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

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{{av}}{{Quality|Exceptional}}
+
{{Quality|Superior|19:06, 26 August 2014 (UTC)}}
 +
{{av}}
  
Tentative at best in some cases.
+
A full list of all known creature tokens.
  
 
__NOTOC__
 
__NOTOC__
Line 15: Line 16:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
 +
|-
 +
| ADOPTS_OWNER
 +
|
 +
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}
 +
 
|-  
 
|-  
 
| ALCOHOL_DEPENDENT  
 
| ALCOHOL_DEPENDENT  
Line 23: Line 30:
 
| ALL_ACTIVE  
 
| ALL_ACTIVE  
 
|   
 
|   
| 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}}.
  
 
|-  
 
|-  
Line 33: Line 40:
 
| AMBUSHPREDATOR  
 
| AMBUSHPREDATOR  
 
|   
 
|   
| Makes the creature start out hidden. Used by {{L|giant cave spider}}s. May make {{L|web}}s hidden too.
+
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}
  
 
|-  
 
|-  
 
| AMPHIBIOUS  
 
| AMPHIBIOUS  
 
|   
 
|   
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].
+
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].
 +
 
 +
|-
 +
| APP_MOD_DESC_RANGE
 +
|
 +
*Range
 +
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
  
 
|-
 
|-
 
| APP_MOD_GENETIC_MODEL
 
| APP_MOD_GENETIC_MODEL
 
|
 
|
|
+
*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.
  
 
|-
 
|-
Line 82: Line 96:
 
| AQUATIC  
 
| AQUATIC  
 
|   
 
|   
| Allows a creature to breathe underwater, but causes it to "drown" out of {{L| water}}.  
+
| Allows a creature to breathe underwater, but causes it to "drown" out of [[water]].  
  
 
|-  
 
|-  
Line 88: Line 102:
 
|   
 
|   
 
| Does not appear in arena mode list
 
| Does not appear in arena mode list
 +
 +
|-
 +
| ARTIFICIAL_HIVEABLE
 +
|
 +
| Can be kept in artificial hives by beekeepers.
 +
 +
|-
 +
| AT_PEACE_WITH_WILDLIFE
 +
|
 +
| Does not attack or frighten wildlife.
  
 
|-  
 
|-  
Line 96: Line 120:
 
*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 />
 
'''Example:'''<br />
 
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br />
 
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br />
Line 103: Line 127:
  
 
|-  
 
|-  
| ATTACK_CONTACT_PERC
+
| ATTACK_TRIGGER
|  
+
| pop:exported wealth:created wealth
*% value
+
| Specifies when a [[megabeast]] will attack the fortress.
| amount of available tissue used in attack
 
  
|-
+
|}
| 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.
 
  
|-  
+
<div align="center">
| ATTACK_FLAG_EDGE
+
{{alphabetical TOC}}
|   
+
</div>
| attack type
+
 
 +
==B==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
|-  
 +
| BABY
 +
| 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
 +
| singular:plural
 +
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
 +
 
 +
|-
 +
| BEACH_FREQUENCY
 +
|   
 +
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.
  
 
|-  
 
|-  
| ATTACK_FLAG_WITH
+
| BENIGN
 
|   
 
|   
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
+
| Determines whether creature can show up on "tame" maps (includes [[elephant]]s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).  
  
 
|-  
 
|-  
| ATTACK_PENETRATION_PERC
+
| BIOME
 
|  
 
|  
*% value
+
* [[biome token]]
| probably amount of material that makes contact when penetration is done
+
| Select a [[Biome]] the creature may appear in.
  
 
|-  
 
|-  
| ATTACK_PRIORITY
+
| BLOOD
 
|  
 
|  
*MAIN or SECOND
+
* [[material token]]
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
+
*matter state (LIQUID, GAS, SOLID)
 +
| Specifies what the creature's blood is made of.
  
 
|-  
 
|-  
| ATTACK_SKILL
+
| BODY
 +
| body parts
 +
| 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. Thats all a maggot needs.
 +
 
