away. Also affects severed body parts. |
LEATHER_SOLID_DENSITY | density | Specifies the density of leather made from the creature's skin. |
LEATHER_SPEC_HEAT | specific heat capacity | Amount of energy required for the creature's leather to heat up or cool down. Also affects severed body parts. |
LIGHT_GEN | 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 your sight radius). | |
LIKES_FIGHTING | The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. | |
LISP | Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz." | |
LITTERSIZE |
|
Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2] |
LOCKPICKER | Lets a creature open doors that are set to forbidden in Fortress Mode. Implies [TRAPAVOID]
| |
LOOSE_CLUSTERS | The creatures will scatter if they have this tag, or form tight packs if they don't. |
M[edit]
Token | Arguments | Description |
---|---|---|
MAGICAL | Makes the creature attract local wildlife in large numbers. May have more effects when magic is implemented. | |
MAGMA_VISION | Creature's able to see while covered in magma. | |
MALE | The creature is always male. Note that a civilization created using an all-male creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.
| |
MATERIAL |
|
|
MATUTINAL | When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode. | |
MAXAGE |
|
Sets the Minimum and Maximum age at which a creature will die from old age. Used in world generating and Fortress Mode.
[MAXAGE:150:170] |
MEANDERER | Gives a creature random movement. | |
MEGABEAST | Appears on fortress territory in Fortress Mode occasionally. | |
MELTING_POINT | temperature | The temperature at which the creature will melt into goo. |
MILKABLE | frequency | Allows the creature to be milked. Currently only works with vermin creatures. |
MISCHIEVIOUS | Will seek out and tamper with levers, pressure plates, and filled cages. "They go on little missions to mess with various fortress buildings, not just levers." | |
MODVALUE | number | Multiplies the value of items made from the creature by the number in the tag.
[MODVALUE:2] |
MOUNT | Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.
| |
MOUNT_EXOTIC | You need the Dungeon master noble to mount the creature. | |
MULTIPLE_LITTER_RARE | Makes litters with more than one offspring extremely rare, only happening with a 1/500 chance. | |
MUNDANE | Marks if the creature is an actual real-life creature. Only used for age-names at present. |
N[edit]
Token | Arguments | Description |
---|---|---|
NAME |
|
What the creature is actually called in game. Make sure there is no space around the ":".
[NAME:dwarf:dwarves:dwarven] |
NARROW | Clothing made for these creatures will appear as "narrow" to other non-narrow creatures of the same size (whose own clothing will appear as "stout"). Example: elves versus humans, and goblins versus dwarves. | |
NATURAL | Animal | |
NO_AUTUMN | Will not show up during the Autumn season. | |
NO_DRINK | Creature does not need to drink. | |
NO_EAT | Creature does not need to eat. | |
NO_GENDER | No gender will be selected for the creature. Note that a civilization created using a genderless creature will have no population, as they don't have breeding couples. | |
NO_SLEEP | Creature does not need to sleep. | |
NO_SPRING | Will not show up during the Spring season. | |
NO_SUMMER | Will not show up during the Summer season. | |
NO_WINTER | Will not show up during the Winter season. | |
NOBLEED | Creature doesn't bleed. | |
NOBONES | Creature will not drop bones on butcher, rot, or decay of severed body parts. | |
NOBREATHE | Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. | |
NOCTURNAL | When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode. | |
NOEMOTION | The creature has no emotions, and does not rage. | |
NOEXERT | Creature can't become tired or over-exerted. | |
NOFEAR | Creature doesn't feel fear and will never run away from battle. | |
NOMEAT | Creature will not drop meat on butcher. Cats (and other pets with [VERMINHUNTER] ) will not hunt vermin with this token.
