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Difference between revisions of "v0.31:Creature token"
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− | {{ | + | {{Quality|Superior|19:06, 26 August 2014 (UTC)}} |
+ | {{av}} | ||
− | + | A full list of all known creature tokens. | |
__NOTOC__ | __NOTOC__ | ||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==A== | ==A== | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |
− | | 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 | ||
| | | | ||
− | | | + | | 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 | + | | 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. | + | | 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}}. |
|- | |- | ||
− | | | + | | {{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 | ||
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| creates a noun for the appearance and whether it is singular or plural | | creates a noun for the appearance and whether it is singular or plural | ||
− | |- | + | |- |
− | | APP_MOD_RATE | + | | {{text anchor|APP_MOD_RATE}} |
+ | | Caste | ||
| | | | ||
*Rate (integer) | *Rate (integer) | ||
*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 | + | | Loads the Creature Variation Template specified. |
− | |- | + | |- |
− | | APPLY_CURRENT_CREATURE_VARIATION | + | | {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}} |
+ | | Special | ||
| | | | ||
− | | Applies loaded | + | | Applies loaded Creature Variation |
− | |- | + | |- |
− | | AQUATIC | + | | {{text anchor|AQUATIC}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Creature can breathe in water, but air-drowns on dry land. |
− | |- | + | |- |
− | | ARENA_RESTRICTED | + | | {{text anchor|ARENA_RESTRICTED}} |
+ | | Caste | ||
| | | | ||
− | | Does not appear in arena mode list | + | | Does not appear in arena mode list. |
+ | |||
+ | |- | ||
+ | | {{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 | ||
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*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) | ||
− | |- | + | |- |
− | | | + | | {{text anchor|ATTACK_TRIGGER}} |
− | | | + | | Caste |
− | + | | pop:exported wealth:created wealth | |
− | | | + | | Specifies when a [[megabeast]] will attack the fortress. |
− | | | + | |} |
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− | + | <div align="center"> | |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==B== | ==B== | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |
− | | BABY | + | |- |
+ | | {{text anchor|BABY}} | ||
+ | | Caste | ||
| integer | | integer | ||
− | | | + | | Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage. |
− | |- | + | |- |
− | | 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 | ||
| | | | ||
− | | | + | | [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. |
− | |- | + | |- |
− | | BENIGN | + | | {{text anchor|BENIGN}} |
+ | | Caste | ||
| | | | ||
− | | | + | | The creature is non-aggressive by default, but may lash out if agitated or disturbed. |
− | |- | + | |- |
− | | BIOME | + | | {{text anchor|BIOME}} |
+ | | Creature | ||
| | | | ||
− | * biome token | + | * [[biome token]] |
− | | Select a | + | | Select a [[Biome]] the creature may appear in. |
− | |- | + | |- |
− | | BLOOD | + | | {{text anchor|BLOOD}} |
+ | | Caste | ||
| | | | ||
− | * | + | * [[material token]] |
− | + | *matter state (LIQUID, GAS, SOLID) | |
− | *matter state (LIQUID, GAS, | + | | 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 | + | *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 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 | + | | 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 | ||
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| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT) | | sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT) | ||
− | |- | + | |- |
− | | BUILDINGDESTROYER | + | | {{text anchor|BUILDINGDESTROYER}} |
+ | | Caste | ||
| 1 or 2 | | 1 or 2 | ||
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. | | Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. | ||
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==C== | ==C== | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |
− | | CAN_LEARN | + | |- |
+ | | {{text anchor|CAN_LEARN}} | ||
+ | | Caste | ||
| | | | ||
− | | | + | | The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start. |
− | |- | + | |- |
− | | CAN_SPEAK | + | | {{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. |
|- | |- | ||
− | | CASTE_ALTTILE | + | | {{text anchor|CASTE_ALTTILE}} |
+ | | Caste | ||
| | | | ||
*tile number or "letter" | *tile number or "letter" | ||
− | | Caste-specific | + | | Caste-specific {{token|ALT_TILE|c}}. Requires {{token|CASTE_TILE|c}}. |
|- | |- | ||
− | | CASTE_COLOR | + | | {{text anchor|CASTE_COLOR}} |
