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Difference between revisions of "v0.31:Creature token"

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m (→‎F: does NOT influence caravans in this version)
 
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{{av}}{{fine}}
+
{{Quality|Superior|19:06, 26 August 2014 (UTC)}}
 +
{{av}}
  
Tentative at best in some cases. Legacy stuff unlisted.
+
A full list of all known creature tokens.
  
 
__NOTOC__
 
__NOTOC__
  
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==A==
 
==A==
Line 10: Line 14:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| ALCOHOL_DEPENDENT  
+
|-
 +
| {{text anchor|ADOPTS_OWNER}}
 +
| Caste
 +
|
 +
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. The basic requirements for adoption are intact - the creature will only adopt an owner which likes creatures of that species.
 +
 
 +
|-
 +
| {{text anchor|ALCOHOL_DEPENDENT}}
 +
| Caste
 
|   
 
|   
| Creature needs alcohol to get through the working day.
+
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.
  
|-  
+
|-
| ALL_ACTIVE  
+
| {{text anchor|ALL_ACTIVE}}
 +
| Caste
 
|   
 
|   
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.  
+
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.
  
|-  
+
|-
| ALTTILE  
+
| {{text anchor|ALTTILE}}
 +
| Creature
 
|   
 
|   
| If set, the creature will blink between its [TILE] and its [ALTTILE].  
+
| If set, the creature will blink between its {{token|TILE|c}} and its {{token|ALTTILE|c}}.
  
|-  
+
|-
| AMBUSHPREDATOR  
+
| {{text anchor|AMBUSHPREDATOR}}
 +
| Caste
 
|   
 
|   
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too
+
| 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}}
 +
| Caste
 
|   
 
|   
| Allows a creature to breathe with or without water.  
+
| Allows a creature to breathe with or without [[water]]. Implies {{token|AQUATIC|c}}.
  
 
|-
 
|-
| APP_MOD_GENETIC_MODEL
+
| {{text anchor|APP_MOD_DESC_RANGE}}
 +
| Caste
 
|
 
|
 +
*Range
 +
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
 +
 +
|-
 +
| {{text anchor|APP_MOD_GENETIC_MODEL}}
 +
| Caste
 
|
 
|
 +
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
 +
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.
  
 
|-
 
|-
| APP_MOD_IMPORTANCE
+
| {{text anchor|APP_MOD_IMPORTANCE}}
 +
| Caste
 
|
 
|
 
*number
 
*number
 
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}
 
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}
  
|-  
+
|-
| APP_MOD_NOUN  
+
| {{text anchor|APP_MOD_NOUN}}
 +
| Caste
 
|  
 
|  
 
*noun
 
*noun
Line 55: Line 83:
 
| creates a noun for the appearance and whether it is singular or plural
 
| creates a noun for the appearance and whether it is singular or plural
  
|-  
+
|-
| APP_MOD_RATE  
+
| {{text anchor|APP_MOD_RATE}}
 +
| Caste
 
|  
 
|  
 
*Rate (integer)
 
*Rate (integer)
 
*Scale (DAILY,  YEARLY)
 
*Scale (DAILY,  YEARLY)
 
*min:max  of growth
 
*min:max  of growth
*start year:end year  
+
*start year:start day
| setting the growth rate of the modifier
+
*end year:end day
 +
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.
  
|-  
+
|-
| APPLY_CREATURE_VARIATION  
+
| {{text anchor|APPLY_CREATURE_VARIATION}}
 +
| Special
 
|  
 
|  
 
*CV TEMPLATE NAME  
 
*CV TEMPLATE NAME  
| Loads the [[Creature Variation]] Template specified.
+
| Loads the Creature Variation Template specified.
  
|-  
+
|-
| APPLY_CURRENT_CREATURE_VARIATION  
+
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}
 +
| Special
 
|   
 
|   
| Applies loaded [[Creature Variation]]
+
| Applies loaded Creature Variation
  
|-  
+
|-
| AQUATIC  
+
| {{text anchor|AQUATIC}}
 +
| Caste
 
|   
 
|   
| Allows a creature to breathe underwater, but causes it to "drown" out of water.  
+
| Creature can breathe in water, but air-drowns on dry land.  
  
|-  
+
|-
| ARENA_RESTRICTED  
+
| {{text anchor|ARENA_RESTRICTED}}
 +
| Caste
 
|   
 
|   
| Does not appear in arena mode list
+
| Does not appear in arena mode list.
 +
 
 +
|-
 +
| {{text anchor|ARTIFICIAL_HIVEABLE}}
 +
| Creature
 +
|
 +
| Can be kept in artificial hives by beekeepers.
  
|-  
+
|-
| ATTACK  
+
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}
 +
| Caste
 +
|
 +
| Does not attack or frighten wildlife.
 +
 
 +
|-
 +
| {{text anchor|ATTACK}}
 +
| Caste
 
|  
 
|  
 
*token
 
*token
Line 92: Line 139:
 
*selection criteria
 
*selection criteria
 
*location  
 
*location  
| Defines the attack name, and the body part used.
+
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
 +
'''Example:'''<br />
 +
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br />
 +
''GORE'' : name of the attack<br />
 +
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)
  
|-  
+
|-
| ATTACK_CONTACT_PERC
+
| {{text anchor|ATTACK_TRIGGER}}
|  
+
| Caste
*% value
+
| pop:exported wealth:created wealth
| amount of available tissue used in attack
+
| Specifies when a [[megabeast]] will attack the fortress.
  
|-
+
|}
| ATTACK_FLAG_CANLATCH
 
 
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in it's definition is made.
 