| |
NONAUSEA | Creature can't vomit. | |
NOPAIN | Creature doesn't feel pain. | |
NOSKIN | Creature will not drop skin on butcher. | |
NOSKULL | Creature will not drop skull on butcher, rot, or decay of severed head. | |
NOSMELLYROT | Creatures' corpse does not create miasma. | |
NOSTUCKINS | Weapons can't be stuck in creature. | |
NOSTUN | Creature can't be stunned. | |
NOT_BUTCHERABLE | Creature can't be butchered. | |
NOTHOUGHT | Creature doesn't think, or doesn't require a [BRAIN] body part. |
P[edit]
Token | Arguments | Description |
---|---|---|
PACK_ANIMAL | Allows the creature to be used as a pack animal. Currently only used by merchants. | |
PARALYZEIMMUNE | The creature is immune to all paralyzing special attacks. | |
PATTERNFLIER | Flies in a semi-predictable pattern? [Verify] | |
PEARL | Allows other civilizations to harvest pearls from the creature, but only if it doesn't have [NOT_BUTCHERABLE] .
| |
PENETRATEPOWER | value | Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it is greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. |
PERSONALITY |
|
Determines chance of personality traits. Standard is 0:50:100. See Personality traits for more info.
[PERSONALITY:IMAGINATION:0:55:100] |
PET | Allows the creature to be tamed. | |
PET_EXOTIC | You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). | |
PETVALUE | value | How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have c.
[PETVALUE:42] |
POPULATION_NUMBER |
|
The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. If the creature's chosen [CLUSTER_NUMBER] happens to be larger, it will be used instead.
[POPULATION_NUMBER:10:30] |
POWER | Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag. | |
PREFSTRING | object | Sets what other creatures like about this creature. "Blarghh likes dwarves for their beards."
[PREFSTRING:beards] Multiple entries will be chosen from at random. |
R[edit]
Token | Arguments | Description |
---|---|---|
REMAINS | <singular>:<plural> | Changes the name of remains or chunks left from the creature. |
REMAINS_COLOR |
|
The color of the creature's remains.
[REMAINS_COLOR:6:0:0] |
REMAINS_UNDETERMINED | Unknown. Used by treants. |
S[edit]
Token | Arguments | Description | ||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SAVAGE | Allows creature to show up on (and limits it to) "savage" maps. | |||||||||||||||||||||||||||||||||||||||||
SEMIMEGABEAST | Appears as boss creature in quests. | |||||||||||||||||||||||||||||||||||||||||
SEVERONBREAKS | Limbs and body parts sever on breakage. | |||||||||||||||||||||||||||||||||||||||||
SILK_BOILING_POINT | temperature | Temperature at which silk made from this creature's webs boils away. | ||||||||||||||||||||||||||||||||||||||||
SILK_COLDDAM_POINT | temperature | Temperature at which silk made from this creature's webs takes damage. | ||||||||||||||||||||||||||||||||||||||||
SILK_FIXED_TEMP | temperature | Temperature generated by the creature's web silk. | ||||||||||||||||||||||||||||||||||||||||
SILK_HEATDAM_POINT | temperature | Temperature at which silk made from this creature's webs takes damage. | ||||||||||||||||||||||||||||||||||||||||
SILK_IGNITE_POINT | temperature | Temperature at which silk made from this creature's webs bursts into flame. | ||||||||||||||||||||||||||||||||||||||||
SILK_LIQUID_DENSITY | density | Specifies the density of the creature's webs when molten. | ||||||||||||||||||||||||||||||||||||||||
SILK_MELTING_POINT | temperature | Temperature at which silk made from this creature's webs melts away. | ||||||||||||||||||||||||||||||||||||||||
SILK_SOLID_DENSITY | density | Specifies the density of the creature's webs. | ||||||||||||||||||||||||||||||||||||||||
SILK_SPEC_HEAT | specific heat capacity | Amount of energy required for the creature's silk to heat up or cool down. | ||||||||||||||||||||||||||||||||||||||||
SIZE | value | How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants. Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast. Creatures with a size larger than 10 will prevent bridges from raising or retracting and will cause a Dwarven Atom Smasher to deconstruct.