+ | | Caste | ||
| | | | ||
*fg | *fg | ||
*bg | *bg | ||
*brightness | *brightness | ||
− | | | + | | Caste-specific {{token|COLOR|c}}. |
|- | |- | ||
− | | CASTE_GLOWCOLOR | + | | {{text anchor|CASTE_GLOWCOLOR}} |
+ | | Caste | ||
| | | | ||
*fg | *fg | ||
*bg | *bg | ||
*brightness | *brightness | ||
− | | | + | | Caste-specific {{token|GLOWCOLOR|c}}. |
|- | |- | ||
− | | CASTE_GLOWTILE | + | | {{text anchor|CASTE_GLOWTILE}} |
+ | | Caste | ||
| | | | ||
*tile value or "letter" | *tile value or "letter" | ||
− | | Caste-specific | + | | Caste-specific {{token|GLOWTILE|c}}. |
− | |- | + | |- |
− | | CASTE_NAME | + | | {{text anchor|CASTE_NAME}} |
+ | | Caste | ||
| singular:plural:adjective | | singular:plural:adjective | ||
− | | | + | | Caste-specific {{token|NAME|c}}. |
− | |- | + | |- |
− | | CASTE_PROFESSION_NAME | + | | {{text anchor|CASTE_PROFESSION_NAME}} |
+ | | Caste | ||
| | | | ||
− | *Profession | + | *[[Unit type token]] (Profession) |
*singular | *singular | ||
*plural | *plural | ||
− | | | + | | 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 |
− | | | + | | speech file |
+ | | Caste-specific {{token|SPEECH|c}}. | ||
|- | |- | ||
− | | CASTE_TILE | + | | {{text anchor|CASTE_TILE}} |
+ | | Caste | ||
| | | | ||
* tile number or "letter" | * tile number or "letter" | ||
− | | Caste-specific | + | | Caste-specific {{token|CREATURE_TILE|c}}. |
− | |- | + | |- |
− | | CAVE_ADAPT | + | | {{text anchor|CAVE_ADAPT}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Causes the creature to develop [[Cave adaptation]]. |
− | |- | + | |- |
− | | | + | | {{text anchor|CHANGE_BODY_SIZE_PERC}} |
− | | | + | | Caste |
− | + | | integer | |
− | + | | Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles. | |
− | |||
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|- | |- | ||
− | | | + | | {{text anchor|CHILD}} |
− | | | + | | Caste |
− | | | ||
− | |||
− | |||
− | |||
| 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. |
− | |- | + | |- |
− | | | + | | {{text anchor|CHILDNAME}} |
− | | | + | | Caste |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
| 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 | ||
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e.g. [CLUSTER_NUMBER:1:3] | e.g. [CLUSTER_NUMBER:1:3] | ||
− | |- | + | |- |
− | | | + | | {{text anchor|CLUTCH_SIZE}} |
− | | | + | | Caste |
− | | | + | | |
+ | *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 | + | | Color of the creature's tile. See [[Color]] for usage. |
− | |- | + | |- |
− | | COMMON_DOMESTIC | + | | {{text anchor|COMMON_DOMESTIC}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without {{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 | + | | 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. | ||
− | |- | + | |- |
− | | | + | | {{text anchor|CREATURE_CLASS}} |
− | | | + | | Caste |
− | |||
− | |||
− | |||
− | | | ||
| | | | ||
*classname | *classname | ||
− | | | + | | 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 | ||
| | | | ||
− | | | + | | 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 | + | | 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=" | + | ! width="50%" | Description |
− | |- | + | |- |
− | | DEMON | + | | {{text anchor|DEMON}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Found on generated [[demon]]s. Cannot be specified in user-defined raws. |
− | |- | + | |- |
− | | | + | | {{text anchor|DESCRIPTION}} |
− | | | + | | Caste |
− | |||
− | |||
− | |||
− | | | ||
| 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 | ||
− | | | + | | Increases experience gain during adventure mode. |
− | |- | + | |- |
− | | DIURNAL | + | | {{text anchor|DIURNAL}} |
+ | | Caste | ||
| | | | ||
− | | | + | | When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode. |
− | |- | + | |- |
− | | 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=" | + | ! 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 | ||
| | | | ||
− | | | + | | 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 | ||
| | | | ||
− | | | + | | 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=" | + | ! width="50%" | Description |
− | |- | + | |
− | | FANCIFUL | + | |- |
+ | | {{text anchor|FANCIFUL}} | ||
+ | | Creature | ||
| | | | ||
− | | | + | | The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}. |
|- | |- | ||
− | | FEATURE_ATTACK_GROUP | + | | {{text anchor|FEATURE_ATTACK_GROUP}} |
+ | | Caste | ||
| | | | ||
− | | Found on subterranean | + | | Found on subterranean animal-man tribals. |
− | |- | + | |- |
− | | FEMALE | + | | {{text anchor|FEATURE_BEAST}} |
+ | | Caste | ||
+ | | | ||
+ | | Found on [[forgotten beast]]s. Cannot be specified in user-defined raws. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|FEMALE}} | ||
+ | | Caste | ||
| | | | ||