 
 
|-
 
| ATTACK_FLAG_EDGE
 
 
| attack type
 
 
 
|-
 
| ATTACK_FLAG_WITH
 
 
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
 
 
 
|-
 
| ATTACK_PENETRATION_PERC
 
|
 
*% value
 
| probably amount of material that makes contact when penetration is done
 
 
 
|-
 
| ATTACK_PRIORITY
 
|
 
*MAIN or SECOND
 
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
 
 
 
|-
 
| ATTACK_SKILL
 
|
 
*skill used ({{L|Skill tokens}})
 
| defines the attack skill used
 
 
 
|-
 
| ATTACK_TRIGGER
 
| pop:exported wealth:created wealth{{verify}}
 
| stages when a megabeast will attack a site
 
 
 
|-
 
| ATTACK_VERB
 
| 2nd person:3rd person
 
| descriptive text for the attack
 
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==B==
 
==B==
Line 149: Line 161:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| BABY  
+
|-
 +
| {{text anchor|BABY}}
 +
| Caste
 
| integer  
 
| integer  
| age at which creature is considered a child
+
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
  
|-  
+
|-
| BABYNAME  
+
| {{text anchor|BABYNAME}}
 +
| Caste
 
| singular:plural  
 
| singular:plural  
| name at caste level
+
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.
  
|-  
+
|-
| BEACH_FREQUENCY  
+
| {{text anchor|BEACH_FREQUENCY}}
 +
| Caste
 
|   
 
|   
| Whales and jellyfish have this. Controls the beaching frequency of the creature.  
+
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.  
  
|-  
+
|-
| BENIGN  
+
| {{text anchor|BENIGN}}
 +
| Caste
 
|   
 
|   
| 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).  
+
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.
  
|-  
+
|-
| BIOME  
+
| {{text anchor|BIOME}}
 +
| Creature
 
|  
 
|  
* biome token
+
* [[biome token]]
| Select a {{L|Biome}} the creature may appear in. See {{L|Biome Tokens}}
+
| Select a [[Biome]] the creature may appear in.
  
|-  
+
|-
| BLOOD, PUS, OTHER MATERIAL state definition
+
| {{text anchor|BLOOD}}
 +
| Caste
 
|  
 
|  
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
+
* [[material token]]
*selected material
+
*matter state (LIQUID, GAS, SOLID)  
*matter state (LIQUID, GAS, ALL_SOLID) | Controls bleeding behaviour
+
| Specifies what the creature's blood is made of.
  
|-  
+
|-
| BODY  
+
| {{text anchor|BODY}}
 +
| Caste
 
| body parts  
 
| body parts  
 
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
 
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
 +
'''Example:'''<br />
 +
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
 +
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.
  
|-  
+
|-
| BODY_APPEARANCE_MODIFIER  
+
| {{text anchor|BODY_APPEARANCE_MODIFIER}}
 +
| Caste
 
|  
 
|  
 
*ATTRIBUTE
 
*ATTRIBUTE
*lowest:lower:low:median:high:higher:highest | These body modifiers give individual dwarves different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
+
*lowest:lower:low:median:high:higher:highest  
 +
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the {{token|BODY_SIZE|c}} of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
 +
'''Example:'''<br />
 +
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br />
 +
''HEIGHT'' : marks the height to be changed <br />
 +
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.
  
|-  
+
|-
| BODY_DETAIL_PLAN  
+
| {{text anchor|BODY_DETAIL_PLAN}}
| PlanName, PlanName:type:type:type:etc  
+
| Caste
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
+
| PlanName, PlanName:type:type:type:etc.
 +
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies {{token|USE_MATERIAL_TEMPLATE|c}}, mass alters {{token|RELSIZE|c}}, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
 +
'''Example:'''<br />
 +
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
 +
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
 +
A [[Purring maggot|maggot]] would only need:<br />
 +
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''
  
|-  
+
|-
| BODY_SIZE
+
| {{text anchor|BODY_SIZE}}
 +
| Caste
 
| years:days:size  
 
| years:days:size  
| sets up size at a given time. Size is roughly equal to the creature's average weight in grams.
+
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.
 +
'''Example:'''<br />
 +
[BODY_SIZE:0:0:10000]<br />
 +
[BODY_SIZE:1:168:50000]<br />
 +
[BODY_SIZE:12:0:220000]<br />
 +
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old he would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.
  
|-  
+
|-
| BODYGLOSS  
+
| {{text anchor|BODYGLOSS}}
 +
| Caste
 
| gloss  
 
| gloss  
 
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
 
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
  
|-  
+
|-
| BONECARN  
+
| {{text anchor|BONECARN}}
 +
| Caste
 
|   
 
|   
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.  
+
| Creature eats bones. Implies {{token|CARNIVORE|c}}. Does not actually work due to a bug ({{Bug|11069}}).
  
|-  
+
|-
| BP_APPEARANCE_MODIFIER  
+
| {{text anchor|BP_APPEARANCE_MODIFIER}}
 +
| Caste
 
|  
 
|  
 
*QUALITY
 
*QUALITY
Line 222: Line 267:
 
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)
 
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)
  
|-  
+
|-
| BUILDINGDESTROYER  
+
| {{text anchor|BUILDINGDESTROYER}}
 +
| Caste
 
| 1 or 2  
 
| 1 or 2  
 
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands.  
 