[SIZE:6] | ||||||||||||||||||||||||||||||||||||||||
SLOW_LEARNER | Causes the creature to gain skill at half the usual rate. Implies [CAN_LEARN] .
| |||||||||||||||||||||||||||||||||||||||||
SMALL_REMAINS | If a creature has this token, it'll leave a small corpse that only rots once, such as vermin. | |||||||||||||||||||||||||||||||||||||||||
SPEC_HEAT | specific heat capacity | Amount of energy required for the creature to heat up or cool down.
[SPEC_HEAT:409] | ||||||||||||||||||||||||||||||||||||||||
SPECNAME |
|
Sets a special name for certain instances.
[SPECNAME:MALE:bull:bulls:bull] | ||||||||||||||||||||||||||||||||||||||||
SPEECH | filename | Sets what speech.txt to use when insulting the creature.
[SPEECH:dwarf.txt] | ||||||||||||||||||||||||||||||||||||||||
SPEECH_FEMALE | filename | Sets speech text file used only by females to insult creatures. Not used natively. | ||||||||||||||||||||||||||||||||||||||||
SPEECH_MALE | filename | Sets speech text file used only by males to insult creatures.
[SPEECH_MALE:human_male.txt] | ||||||||||||||||||||||||||||||||||||||||
SPEED | 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.
[SPEED:400] | ||||||||||||||||||||||||||||||||||||||||
SPHERE | sphere | Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff.
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STANDARD_FLESH | Sets the following properties:
| |||||||||||||||||||||||||||||||||||||||||
STOUT | Clothing made for these creatures will appear as "stout" to other non-stout creatures of the same size (whose own clothing will appear as "narrow"). Example: dwarves versus goblins. | |||||||||||||||||||||||||||||||||||||||||
SWIM_SPEED | value | How fast the creature swims. Typically 2500 (0.38 times the default speed). | ||||||||||||||||||||||||||||||||||||||||
SWIMS_INNATE | The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
| |||||||||||||||||||||||||||||||||||||||||
SWIMS_LEARNED | The creature must learn to swim. Requires [CAN_LEARN] , obviously.
|
T[edit]
Token | Arguments | Description |
---|---|---|
THICKWEB | The creature's webs can catch larger creatures. | |
TILE | CP437 ordinal or 'character' | The graphical representation of the creature.
[TILE:157] or [TILE:'&'] |
TRADE_CAPACITY | weight | How much the creature can carry when used by merchants.
[TRADE_CAPACITY:2000] |
TRAINABLE | Allows a tame creature to be trained into a "War" or "Hunting" variation by way of Kennels. | |
TRANCES | Allows the creature to go into martial trances. | |
TRAPAVOID | The creature is immune to traps. | |
TRIGGERABLE_GROUP |
|
[TRIGGERABLE_GROUP:5:50] |
U[edit]
Token | Arguments | Description |
---|---|---|
UNDERSWIM | Creature swims under the water and can't be seen. | |
UTTERANCES | Changes the language of the creature into an unintelligible mess. Used by kobolds. |
V[edit]
Token | Arguments | Description |
---|---|---|
VEGETATION | ||
VERMIN_BITE |
|
[VERMIN_BITE:10:bitten:USE_EXTRACT]
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender. Used by (tiny) cave spiders to inject their venom into the occasional dwarf. |
VERMIN_EATER | The creature can eat your food. | |
VERMIN_FISH | The creature can be fished out of bodies of water. | |
VERMIN_GROUNDER | The creature lives on the ground (or in the air). | |
VERMIN_HATEABLE | Some dwarves will hate the creature and get strong unhappy thoughts when around it. | |
VERMIN_MICRO | This makes the creature move in a swarm of creatures of the same race as it. If the vermin also has [FLIER] and does not have [GOOD] , it will give your dwarves a minor unhappy thought about being "annoyed by flies".