 +
|-
 +
| BODY_APPEARANCE_MODIFIER
 
|  
 
|  
*skill used ({{L|Skill tokens}})
+
*ATTRIBUTE
| defines the attack skill used
+
*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 BODY_SIZE 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.
  
 
|-  
 
|-  
| ATTACK_TRIGGER
+
| BODY_DETAIL_PLAN
| pop:exported wealth:created wealth{{verify}}
+
| PlanName, PlanName:type:type:type:etc
| stages when a megabeast will attack a site
+
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
 +
'''Example:'''<br />
 +
[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]''
  
 
|-  
 
|-  
| ATTACK_VERB
+
| BODY_SIZE
| 2nd person:3rd person
+
| years:days:size
| descriptive text for the attack
+
| sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.
 +
'''Example:'''<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 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg
 +
 
 +
|-
 +
| BODYGLOSS
 +
| gloss
 +
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
 +
 
 +
|-
 +
| BONECARN
 +
 +
| Creature eats bones. Implies CARNIVORE. Civilized creatures (e.g. Kobolds) with this tag tend to die out during world generation.
 +
 
 +
|-
 +
| BP_APPEARANCE_MODIFIER
 +
|
 +
*QUALITY
 +
*lowest:lower:low:median:high:higher:highest
 +
| 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
 +
| 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.
 
|}
 
|}
  
Line 157: Line 242:
 
</div>
 
</div>
  
==B==
+
==C==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 163: Line 248:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
 
|-  
 
|-  
| BABY
+
| CAN_LEARN
| integer
+
|
| age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
+
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.
  
 
|-  
 
|-  
| BABYNAME
+
| CAN_SPEAK
| singular:plural
+
|
| name at caste level
+
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}
  
 
|-  
 
|-  
| BEACH_FREQUENCY
+
| CANNOT_UNDEAD
 
|   
 
|   
| {{L|Whale}}s and {{L|Sea nettle jellyfish|jellyfish}} have this. Controls the beaching frequency of the creature.  
+
| Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.
  
 
|-  
 
|-  
| BENIGN
+
| CANOPENDOORS
 
|   
 
|   
| Determines whether creature can show up on "tame" maps (includes {{L|elephants}}), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).  
+
| Allows the creature to open doors.  
  
 
|-  
 
|-  
| BIOME
+
| CARNIVORE
|  
+
|
* biome token
+
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.
| Select a {{L|Biome}} the creature may appear in.
 
  
 
|-  
 
|-  
| BLOOD, PUS, OTHER MATERIAL state definition
+
| CASTE
 
|  
 
|  
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
+
*name
*selected material
+
| defines a caste
*matter state (LIQUID, GAS, ALL_SOLID)
 
| Controls bleeding behaviour
 
  
|-  
+
|-
| BODY
+
| CASTE_ALTTILE
| body parts
+
|
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
+
*tile number or "letter"
'''Example:'''<br />
+
| Caste-specific alternate tile. Expects CASTE_TILE
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
+
 
This is the body from a {{L|Purring maggot}}. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.
+
|-
 +
| CASTE_COLOR
 +
|
 +
*fg
 +
*bg
 +
*brightness
 +
| Creature tile color of the caste.
  
|-  
+
|-
| BODY_APPEARANCE_MODIFIER
+
| CASTE_GLOWCOLOR
|  
+
|
*ATTRIBUTE
+
*fg
*lowest:lower:low:median:high:higher:highest
+
*bg
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
+
*brightness
'''Example:'''<br />
+
| GLOWTILE color of the caste.
[BODY_APPEARANCE_MODIFIER:LENGTH: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
+
| CASTE_GLOWTILE
| PlanName, PlanName:type:type:type:etc
+
|
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
+
*tile value or "letter"
'''Example:'''<br />
+
| Caste-specific glowtile
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
 
This creates the detailed body of a {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
 
A {{L|Purring maggot|maggot}} would only need:<br />
 
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''
 