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands.  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==C==
 
==C==
Line 232: Line 282:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| CAN_LEARN  
+
|-
 +
| {{text anchor|CAN_LEARN}}
 +
| Caste
 
|   
 
|   
| CAN_LEARN
+
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.
  
|-  
+
|-
| CAN_SPEAK  
+
| {{text anchor|CAN_SPEAK}}
 +
| Caste
 
|   
 
|   
| Can talk. Note that it is not necessary for a creature to gain social skills.  
+
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.
  
|-  
+
|-
| CANNOT_UNDEAD  
+
| {{text anchor|CANNOT_UNDEAD}}
 +
| Caste
 
|   
 
|   
| Cannot be turned into a zombie or skeletal undead
+
| Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.
  
|-  
+
|-
| CANOPENDOORS  
+
| {{text anchor|CANOPENDOORS}}
 +
| Caste
 
|   
 
|   
 
| Allows the creature to open doors.  
 
| Allows the creature to open doors.  
  
|-  
+
|-
| CARNIVORE  
+
| {{text anchor|CARNIVORE}}
 +
| Caste
 
|   
 
|   
| Creature eats meat
+
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Currently bugged in worldgen -- exclusively carnivore civilizations always starve out. Goblins and kobolds live off raw exceptions.
  
|-  
+
|-
| CASTE  
+
| {{text anchor|CASTE}}
 +
| Creature
 
|  
 
|  
 
*name  
 
*name  
| defines a caste
+
| Defines a caste.
  
 
|-
 
|-
| CASTE_ALTTILE
+
| {{text anchor|CASTE_ALTTILE}}
 +
| Caste
 
|
 
|
 
*tile number or "letter"
 
*tile number or "letter"
| Caste-specific alttile. Expects CASTE_TILE
+
| Caste-specific {{token|ALT_TILE|c}}. Requires {{token|CASTE_TILE|c}}.
  
 
|-
 
|-
| CASTE_COLOR
+
| {{text anchor|CASTE_COLOR}}
 +
| Caste
 
|
 
|
 
*fg
 
*fg
 
*bg
 
*bg
 
*brightness
 
*brightness
| Creature tile color of the caste.
+
| Caste-specific {{token|COLOR|c}}.
  
 
|-
 
|-
| CASTE_GLOWCOLOR
+
| {{text anchor|CASTE_GLOWCOLOR}}
 +
| Caste
 
|
 
|
 
*fg
 
*fg
 
*bg
 
*bg
 
*brightness
 
*brightness
| GLOWTILE color of the caste.
+
| Caste-specific {{token|GLOWCOLOR|c}}.
  
 
|-
 
|-
| CASTE_GLOWTILE
+
| {{text anchor|CASTE_GLOWTILE}}
 +
| Caste
 
|
 
|
 
*tile value or "letter"
 
*tile value or "letter"
| Caste-specific glowtile
+
| Caste-specific {{token|GLOWTILE|c}}.
  
|-  
+
|-
| CASTE_NAME  
+
| {{text anchor|CASTE_NAME}}
 +
| Caste
 
| singular:plural:adjective  
 
| singular:plural:adjective  
| The name of the caste of the creature in the game.
+
| Caste-specific {{token|NAME|c}}.
  
|-  
+
|-
| CASTE_PROFESSION_NAME  
+
| {{text anchor|CASTE_PROFESSION_NAME}}
 +
| Caste
 
|  
 
|  
*Profession
+
*[[Unit type token]] (Profession)
 
*singular
 
*singular
 
*plural  
 
*plural  
| alters the name of the given profession, caste-specific
+
| Caste-specific {{token|PROFESSION_NAME|c}}.
 +
 
 +
|-
 +
| {{text anchor|CASTE_SOLDIER_ALTTILE}}
 +
| Caste
 +
| 'character' or tile number
 +
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.
 +
 
 +
|-
 +
| {{text anchor|CASTE_SOLDIER_TILE}}
 +
| Caste
 +
| 'character' or tile number
 +
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.
  
|-  
+
|-
| CASTE_SPEECH
+
| {{text anchor|CASTE_SPEECH}}
| speech file?
+
| Caste
| Possibly a caste-specific instance of the SPEECH token
+
| speech file
 +
| Caste-specific {{token|SPEECH|c}}.
  
 
|-
 
|-
| CASTE_TILE
+
| {{text anchor|CASTE_TILE}}
 +
| Caste
 
|
 
|
 
* tile number or "letter"
 
* tile number or "letter"
| Caste-specific creature tile.
+
| Caste-specific {{token|CREATURE_TILE|c}}.
  
|-  
+
|-
| CAVE_ADAPT  
+
| {{text anchor|CAVE_ADAPT}}
 +
| Caste
 
|   
 
|   
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
+
| Causes the creature to develop [[Cave adaptation]].  
  
|-  
+
|-
| CE_X
+
| {{text anchor|CHANGE_BODY_SIZE_PERC}}
|  
+
| Caste
*SEV:<value>  (severity, higher is worse)
+
| integer
*PROB:<value(1-100)> (probability)
+
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.
*RESISTABLE (optional) allows resistance
 
*SIZE_DILUTES (optional) lessens effect based on size  
 
Place effected:
 
*LOCALIZED (optional)
 
*VASCULAR_ONLY (optional)
 
*MUSCULAR_ONLY (optional)
 
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)
 
Timeline:
 
*Start:effect start time
 
*Peak:effect peak time
 
*End:effect end time
 
| Specifies the way that a syndrome affects a creature - more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]
 
  
 
|-
 
|-
| CHANGE_BODY_SIZE_PERC
+
| {{text anchor|CHILD}}
|
+
| Caste
|
 
 
 
|-
 
| CHILD
 
 
| integer  
 
| integer  
| age at which creature is considered an adult
+
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
  
|-  
+
|-
| CHILD_BODYPART_GROUP
+
| {{text anchor|CHILDNAME}}
|  
+
| Caste
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
 
*master location
 
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
 
*specific location
 
| selects all parts of a group to be used.
 