− | | | + | | The creature is female and can bear young. Usually determined inside a caste. |
− | |- | + | |- |
− | | FIREBREATH | + | | {{text anchor|FIREBREATH}} |
+ | | Caste | ||
| | | | ||
− | | The creature breathes | + | | The creature breathes long range fireballs and has a short range cone shaped fire breath attack. |
− | |- | + | |- |
− | | FIREIMMUNE | + | | {{text anchor|FIREIMMUNE}} |
+ | | Caste | ||
| | | | ||
− | | | + | | The creature is immune to {{token|FIREBREATH|c}}. |
− | |- | + | |- |
− | | FIREIMMUNE_SUPER | + | | {{text anchor|FIREIMMUNE_SUPER}} |
+ | | Caste | ||
| | | | ||
− | | The creature is immune to DRAGONFIREBREATH. | + | | 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. | + | | Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. |
− | |- | + | |- |
− | | FREQUENCY | + | | {{text anchor|FREQUENCY}} |
+ | | Creature | ||
| | | | ||
*number, max 100 | *number, max 100 | ||
− | | Determines the | + | | Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. 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=" | + | ! width="50%" | Description |
− | |- | + | |
− | | GENERAL_BABY_NAME | + | |- |
+ | | {{text anchor|GENERAL_BABY_NAME}} | ||
+ | | Creature | ||
| singular:plural | | singular:plural | ||
− | | | + | | BABYNAME applied regardless of caste. |
− | |- | + | |- |
− | | GENERAL_CHILD_NAME | + | | {{text anchor|GENERAL_CHILD_NAME}} |
+ | | Creature | ||
| singular:plural | | singular:plural | ||
− | | | + | | CHILDNAME applied regardless of caste. |
− | |- | + | |- |
− | | GENERATED | + | | {{text anchor|GENERATED}} |
+ | | Creature | ||
| | | | ||
− | | Found on generated creatures like [[Forgotten beast]]s and [[ | + | | 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 | + | | Creature can get infections from necrotic tissue. |
|- | |- | ||
− | | GETS_WOUND_INFECTIONS | + | | {{text anchor|GETS_WOUND_INFECTIONS}} |
+ | | Caste | ||
| | | | ||
− | | can | + | | This creature's wounds can become infected if left untreated for too long. |
− | |- | + | |- |
− | | GLOWCOLOR | + | | {{text anchor|GLOWCOLOR}} |
+ | | Creature | ||
| | | | ||
*foreground | *foreground | ||
*background | *background | ||
*brightness | *brightness | ||
− | | The colour of the GLOWTILE | + | | The colour of the creature's GLOWTILE. |
− | |- | + | |- |
− | | GLOWTILE | + | | {{text anchor|GLOWTILE}} |
+ | | Creature | ||
| ascii character | | ascii character | ||
− | | If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. | + | | 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}} | ||
− | |- | + | |- |
− | | | + | | {{text anchor|GO_TO_END}} |
− | | | + | | Special |
− | | | + | | |
+ | | When using tags from an existing creature, inserts new tags at the end of the creature. | ||
− | |- | + | |- |
− | | | + | | {{text anchor|GO_TO_START}} |
+ | | Special | ||
| | | | ||
− | | | + | | When using tags from an existing creature, inserts new tags at the beginning of the creature. |
− | |- | + | |- |
− | | | + | | {{text anchor|GO_TO_TAG}} |
+ | | Special | ||
| | | | ||
− | | | + | | When using tags from an existing creature, inserts new tags after the specified tag. |
− | |- | + | |- |
− | | GOOD | + | | {{text anchor|GOOD}} |
+ | | Creature | ||
| | | | ||
− | | | + | | Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Presumably has no effect on cavern creatures. |
− | |- | + | |- |
− | | GRASSTRAMPLE | + | | {{text anchor|GRASSTRAMPLE}} |
+ | | Caste | ||
| value | | value | ||
− | | | + | | The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5. |
+ | |||
+ | |- | ||
+ | | {{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. | ||
|- | |- | ||
− | | | + | | {{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== | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |
− | | 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 | ||
| | | | ||
− | | | + | | The creature has a shell. Seemingly no longer used - holdover from previous versions. |
− | |- | + | |- |
− | | | + | | {{text anchor|HIVE_PRODUCT}} |
− | | | + | | Creature |
− | | | + | | |
+ | *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=" | + | ! width="50%" | Description |
− | |||
− | |||
− | |||
− | |||
− | |- | + | |- |
− | | | + | | {{text anchor|IMMOBILE_LAND}} |
− | | | + | | Caste |
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | | 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 | ||
| | | | ||
− | | | + | | 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}} |
− | |- | + | |- |
− | | | + | | {{text anchor|INTELLIGENT}} |
− | | | + | | Caste |
− | |||
− | |||
− | |||
− | | | ||
| | | | ||
− | | | + | | Alias for [CAN_SPEAK] + [CAN_LEARN]. |
− | |- | + | |- |
− | | ITEMCORPSE | + | | {{text anchor|ITEMCORPSE}} |
+ | | Caste | ||
| | | | ||
− | * | + | * [[item token]] |
− | + | * [[material token]] | |
− | + | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.). | |