  
 
|-  
 
|-  
| BODY_SIZE
+
| CASTE_NAME
| years:days:size
+
| singular:plural:adjective
| sets up size at a given time. Size is roughly equal to the creature's average weight in grams.
+
| The name of the caste of the creature in the game.
'''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 {{L|minotaur}}. His birth size would be 10000 (~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg
 
  
 
|-  
 
|-  
| BODYGLOSS
+
| CASTE_PROFESSION_NAME
| gloss
+
|  
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
+
*[[Unit type token]] (Profession)
 +
*singular
 +
*plural
 +
| alters the name of the given profession, caste-specific
 +
 
 +
|-
 +
| CASTE_SOLDIER_ALTTILE
 +
| 'character' or tile number
 +
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.
 +
 
 +
|-
 +
| CASTE_SOLDIER_TILE
 +
| 'character' or tile number
 +
| Creatures of this caste active in their civilization's military will use this tile instead.
  
 
|-  
 
|-  
| BONECARN
+
| CASTE_SPEECH
|
+
| speech file?
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE.
+
| Possibly a caste-specific instance of the SPEECH token
  
|-  
+
|-
| BP_APPEARANCE_MODIFIER
+
| CASTE_TILE
|  
+
|
*QUALITY
+
* tile number or "letter"
*lowest:lower:low:median:high:higher:highest
+
| Caste-specific creature tile.
| 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
+
| CAVE_ADAPT
| 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.  
+
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
|}
 
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| CHANGE_BODY_SIZE_PERC
</div>
+
|
 
+
|
==C==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
  
 
|-  
 
|-  
| CAN_LEARN
+
| CHILD
|
+
| integer
| Probably means the creature gets skills and professions. Not recommended for uncivilized monsters.
+
| 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.
  
 
|-  
 
|-  
| CAN_SPEAK
+
| CHILDNAME
|
+
| singular:plural
| Can talk. Note that it is not necessary for a creature to gain social skills.  
+
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
  
 
|-  
 
|-  
| CANNOT_UNDEAD
+
| CLUSTER_NUMBER
|
+
|
| Cannot be turned into a zombie or skeletal undead
+
*min
 +
*max
 +
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.
 +
e.g. [CLUSTER_NUMBER:1:3]
 +
 
 +
|-
 +
|CLUTCH_SIZE
 +
|
 +
*min
 +
*max
 +
|Number of eggs laid in one sitting.
 +
 
 +
|-
 +
| COLONY_EXTERNAL
 +
|
 +
| Caste hovers around colony.
  
 
|-  
 
|-  
| CANOPENDOORS
+
| COLOR
|
+
| foreground:background:brightness
| Allows the creature to open doors.  
+
| Color  of the creature's tile.  
  
 
|-  
 
|-  
| CARNIVORE
+
| COMMON_DOMESTIC
 
|   
 
|   
| Creature eats meat
+
| 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
  
|-  
+
|-
| CASTE
+
| CONVERTED_SPOUSE
 +
|
 +
| Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
 +
 
 +
|-
 +
| COOKABLE_LIVE
 +
 +
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
 +
 
 +
|-
 +
| COPY_TAGS_FROM
 
|  
 
|  
*name
+
*CREATURE NAME
| defines a caste
+
| Copies tags from another specified creature.
  
|-
+
|-  
| CASTE_ALTTILE
+
| CREATURE_CLASS
 
|
 
|
*tile number or "letter"
+
*classname
| Caste-specific alternate tile. Expects CASTE_TILE
+
| 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.
  
 
|-
 
|-
| CASTE_COLOR
+
| CREATURE_SOLDIER_TILE
|
+
| 'character' or tile number
*fg
+
| Creatures active in their civilization's military will use this tile instead.
*bg
 
*brightness
 
| Creature tile color of the caste.
 
  
|-
+
|-  
| CASTE_GLOWCOLOR
+
| CREATURE_TILE
|
+
| 'character' or tile number
*fg
+
| The symbol of the creature in ASCII mode.
*bg
 
*brightness
 
| GLOWTILE color of the caste.
 