 
 
|-
 
| CHILDNAME
 
 
| singular:plural  
 
| singular:plural  
| name at caste level
+
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.
  
|-  
+
|-
| CLUSTER_NUMBER  
+
| {{text anchor|CLUSTER_NUMBER}}
 +
| Creature
 
|
 
|
 
*min
 
*min
Line 372: Line 428:
 
e.g. [CLUSTER_NUMBER:1:3]  
 
e.g. [CLUSTER_NUMBER:1:3]  
  
|-  
+
|-
| COLDDAM_POINT
+
| {{text anchor|CLUTCH_SIZE}}
| value
+
| Caste
| The minimum temperature limit before the creature starts taking damage from freezing.  
+
|
 +
*min
 +
*max
 +
|Number of eggs laid in one sitting.
 +
 
 +
|-
 +
| {{text anchor|COLONY_EXTERNAL}}
 +
| Caste
 +
|
 +
| Caste hovers around colony.
  
|-  
+
|-
| COLOR  
+
| {{text anchor|COLOR}}
 +
| Creature
 
| foreground:background:brightness  
 
| foreground:background:brightness  
| Color of the creature's tile.  
+
| Color of the creature's tile. See [[Color]] for usage.
  
|-  
+
|-
| COMMON_DOMESTIC  
+
| {{text anchor|COMMON_DOMESTIC}}
 +
| Caste
 
|   
 
|   
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT. In addition, the creature must be NATURAL rather than FANCIFUL
+
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} or {{token|MOUNT|c}} tags and invalid on {{token|FANCIFUL|c}} creatures. Requires NATURAL tag?{{verify}}
  
|-  
+
|-
| COOKABLE_LIVE  
+
| {{text anchor|CONVERTED_SPOUSE}}
 +
| Caste
 +
|
 +
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
 +
 
 +
|-
 +
| {{text anchor|COOKABLE_LIVE}}
 +
| Caste
 
|   
 
|   
| Set this to allow the creature to be cooked in meals without first being cleaned.
+
| 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]]. Does not work correctly when applied to non-{{token|FISHITEM|c}} vermin.{{bug|13200}}
  
|-  
+
|-
| COPY_TAGS_FROM  
+
| {{text anchor|COPY_TAGS_FROM}}
 +
| Special
 
|  
 
|  
 
*CREATURE NAME
 
*CREATURE NAME
 
| Copies tags from another specified creature.
 
| Copies tags from another specified creature.
  
|-  
+
|-
| CREATURE
+
| {{text anchor|CREATURE_CLASS}}
| name
+
| Caste
| What the game looks for when generating creatures.
 
 
 
|-
 
| CREATURE_CLASS
 
 
|
 
|
 
*classname
 
*classname
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.
+
| An arbitrary creature classification. Can be set to anything, but the only existing use is GENERAL_POISON (used in syndromes). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.
 +
 
 +
|-
 +
| {{text anchor|CREATURE_SOLDIER_TILE}}
 +
| Creature
 +
| 'character' or tile number
 +
| Creatures active in their civilization's military will use this tile instead.
  
|-  
+
|-
| CREATURE_TILE  
+
| {{text anchor|CREATURE_TILE}}
 +
| Creature
 
| 'character' or tile number  
 
| 'character' or tile number  
 
| The symbol of the creature in ASCII mode.
 
| The symbol of the creature in ASCII mode.
  
|-  
+
|-
| CREPUSCULAR  
+
| {{text anchor|CREPUSCULAR}}
 +
| Caste
 
|   
 
|   
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL.  
+
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
  
|-  
+
|-
| CURIOUSBEAST_EATER  
+
| {{text anchor|CURIOUSBEAST_EATER}}
 +
| Caste
 
|   
 
|   
| Allows a creature to steal and eat edible items from you.  
+
| Allows a creature to steal and eat edible items from a site.  
  
|-  
+
|-
| CURIOUSBEAST_GUZZLER  
+
| {{text anchor|CURIOUSBEAST_GUZZLER}}
 +
| Caste
 
|   
 
|   
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.  
+
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.
  
|-  
+
|-
| CURIOUSBEAST_ITEM  
+
| {{text anchor|CURIOUSBEAST_ITEM}}
 +
| Caste
 
|   
 
|   
| Allows a creature to steal things (apparently the highest value it can find).  
+
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking.
  
|-  
+
|-
| CV_ADD_TAG  
+
| {{text anchor|CV_ADD_TAG}}
 +
| Special
 
|  
 
|  
 
*TAG NAME  
 
*TAG NAME  
 
| Adds a tag. Used in conjunction with creature variation templates.   
 
| Adds a tag. Used in conjunction with creature variation templates.   
  
|-  
+
|-
| CV_REMOVE_TAG  
+
| {{text anchor|CV_REMOVE_TAG}}
 +
| Special
 
|  
 
|  
 
*TAG NAME  
 
*TAG NAME  
 
| Removes a tag. Used in conjunction with creature variation templates.  
 
| Removes a tag. Used in conjunction with creature variation templates.  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==D==
 
==D==
Line 451: Line 539:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
  
|-  
+
|-
| DEMON
+
| {{text anchor|DEMON}}
 +
| Caste
 
|   
 
|   
| Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]]
+
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
  
|-  
+
|-
| DEMON_UNIQUE
+
| {{text anchor|DESCRIPTION}}
|
+
| Caste
| Typically found on genned [[demon]]s; sets the creature as capable of "emerging from the underworld" and taking over during worldgen.
 
 
 
|-
 
| DESCRIPTION
 
 
| text  
 
| text  
 
| A brief description of the creature type.
 
| A brief description of the creature type.
  
|-  
+
|-
| DIFFICULTY  
+
| {{text anchor|DIE_WHEN_VERMIN_BITE}}
 +
| Caste
 +
|
 +
| Dies upon attacking. Used for [[bee]] stings.
 +
 
 +
|-
 +
| {{text anchor|DIFFICULTY}}
 +
| Caste
 
| integer  
 
| integer  
| Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.  
+
| Increases experience gain during adventure mode.  
  
|-  
+
|-
| DIURNAL  
+
| {{text anchor|DIURNAL}}
 +
| Caste
 
|   
 
|   
| Sets if the creature is active in day.  
+
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.
  
|-  
+
|-
| DOES_NOT_EXIST  
+
| {{text anchor|DOES_NOT_EXIST}}
 +
| Creature
 
|   
 
|   
| Creature does not actually exist; used for fanciful creatures.
+
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.
  