− | |||
− | |||
− | |||
− | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc | ||
− | |||
− | |- | + | |- |
− | | ITEMCORPSE_QUALITY | + | | {{text anchor|ITEMCORPSE_QUALITY}} |
+ | | Caste | ||
| | | | ||
| The quality of an item-type corpse left behind; 5 is masterpiece-level. | | The quality of an item-type corpse left behind; 5 is masterpiece-level. | ||
|} | |} | ||
+ | |||
+ | <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=" | + | ! 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 | ||
| | | | ||
− | * | + | * [[material token]] |
− | |||
*healing rate | *healing rate | ||
− | | | + | | Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb. |
+ | |||
− | |- | + | |- |
− | | LIGHT_GEN | + | | {{text anchor|LIGHT_GEN}} |
+ | | Caste | ||
| | | | ||
− | | | + | | A vermin featuring this tag will remain visible to an adventurer, even at night (without being dimmed in color along with the surrounding terrain), and from a distance (even outside the current vision cone). Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode. |
− | |- | + | |- |
− | | LIKES_FIGHTING | + | | {{text anchor|LIKES_FIGHTING}} |
+ | | Caste | ||
| | | | ||
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. | | The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. | ||
− | |- | + | |- |
− | | LISP | + | | {{text anchor|LISP}} |
− | | | + | | Caste |
− | | Creature multiplies 'S' when talking | + | | |
+ | | Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.") | ||
|- | |- | ||
− | | LITTERSIZE | + | | {{text anchor|LITTERSIZE}} |
+ | | Caste | ||
| | | | ||
− | * | + | * minimum |
* maximum | * maximum | ||
− | | Determines the | + | | Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2] |
− | |- | + | |- |
− | | LOCKPICKER | + | | {{text anchor|LOCKPICKER}} |
+ | | Caste | ||
| | | | ||
| Lets a creature open doors that are set to forbidden in Fortress Mode. | | Lets a creature open doors that are set to forbidden in Fortress Mode. | ||
− | |- | + | |- |
− | | LOOSE_CLUSTERS | + | | {{text anchor|LOOSE_CLUSTERS}} |
+ | | Creature | ||
| | | | ||
| The creatures will scatter if they have this tag, or form tight packs if they don't. | | The creatures will scatter if they have this tag, or form tight packs if they don't. | ||
|} | |} | ||
+ | |||
+ | <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=" | + | ! 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 | ||
| | | | ||
− | | | + | | The creature is male. Usually declared inside a caste. |
|- | |- | ||
− | | MANNERISM_ | + | | {{text anchor|MANNERISM|MANNERISM_*}} |
+ | | Caste | ||
| | | | ||
− | * | + | *occasionally body part |
| Adds a possible mannerism to the creature's profile. | | Adds a possible mannerism to the creature's profile. | ||
− | + | See [[Creature mannerism token]] for further info. | |
|- | |- | ||
− | | MATERIAL | + | | {{text anchor|MATERIAL}} |
+ | | Creature | ||
| | | | ||
*material id | *material id | ||
| Begins defining a new material.{{verify}} | | Begins defining a new material.{{verify}} | ||
− | |- | + | |- |
− | | 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 | ||
| | | | ||
− | + | | When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode. | |
− | |||
− | |||
− | |||
− | |- | + | |- |
− | | MAXAGE | + | | {{text anchor|MAXAGE}} |
+ | | Caste | ||
| min:max | | min:max | ||
− | | | + | | 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 | ||
| | | | ||
− | | | + | | 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 | | + | *[[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 | ||
− | | | + | | Mental attribute gain/decay rates. Defaults are 500:4:5:4. |
− | |- | + | |- |
− | | MILKABLE | + | | {{text anchor|MILKABLE}} |
+ | | Caste | ||
| | | | ||
− | * | + | * [[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 | + | | 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." |
− | |- | + | |- |
− | | | + | | {{text anchor|MODVALUE}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Seemingly no longer used. |
− | |- | + | |- |
− | | | + | | {{text anchor|MOUNT}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry. |
− | |- | + | |- |
− | | | + | | {{text anchor|MOUNT_EXOTIC}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions. |
− | |- | + | |- |
− | | | + | | {{text anchor|MULTIPLE_LITTER_RARE}} |
− | | | + | | Caste |
− | + | | | |
− | | | + | | 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== | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |
− | | NAME | + | |- |
+ | | {{text anchor|NAME}} | ||
+ | | Creature | ||
| singular:plural:adjective | | singular:plural:adjective | ||
− | | | + | | The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{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 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}} |
+ |