  
|-
+
|-  
| CASTE_GLOWTILE
+
| CREPUSCULAR
|
+
|
*tile value or "letter"
+
| 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.
| Caste-specific glowtile
 
  
 
|-  
 
|-  
| CASTE_NAME
+
| CURIOUSBEAST_EATER
| singular:plural:adjective
+
|
| The name of the caste of the creature in the game.
+
| Allows a creature to steal and eat edible items from a site.  
  
 
|-  
 
|-  
| CASTE_PROFESSION_NAME
+
| CURIOUSBEAST_GUZZLER
|  
+
|
*Profession
+
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.
*singular
 
*plural
 
| alters the name of the given profession, caste-specific
 
  
|-
+
|-  
| CASTE_SOLDIER_ALTTILE
+
| CURIOUSBEAST_ITEM
| 'character' or tile number
+
|
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.
+
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.
  
|-
+
|-  
| CASTE_SOLDIER_TILE
+
| CV_ADD_TAG
| 'character' or tile number
+
|  
| Creatures of this caste active in their civilization's military will use this tile instead.
+
*TAG NAME
 +
| Adds a tag. Used in conjunction with creature variation templates.
  
 
|-  
 
|-  
| CASTE_SPEECH
+
| CV_REMOVE_TAG
| speech file?
+
|  
| Possibly a caste-specific instance of the SPEECH token
+
*TAG NAME
 +
| Removes a tag. Used in conjunction with creature variation templates.
 +
|}
 +
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
|-
+
==D==
| CASTE_TILE
+
{| {{prettytable}}
|
+
|- bgcolor="#ddd"
* tile number or "letter"
+
! width="20%" | Token
| Caste-specific creature tile.
+
! width="20%" | Arguments
 +
! width="60%" | Description
  
 
|-  
 
|-  
| CAVE_ADAPT
+
| DEMON
 
|   
 
|   
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
+
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
  
 
|-  
 
|-  
| CE_X
+
| DESCRIPTION
|  
+
| text
*SEV:<value>  (severity, higher is worse)
+
| A brief description of the creature type.
*PROB:<value(1-100)> (probability)
 
*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
+
| DIE_WHEN_VERMIN_BITE
|
 
 
|
 
|
 +
| Dies upon attacking.  Used for bee stings.
  
 
|-  
 
|-  
| CHILD
+
| DIFFICULTY
 
| integer  
 
| integer  
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
+
| 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.  
  
 
|-  
 
|-  
| CHILD_BODYPART_GROUP
+
| DIURNAL
|  
+
|
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
+
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.
*master location
 
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
 
*specific location
 
| selects all parts of a group to be used.
 
  
 
|-  
 
|-  
| CHILDNAME
+
| DOES_NOT_EXIST
| singular:plural
+
|
| name at caste level
+
| Creature does not actually exist; used for fanciful creatures.
  
 
|-  
 
|-  
| CLUSTER_NUMBER
+
| DRAGONFIREBREATH
|
+
|
*min
+
| Creature breathes fire in a cone.  
*max
+
|}
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.
 
e.g. [CLUSTER_NUMBER:1:3]
 
  
|-
+
<div align="center">
| COLDDAM_POINT
+
{{alphabetical TOC}}
| value
+
</div>
| The minimum temperature limit before the currently selected material will start receiving damage from freezing. Used mostly in material templates.
 
  
|-  
+
==E==
| COLOR
+
{| {{prettytable}}
| foreground:background:brightness
+
|- bgcolor="#ddd"
| Color  of the creature's tile.
+
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
  
|-  
+
|-
| COMMON_DOMESTIC
+
| EGG_MATERIAL
|
+
|
| 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, MOUNTIn addition, the creature must be NATURAL rather than FANCIFUL
+
* [[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 eggshellEdibility is determined by tags on whites or yolk, but they otherwise do not exist.
  
 
|-
 
|-
| CONVERTED_SPOUSE
+
| EGG_SIZE
 
|
 
|
| Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
+
*size
 +
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.
 +
 
 +
|-
 +
| EQUIPMENT_WAGON
 +
 +
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
  
 
|-  
 
|-  
| COOKABLE_LIVE
+
| EQUIPS
 
|   
 
|   
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
+
| Allows the creature to wear or wield items.
  
 
|-  
 
|-  
| COPY_TAGS_FROM
+
| EVIL
|  
+
|
*CREATURE NAME
+
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.
| Copies tags from another specified creature.
 
  
|-
 
| CREATURE
 
| name
 
| begins defining a new creature with the specified name.
 