|-  
+
|-
| DRAGONFIREBREATH  
+
| {{text anchor|DRAGONFIREBREATH}}
 +
| Caste
 
|   
 
|   
| Creature breathes fire in a cone.  
+
| Creature breathes fire in a cone.
 +
 
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==E==
 
==E==
Line 494: Line 595:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 +
|-
 +
| {{text anchor|EGG_MATERIAL}}
 +
| Caste
 +
|
 +
* [[material token]]
 +
*state (SOLID, LIQUID, or GAS)
 +
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
 +
 
 +
|-
 +
| {{text anchor|EGG_SIZE}}
 +
| Caste
 +
|
 +
*size
 +
| Determines the size of eggs.
  
 
|-
 
|-
| EQUIPMENT_WAGON  
+
| {{text anchor|EQUIPMENT_WAGON}}
 +
| Creature
 
|   
 
|   
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.  
+
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}}s and driven by a merchant.
  
|-  
+
|-
| EQUIPS  
+
| {{text anchor|EQUIPS}}
 +
| Caste
 
|   
 
|   
 
| Allows the creature to wear or wield items.
 
| Allows the creature to wear or wield items.
  
|-  
+
|-
| EVIL  
+
| {{text anchor|EVIL}}
 +
| Creature
 
|   
 
|   
| Determines whether creature can show up on "evil" maps
+
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures.
  
|-  
+
|-
| EXTRAVISION  
+
| {{text anchor|EXTRACT}}
 +
| Caste
 +
|
 +
* [[material token]]
 +
| Defines a creature extract which can be obtained via [[small animal dissection]].
 +
 
 +
|-
 +
| {{text anchor|EXTRAVISION}}
 +
| Caste
 
|   
 
|   
 
| Creature can see regardless of whether it has working eyes.  
 
| Creature can see regardless of whether it has working eyes.  
 
|}
 
|}
  
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==F==
 
==F==
Line 523: Line 654:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| FANCIFUL  
+
|-
 +
| {{text anchor|FANCIFUL}}
 +
| Creature
 
|   
 
|   
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.  
+
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}.
  
 
|-
 
|-
| FEATURE_ATTACK_GROUP
+
| {{text anchor|FEATURE_ATTACK_GROUP}}
 +
| Caste
 
|
 
|
| Found on subterranean animalmen.
+
| Found on subterranean animal-man tribals.
  
|-  
+
|-
| FEMALE  
+
| {{text anchor|FEATURE_BEAST}}
 +
| Caste
 +
|
 +
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
 +
 
 +
|-
 +
| {{text anchor|FEMALE}}
 +
| Caste
 
|   
 
|   
| all female
+
| The creature is female and can bear young. Usually determined inside a caste.
  
|-  
+
|-
| FIREBREATH  
+
| {{text anchor|FIREBREATH}}
 +
| Caste
 
|   
 
|   
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
+
| The creature breathes long range fireballs and has a short range cone shaped fire breath attack.
  
|-  
+
|-
| FIREIMMUNE  
+
| {{text anchor|FIREIMMUNE}}
 +
| Caste
 
|   
 
|   
| As of versionv0.28.181.40d, the FIREIMMUNE token had no effect on a creature's resistance to flame or heat. However, it did affect ability to swim in magma in adventure mode, as well as display of "You are caught in a pool of magma!" warning messages.  It is unknown if these effects persist in DF 2010.
+
| The creature is immune to {{token|FIREBREATH|c}}.
  
|-  
+
|-
| FIREIMMUNE_SUPER  
+
| {{text anchor|FIREIMMUNE_SUPER}}
 +
| Caste
 
|   
 
|   
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE.  
+
| The creature is immune to {{token|DRAGONFIREBREATH|c}}. Implies {{token|FIREIMMUNE|c}}.  
  
|-  
+
|-
| FISHITEM  
+
| {{text anchor|FISHITEM}}
 +
| Caste
 
|   
 
|   
 
| Needs to be cleaned at a fishery
 
| Needs to be cleaned at a fishery
  
|-  
+
|-
| FIXED_TEMP  
+
| {{text anchor|FIXED_TEMP}}
 +
| Caste
 
| temperature  
 
| temperature  
 
| The natural heat generated by the creature.
 
| The natural heat generated by the creature.
  
|-  
+
|-
| FLEEQUICK  
+
| {{text anchor|FLEEQUICK}}
 +
| Caste
 
|   
 
|   
| Determines how soon a creature flees in a losing battle.  
+
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
  
|-  
+
|-
| FLIER  
+
| {{text anchor|FLIER}}
 +
| Caste
 
|   
 
|   
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.  
+
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
  
|-  
+
|-
| FREQUENCY  
+
| {{text anchor|FREQUENCY}}
 +
| Creature
 
|
 
|
 
*number, max 100
 
*number, max 100
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].
+
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.
 +
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. Not to be confused with {{token|POP_RATIO|c}}.
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==G==
 
==G==
Line 586: Line 741:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| GENERAL_BABY_NAME  
+
|-
 +
| {{text anchor|GENERAL_BABY_NAME}}
 +
| Creature
 
| singular:plural  
 
| singular:plural  
| name at creature level
+
| BABYNAME applied regardless of caste.
  
|-  
+
|-
| GENERAL_CHILD_NAME  
+
| {{text anchor|GENERAL_CHILD_NAME}}
 +
| Creature
 
| singular:plural  
 
| singular:plural  
| name at creature level
+
| CHILDNAME applied regardless of caste.
  
|-  
+
|-
| GENERATED
+
| {{text anchor|GENERATED}}
 +
| Creature
 
|   
 
|   
| Found on generated creatures like [[Forgotten beast]]s and [[Demon]]s.
+
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.
  