| |
VERMIN_NOFISH | The creature cannot be caught by fishing. | |
VERMIN_NOROAM | The creature will not be observed randomly roaming about the map. | |
VERMIN_NOTRAP | The creature cannot be caught in baited animal traps. | |
VERMIN_ROTTER | Causes the vermin to spawn near rotting items. Present on flies, knuckle worms, acorn flies, and blood gnats. | |
VERMIN_SOIL | The creature randomly appears near dirt or mud. | |
VERMIN_SOIL_COLONY | The vermin will appear in a single tile cluster of many vermin, such as a colony of ants. | |
VERMINHUNTER | A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses its own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. | |
VESPERTINE | When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode. | |
VIEWRANGE | value | How far the creature can see? |
W[edit]
Token | Arguments | Description |
---|---|---|
WAGON_PULLER | Allows the creature to pull caravan wagons. | |
WEBBER | The creature will create webs. | |
WEBIMMUNE | The creature will not get caught in webs. |
X[edit]
Token | Arguments | Description |
---|---|---|
X_NAME |
|
Sets the name of profession X.
ex: [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves] From the string dump(v40d), permissible tags seem to be: CRAFTSMAN_NAME, FISHERMAN_NAME HAMMERMAN_NAME, SPEARMAN_NAME, CROSSBOWMAN_NAME, AXEMAN_NAME, SWORDSMAN_NAME, MACEMAN_NAME, PIKEMAN_NAME, BOWMAN_NAME |
Attacks[edit]
Tag | What It Does |
---|---|
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
Format: [ATTACK:priority:(BYTYPE:type || BYTOKEN:bodypart):"verb":"conjugate verb":min dmg:max dmg:dmg type]([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:min:max]) |
Sets what natural attacks a creature has. |
MAIN
SECOND |
MAIN: Sets the attack to act as the creatures' main attack.
SECOND: The creature will only use this attack if it can't use the MAIN attack(s). |
BYTYPE:GRASP
BYTOKEN:TAIL_STINGER |
BYTYPE: Sets what body part type to use for the attack. Possible values for "type" are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like. See Body token.
BYTOKEN: Sets the explicit body part ID to use for the attack. The token must exist as part of the creature's BODY token. |
punch:punches | Sets the verb for the attack. |
1:2 | Sets the Min Max for the damage. |
BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD | Sets the damage type for the attack. |
[ATTACKFLAG_WITH] | Attacks in combat inform which body part was used in the attack. Not mutually exclusive with _CANLATCH
or SPECIALATTACK_ "Ratman punches Blargg with his right hand." |
[ATTACKFLAG_CANLATCH] | Allows the creature to latch on with the attack. Not mutually exclusive with _WITH
or SPECIALATTACK_ "Crocodile latches on Blargg's head firmly." |
[SPECIALATTACK_INJECT_EXTRACT:50:100] | The creature injects an amount of its extract into a victim upon successfully using this attack. 50:100 is potency. This is an average extract if it's a poison it will take time to affect the target, then wears off some time after full effect, a slow poison would be 1:100, 100:100 is instant or very fast working poison (haven't tried 0 yet, going to further experiment with the max value) |
[SPECIALATTACK_SUCK_BLOOD:50:100] | When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn? / Effectiveness?)
! It seems to only make the target creature bleed/heavy bleed. further testing] |
If not specified, the following default values will be used for the various temperature/density properties. Values initialized by STANDARD_FLESH (for creature, LEATHER, and BONE) are all initialized to NONE.
SILK | EXTRACT | CHEESE | DRINK | |
---|---|---|---|---|
SPEC_HEAT | 1000 | 4181 | 2000 | 2440 |
HEATDAM_POINT | 10400 | NONE | 10800 | NONE |
COLDDAM_POINT | 9800 | NONE | 9950 | NONE |
IGNITE_POINT | 10400 | NONE | NONE | 10800 |
MELTING_POINT | NONE | 9950 | 10150 | 9850 |
BOILING_POINT | NONE | 10200 | NONE | 10150 |
FIXED_TEMP | NONE | NONE | NONE | NONE |
SOLID_DENSITY | 1353 | 1200 | 1200 | 1200 |
LIQUID_DENSITY | NONE | 1200 | 1200 | 1200 |