  
 
|-  
 
|-  
| CREATURE_CLASS
+
| EXTRACT
 
|
 
|
*classname
+
* [[material token]]
| 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.
+
| Defines a creature extract which can be obtained via [[small animal dissection]].
 
 
|-
 
| CREATURE_SOLDIER_TILE
 
| 'character' or tile number
 
| Creatures active in their civilization's military will use this tile instead.
 
  
 
|-  
 
|-  
| CREATURE_TILE
+
| EXTRAVISION
| 'character' or tile number
 
| The symbol of the creature in ASCII mode.
 
 
 
|-
 
| CREPUSCULAR
 
 
|   
 
|   
| Sets if the creature is active at twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL.  
+
| Creature can see regardless of whether it has working eyes.  
 +
|}
  
|-
+
<div align="center">
| CURIOUSBEAST_EATER
+
{{alphabetical TOC}}
+
</div>
| Allows a creature to steal and eat edible items from a site.
 
  
 +
==F==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-  
 
|-  
| CURIOUSBEAST_GUZZLER
+
| FANCIFUL
 
|   
 
|   
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.  
+
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.  Conflicts with [COMMON_DOMESTIC]
 +
 
 +
|-
 +
| FEATURE_ATTACK_GROUP
 +
|
 +
| Found on subterranean animalmen.
 +
 
 +
|-
 +
| FEATURE_BEAST
 +
|
 +
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
  
 
|-  
 
|-  
| CURIOUSBEAST_ITEM
+
| FEMALE
 
|   
 
|   
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.
+
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
  
 
|-  
 
|-  
| CV_ADD_TAG
+
| FIREBREATH
|  
+
|
*TAG NAME
+
| The creature breathes long range fireballs and has a short range cone shaped fire breath attack.
| Adds a tag. Used in conjunction with creature variation templates.
 
  
 
|-  
 
|-  
| CV_REMOVE_TAG
+
| FIREIMMUNE
|  
+
|
*TAG NAME
+
| The creature is immune to FIREBREATH and steam.
| Removes a tag. Used in conjunction with creature variation templates.  
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==D==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
  
 
|-  
 
|-  
| DEMON
+
| FIREIMMUNE_SUPER
 
|   
 
|   
| Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]]
+
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.
  
 
|-  
 
|-  
| DEMON_UNIQUE
+
| FISHITEM
 
|   
 
|   
| Typically found on genned [[demon]]s; sets the creature as capable of "emerging from the underworld" and taking over during worldgen.
+
| Needs to be cleaned at a fishery
  
 
|-  
 
|-  
| DESCRIPTION
+
| FIXED_TEMP
| text
+
| temperature
| A brief description of the creature type.
+
| The natural heat generated by the creature.
  
 
|-  
 
|-  
| DIFFICULTY
+
| FLEEQUICK
| integer
 
| Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.
 
 
 
|-
 
| DIURNAL
 
 
|   
 
|   
| Sets if the creature is active in day.  
+
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
  
 
|-  
 
|-  
| DOES_NOT_EXIST
+
| FLIER
 
|   
 
|   
| Creature does not actually exist; used for fanciful creatures.
+
| 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.
  
 
|-  
 
|-  
| DRAGONFIREBREATH
+
| FREQUENCY
|
+
|
| Creature breathes fire in a cone.  
+
*number, max 100
 +
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with POP_RATIO.
 
|}
 
|}
  
Line 554: Line 632:
 
</div>
 
</div>
  
==E==
+
==G==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 560: Line 638:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
+
|-  
|-
+
| GENERAL_BABY_NAME
| EQUIPMENT_WAGON
+
| singular:plural
|
+
| name at creature level
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
 