|-  
+
|-
| GETS_INFECTIONS_FROM_ROT  
+
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}
 +
| Caste
 
|   
 
|   
| can be infected by rot
+
| Creature can get infections from necrotic tissue.
  
 
|-
 
|-
| GETS_WOUND_INFECTIONS  
+
| {{text anchor|GETS_WOUND_INFECTIONS}}
 +
| Caste
 
|   
 
|   
| can be infected from wounds
+
| This creature's wounds can become infected if left untreated for too long.
  
|-  
+
|-
| GLOWCOLOR  
+
| {{text anchor|GLOWCOLOR}}
 +
| Creature
 
|  
 
|  
 
*foreground
 
*foreground
 
*background
 
*background
 
*brightness  
 
*brightness  
| The colour of the GLOWTILE of the creature
+
| The colour of the creature's GLOWTILE.
  
|-  
+
|-
| GLOWTILE  
+
| {{text anchor|GLOWTILE}}
 +
| Creature
 
| ascii character  
 
| ascii character  
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect.  
+
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILEs into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.
 +
 
 +
|-
 +
| {{text anchor|GNAWER}}
 +
| Caste
 +
| verb
 +
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}
  
|-  
+
|-
| GNAWER
+
| {{text anchor|GO_TO_END}}
| verb (gnawed)
+
| Special
| The creature chews on food storage containers.  
+
|
 +
| When using tags from an existing creature, inserts new tags at the end of the creature.
  
|-  
+
|-
| GO_TO_END
+
| {{text anchor|GO_TO_START}}
 +
| Special
 
|   
 
|   
| uncertain use, definitely refers to Creature Variants template
+
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
  
|-  
+
|-
| GO_TO_START
+
| {{text anchor|GO_TO_TAG}}
 +
| Special
 
|   
 
|   
| uncertain use, definitely refers to Creature Variants template
+
| When using tags from an existing creature, inserts new tags after the specified tag.
  
|-  
+
|-
| GOOD  
+
| {{text anchor|GOOD}}
 +
| Creature
 
|   
 
|   
| Determines whether creature can show up on "good" maps
+
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Presumably has no effect on cavern creatures.
  
|-  
+
|-
| GRASSTRAMPLE  
+
| {{text anchor|GRASSTRAMPLE}}
 +
| Caste
 
| value  
 
| value  
| 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.
+
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.
 +
 
 +
|-
 +
| {{text anchor|GRAVITATE_BODY_SIZE}}
 +
| Caste
 +
| target value
 +
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.
  
 
|-
 
|-
| GRAVITATE_BODY_SIZE
+
| {{text anchor|GRAZER}}
|
+
| Caste
 
|
 
|
 +
*number
 +
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==H==
 
==H==
Line 661: Line 848:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| HAS_NERVES  
+
|-
 +
| {{text anchor|HABIT}}
 +
| Caste
 +
| type:probability
 +
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not {{token|SEMIMEGABEAST|c}}s, {{token|MEGABEAST|c}}s, or {{token|NIGHT_CREATURE_HUNTER|c}}s.
 +
 
 +
|-
 +
| {{text anchor|HABIT_NUM}}
 +
| Caste
 +
| number or TEST_ALL
 +
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".<sup>[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]</sup> All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
 +
 
 +
|-
 +
| {{text anchor|HAS_NERVES}}
 +
| Caste
 +
 +
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.
 +
 
 +
|-
 +
| {{text anchor|HASSHELL}}
 +
| Caste
 
|   
 
|   
| This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.
+
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
  
|-  
+
|-
| HEATDAM_POINT
+
| {{text anchor|HIVE_PRODUCT}}
| value
+
| Creature
| The maximum temperature limit before the creature will start recieving damage from heat.
+
|
 +
*number
 +
*[[time]]
 +
*[[item token]]s
 +
| What product is harvested from [[Beekeeping industry|beekeeping]].
  
|-  
+
|-
| HOMEOTHERM  
+
| {{text anchor|HOMEOTHERM}}
 +
| Caste
 
|   
 
|   
| Default 'NONE'. The creature's normal body temperature
+
| Default 'NONE'. The creature's normal body [[temperature]]
 +
 
 +
|-
 +
| {{text anchor|HUNTS_VERMIN}}
 +
| Caste
 +
|
 +
| Creature hunts and kills nearby vermin.
 +
 
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==I==
 
==I==
Line 683: Line 907:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-
 
| IF_EXISTS_SET_BOILING_POINT
 
| value
 
| The temperature at which the creature boils into goo.
 
  
|-  
+
|-
| IF_EXISTS_SET_MELTING_POINT
+
| {{text anchor|IMMOBILE_LAND}}
| value
+
| Caste
| The temperature at which the creature will melt into goo.
 
 
 
|-
 
| IGNITE_POINT
 
| value
 
| The temperature at which the creature will burst into flames
 
 
 
|-
 
| IMMOBILE_LAND
 
 
|   
 
|   
| The creature is immobile while on land  
+
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.
  
|-  
+
|-
| IMMOLATE  
+
| {{text anchor|IMMOLATE}}
 +
| Caste
 
|   
 
|   
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.  
+
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}
  
|-  
+
|-
| INSULATION
+
| {{text anchor|INTELLIGENT}}
| value
+
| Caste
| increases the insulation of a selected material
 
 
 
|-
 
| INTELLIGENT
 
 
|   
 
|   
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.
+
| Alias for [CAN_SPEAK] + [CAN_LEARN].
  
|-  
+
|-
| ITEMCORPSE  
+
| {{text anchor|ITEMCORPSE}}
 +
| Caste
 
|     
 
|     
* Item token
+
* [[item token]]
    * subtype
+
* [[material token]]
NO_SUBTYPE
+
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).
    * matgloss token
 
    * NO_RACEGLOSS
 
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 neccesary adjectives and material from that glossary.
 