  
 
|-  
 
|-  
| EQUIPS
+
| GENERAL_CHILD_NAME
|
+
| singular:plural
| Allows the creature to wear or wield items.
+
| name at creature level
  
 
|-  
 
|-  
| EVIL
+
| GENERATED
 
|   
 
|   
| Determines whether creature can show up on "evil" maps
+
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s.
  
 
|-  
 
|-  
| EXTRAVISION
+
| GETS_INFECTIONS_FROM_ROT
 
|   
 
|   
| Creature can see regardless of whether it has working eyes.  
+
| Creature can get infections from necrotic tissue.
|}
 
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| GETS_WOUND_INFECTIONS
</div>
+
 +
| Creature's wounds can become infected.
  
==F==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| FANCIFUL
+
| GLOWCOLOR
|
+
|  
| 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.  
+
*foreground
 
+
*background
|-
+
*brightness
| FEATURE_ATTACK_GROUP
+
| The colour of the GLOWTILE of the creature.
|
+
 
| Found on subterranean animalmen.
+
|-  
 +
| GLOWTILE
 +
| ascii character
 +
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.
  
 
|-  
 
|-  
| FEMALE
+
| GNAWER
|
+
| verb (gnawed)
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
+
| 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.
  
 
|-  
 
|-  
| FIREBREATH
+
| GO_TO_END
 
|   
 
|   
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
+
| When using tags from an existing creature, inserts new tags at the end of the creature.
  
 
|-  
 
|-  
| FIREIMMUNE
+
| GO_TO_START
 
|   
 
|   
| As of version v0.28.181.40d, 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.
+
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
  
 
|-  
 
|-  
| FIREIMMUNE_SUPER
+
| GO_TO_TAG
 
|   
 
|   
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.  
+
| When using tags from an existing creature, inserts new tags after the specified tag.
  
 
|-  
 
|-  
| FISHITEM
+
| GOOD
 
|   
 
|   
| Needs to be cleaned at a fishery
+
| Determines whether creature can show up on "good" areas. Eg. unicorn.
  
 
|-  
 
|-  
| FIXED_TEMP
+
| GRASSTRAMPLE
| temperature
+
| value
| The natural heat generated 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.
  
|-  
+
|-
| FLEEQUICK
+
| GRAVITATE_BODY_SIZE
|
+
| target value
| Determines how soon a creature flees in a losing battle.  
+
| 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.
  
|-  
+
|-
| FLIER
+
| GRAZER
 
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
 
 
 
|-
 
| FREQUENCY
 
 
|
 
|
*number, max 100
+
*number
| 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].
+
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.
 
|}
 
|}
  
Line 653: Line 722:
 
</div>
 
</div>
  
==G==
+
==H==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 659: Line 728:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
|-  
+
|-
| GENERAL_BABY_NAME
+
| HABIT
| singular:plural
+
| type:probability
| name at creature level
+
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.
  
|-  
+
|-
| GENERAL_CHILD_NAME
+
| HABIT_NUM
| singular:plural
+
| number or TEST_ALL
| name at creature level
+
| "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]
  
 
|-  
 
|-  
| GENERATED
+
| HAS_NERVES
 
|   
 
|   
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) titans and [[Demon]]s.
+
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.
  
 
|-  
 
|-  
| GETS_INFECTIONS_FROM_ROT
+
| HASSHELL
 
|   
 
|   
| creature can be infected by rot
+
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
  
 
|-
 
|-
| GETS_WOUND_INFECTIONS
+
| HIVE_PRODUCT
|
+
|
| creature can get infections from wounds
+
*number
 +
*[[time]]
 +
*[[item token]]s
 +
| What product is harvested from [[Beekeeping industry|beekeeping]].
  
 
|-  
 
|-  
| GLOWCOLOR
+
| HOMEOTHERM
|  
+
|
*foreground
+
| Default 'NONE'. The creature's normal body [[temperature]]
*background
 
*brightness
 
| The colour of the GLOWTILE of the creature.
 