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}
 
  
|-  
+
|-
| ITEMCORPSE_QUALITY  
+
| {{text anchor|ITEMCORPSE_QUALITY}}
 +
| Caste
 
|   
 
|   
 
| The quality of an item-type corpse left behind; 5 is masterpiece-level.  
 
| The quality of an item-type corpse left behind; 5 is masterpiece-level.  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==L==
 
==L==
Line 742: Line 952:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| LARGE_PREDATOR  
+
|-
 +
| {{text anchor|LAIR}}
 +
| Caste
 +
| type:probability
 +
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
 +
 
 +
|-
 +
| {{text anchor|LAIR_CHARACTERISTIC}}
 +
| Caste
 +
| characteristic:probability
 +
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
 +
 
 +
|-
 +
| {{text anchor|LAIR_HUNTER}}
 +
| Caste
 +
|
 +
| This creature will actively hunt adventurers in its lair.
 +
 
 +
|-
 +
| {{text anchor|LAIR_HUNTER_SPEECH}}
 +
| Caste
 +
| speech file
 +
| What this creature says while hunting adventurers in its lair.
 +
 
 +
|-
 +
| {{text anchor|LARGE_PREDATOR}}
 +
| Caste
 
|   
 
|   
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."  
+
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."  
  
|-  
+
|-
| LARGE_ROAMING  
+
| {{text anchor|LARGE_ROAMING}}
 +
| Creature
 
|   
 
|   
 
| In Fortress Mode, spawns outdoors and is not a vermin creature.  
 
| In Fortress Mode, spawns outdoors and is not a vermin creature.  
  
|-  
+
|-
| LIGAMENTS  
+
| {{text anchor|LAYS_EGGS}}
 +
| Caste
 +
|
 +
| Creature lays eggs instead of giving birth to live young.
 +
 
 +
|-
 +
| {{text anchor|LAYS_UNUSUAL_EGGS}}
 +
| Caste
 +
|
 +
* [[item token]]
 +
* [[material token]]
 +
| Creature lays a particular item instead of regular eggs.
 +
 
 +
|-
 +
| {{text anchor|LIGAMENTS}}
 +
| Caste
 
|  
 
|  
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
+
* [[material token]]
*selected material
 
 
*healing rate  
 
*healing rate  
| defines the qualities of ligaments"
+
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.
 +
 
  
|-  
+
|-
| LIGHT_GEN  
+
| {{text anchor|LIGHT_GEN}}
 +
| Caste
 
|   
 
|   
| The creature will generate light, such as in adventurer mode at night.  
+
| A vermin featuring this tag will remain visible to an adventurer, even at night (without being dimmed in color along with the surrounding terrain), and from a distance (even outside the current vision cone). Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.
  
|-  
+
|-
| LIKES_FIGHTING  
+
| {{text anchor|LIKES_FIGHTING}}
 +
| Caste
 
|   
 
|   
 
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
 
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
  
|-  
+
|-
| LISP  
+
| {{text anchor|LISP}}
|
+
| Caste
| Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."  
+
|  
 +
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
  
 
|-
 
|-
| LITTERSIZE
+
| {{text anchor|LITTERSIZE}}
 +
| Caste
 
|  
 
|  
* minumum
+
* minimum
 
* maximum
 
* maximum
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
+
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
  
|-  
+
|-
| LOCKPICKER  
+
| {{text anchor|LOCKPICKER}}
 +
| Caste
 
|   
 
|   
 
| Lets a creature open doors that are set to forbidden in Fortress Mode.
 
| Lets a creature open doors that are set to forbidden in Fortress Mode.
  
|-  
+
|-
| LOOSE_CLUSTERS  
+
| {{text anchor|LOOSE_CLUSTERS}}
 +
| Creature
 
|   
 
|   
 
| The creatures will scatter if they have this tag, or form tight packs if they don't.  
 
| The creatures will scatter if they have this tag, or form tight packs if they don't.  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==M==
 
==M==
Line 799: Line 1,062:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 +
|-
 +
| {{text anchor|MAGICAL}}
 +
| Caste
 +
 +
| Unknown.
  
|-  
+
|-
| MAGMA_VISION  
+
| {{text anchor|MAGMA_VISION}}
 +
| Caste
 
|   
 
|   
 
| Creature's able to see while covered in magma.  
 
| Creature's able to see while covered in magma.  
  
|-  
+
|-
| MALE  
+
| {{text anchor|MALE}}
 +
| Caste
 
|   
 
|   
| all male
+
| The creature is male. Usually declared inside a caste.
  
 
|-  
 
|-  
| MANNERISM_??
+
| {{text anchor|MANNERISM|MANNERISM_*}}
 +
| Caste
 
|  
 
|  
*occassionally body part  
+
*occasionally body part  
 
| Adds a possible mannerism to the creature's profile.
 
| Adds a possible mannerism to the creature's profile.
Refer to {{L|Creature Token Mannerisms|Mannerisms}}
+
See [[Creature mannerism token]] for further info.
  
 
|-
 
|-
| MATERIAL
+
| {{text anchor|MATERIAL}}
 +
| Creature
 
|
 
|
 
*material id
 
*material id
 
| Begins defining a new material.{{verify}}
 
| Begins defining a new material.{{verify}}
  
|-  
+
|-
| MATERIAL_BREATH_ATTACK  
+
| {{text anchor|MATERIAL_BREATH_ATTACK}}
 +
| Caste
 +
 +
* [[material token]]
 +
* breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)
 +
| Creates an attack referencing a material, using a given type of breath attack.
 +
 
 +
|-
 +
| {{text anchor|MATUTINAL}}
 +
| Caste
 
|  
 
|  
*MATERIAL TYPE (TISSUE, INORGANIC)
+
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
*MATERIAL NAME
 
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)  
 
| Creates an attack referencing a material, using a given type of breath attack.
 
  
|-  
+
|-
| MAXAGE  
+
| {{text anchor|MAXAGE}}
 +
| Caste
 
| min:max  
 
| min:max  
| range of time in which death from old age may occur
+
| Possible values for a creature's maximum age, beyond which death from old age will occur. Every creature's maximum age is determined when it is created.
  
|-  
+
|-
| MEANDERER  
+
| {{text anchor|MEANDERER}}
 +
| Caste
 
|   
 
|   
 
| Gives a creature random movement.  
 
| Gives a creature random movement.  
  
|-  
+
|-
| MEGABEAST  
+
| {{text anchor|MEGABEAST}}
 +
| Caste
 
|   
 
|   
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped
+
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.
  
 
|-
 
|-
|MENT_ATT_CAP_PERC
+
| {{text anchor|MENT_ATT_CAP_PERC}}
 +
| Caste
 
|
 
|
*ATTRIBUTE Token
+
*[[Attribute|ATTRIBUTE]] Token
 
*Cap %
 
*Cap %
 
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
 
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
  
|-  
+
|-
| MENT_ATT_RANGE  
+
| {{text anchor|MENT_ATT_RANGE}}
|  
+
| Caste
*ATTRIBUTE
+
|
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.
+
*[[Attribute|ATTRIBUTE]]
 +
*lowest:lower:low:median:high:higher:highest  
 +
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
  
|-  
+
|-
| MENT_ATT_RATES
+
| {{text anchor|MENT_ATT_RATES}}
 +
| Caste
 
|  
 
|  
*ATTRIBUTE Token
+
*[[Attribute|ATTRIBUTE]] Token
 
*cost to improve
 
*cost to improve
 
*unused counter rate
 
*unused counter rate
 
*rust counter rate
 
*rust counter rate
 
*demotion counter rate
 
*demotion counter rate
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.
+
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
  
|-  
+
|-
| MILKABLE  
+
| {{text anchor|MILKABLE}}
 +
| Caste
 
|  
 
|  
*LOCAL_CREATURE_MAT:MILK:amount
+
* [[material token]]
| Allows the creature to be milked.  
+
* frequency
 +
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to "recharge".  
  
|-  
+
|-
| MISCHIEVIOUS  
+
| {{text anchor|MISCHIEVIOUS}}
 +
| Caste
 
|   
 
|   
| Will pull any levers it comes across (requires confirmation). "They go on little missions to mess with various fortress buildings, not just levers."  
+
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."  
  
|-  
+
|-
| MOUNT
+
| {{text anchor|MODVALUE}}
 +
| Caste
 
|   
 
|   
| Creature may be used as a mount
+
| Seemingly no longer used.
  
|-  
+
|-
| MOUNT_EXOTIC
+
| {{text anchor|MOUNT}}
 +
| Caste
 
|   
 
|   
| You need the Dungeon master noble to mount the creature.  
+
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.
  
|-  
+
|-
| MULTIPLE_LITTER_RARE
+
| {{text anchor|MOUNT_EXOTIC}}
 +
| Caste
 
|   
 
|   
| Makes litters with more than one offspring rare.  
+
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.
  
|-  
+
|-
| MULTIPLY_VALUE
+
| {{text anchor|MULTIPLE_LITTER_RARE}}
|  
+
| Caste
*Multiplier
+
| multiplies value of materials
+
| Makes litters with more than one offspring rare, only happening with a 1/500 chance. To ensure larger littlers, use {{token|LITTERSIZE|c}}.
  
|-  
+
|-
| MUNDANE  
+
| {{text anchor|MUNDANE}}
 +
| Creature
 
|   
 
|   
| Marks if the creature is an actual real-life creature. Only used for age-names at present.  
+
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the {{token|AT_PEACE_WITH_WILDLIFE|c}} token.
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==N==
 
==N==
Line 913: Line 1,211:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| NAME  
+
|-
 +
| {{text anchor|NAME}}
 +
| Creature
 
| singular:plural:adjective  
 
| singular:plural:adjective  
| What the creature is actually called in game.
+
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.
  
|-  
+
|-
| NATURAL  
+
| {{text anchor|NATURAL}}
 +
| Caste
 
|   
 
|   
| Animal is considered to be natural.
+
| Animal is considered to be natural. Seems to be the default option and opposite to {{token|FANCIFUL|c}}.
 +
 
 +
|-
 +
| {{text anchor|NATURAL_SKILL}}
 +
| Caste
 +
| [[Skill_token|Skill token]]:value
 +
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires {{token|CAN_LEARN|c}}.
 +
 
 +
|-
 +
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}
 +
| Caste
 +
|
 +
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.
 +
 
 +
|-
 +
| {{text anchor|NIGHT_CREATURE_HUNTER}}
 +
| Caste
 +
|
 +
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).  The creature will settle in a lair and go on rampages during worldgen.  If this creature has {{token|SPOUSE_CONVERTER|c}}, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).
  
|-  
+
|-
| NO_AUTUMN
+
| {{text anchor|NO_AUTUMN}}
 +
| Caste
 
|   
 
|   
| does not appear this season.
+
| This creature caste does not appear in [[Calendar|autumn]].
  
|-  
+
|-
| NO_DIZZINESS  
+
| {{text anchor|NO_DIZZINESS}}
 +
| Caste
 
|   
 
|   
| Creature cannot become dizzy
+
| Creature cannot become dizzy.
  
|-  
+
|-
| NO_DRINK  
+
| {{text anchor|NO_DRINK}}
 +
| Caste
 
|   
 
|   
 
| Creature does not need to drink.  
 
| Creature does not need to drink.  
  
|-  
+
|-
| NO_EAT  
+
| {{text anchor|NO_EAT}}
 +
| Caste
 
|   
 
|   
 
| Creature does not need to eat.  
 
| Creature does not need to eat.  
  
|-  
+
|-
| NO_FEVERS  
+
| {{text anchor|NO_FEVERS}}
 +</