  
|-  
+
|-
| GLOWTILE
+
| HUNTS_VERMIN
| ascii character
+
|
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.
+
| Creature hunts and kills nearby vermin.
  
|-  
+
|}
| GNAWER
+
 
| verb (gnawed)
+
<div align="center">
| The creature chews on food barrels and bags.
+
{{alphabetical TOC}}
 +
</div>
 +
 
 +
==I==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
  
 
|-  
 
|-  
| GO_TO_END
+
| IMMOBILE_LAND
 
|   
 
|   
| uncertain use, definitely refers to Creature Variants template
+
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.
  
 
|-  
 
|-  
| GO_TO_START
+
| IMMOLATE
 
|   
 
|   
| uncertain use, definitely refers to Creature Variants template
+
| 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.
  
 
|-  
 
|-  
| GOOD
+
| INTELLIGENT
 
|   
 
|   
| Determines whether creature can show up on "good" areas. Eg. unicorn.
+
| Shortcut for [CAN_SPEAK] + [CAN_LEARN].
  
 
|-  
 
|-  
| GRASSTRAMPLE
+
| ITEMCORPSE
| 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.
+
* [[item token]]
 +
* [[material token]]
 +
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
  
|-
+
|-  
| GRAVITATE_BODY_SIZE
+
| ITEMCORPSE_QUALITY
|
+
|
| Creature Variants template command, alter body size.
+
| The quality of an item-type corpse left behind; 5 is masterpiece-level.  
 
|}
 
|}
  
Line 732: Line 811:
 
</div>
 
</div>
  
==H==
+
==L==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 739: Line 818:
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
|-
| HABIT
+
| LAIR
 
| type:probability
 
| type:probability
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.
+
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
 +
 
 +
|-
 +
| LAIR_CHARACTERISTIC
 +
| characteristic:probability
 +
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
 +
 
 +
|-
 +
| LAIR_HUNTER
 +
|
 +
| This creature will actively hunt adventurers in its lair.
  
 
|-
 
|-
| HABIT_NUM
+
| LAIR_HUNTER_SPEECH
| number or TEST_ALL
+
| speech file
| Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
+
| What this creature says while hunting adventurers in its lair.
  
 
|-  
 
|-  
| HAS_NERVES
+
| LARGE_PREDATOR
 
|   
 
|   
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.
+
| 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."
  
 
|-  
 
|-  
| HEATDAM_POINT
+
| LARGE_ROAMING
| value
 
| The maximum temperature limit before the currently selected material will start receiving damage from heat. Used mostly in material templates.
 
 
 
|-
 
| HOMEOTHERM
 
 
|   
 
|   
| Default 'NONE'. The creature's normal body [[DF2010:Temperature |temperature]]
+
| In Fortress Mode, spawns outdoors and is not a vermin creature.  
|}
 
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| LAYS_EGGS
</div>
+
|
 +
| Creature lays eggs instead of giving birth to live young.
  
==I==
+
|-
{| {{prettytable}}
+
| LAYS_UNUSUAL_EGGS
|- bgcolor="#ddd"
+
|
! width="20%" | Token
+
* [[item token]]
! width="20%" | Arguments
+
* [[material token]]
! width="60%" | Description
+
| Creature lays a particular item instead of regular eggs.
|-
 
| IF_EXISTS_SET_BOILING_POINT
 
| value
 
| The temperature at which the creature boils into gases.
 
  
 
|-  
 
|-  
| IF_EXISTS_SET_MELTING_POINT
+
| LIGAMENTS
| value
+
|  
| The temperature at which the creature will melt into goo.  
+
* [[material token]]
 +
*healing rate
 +
| Defines the material and healing rate of ligaments.
  
 
|-  
 
|-  
| IGNITE_POINT
+
| LIGHT_GEN
| value
+
|
| The temperature at which the creature will burst into flames.
+
| 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.
  
 
|-  
 
|-  
| IMMOBILE_LAND
+
| LIKES_FIGHTING
 
|   
 
|   
| The creature is immobile while on land. Only works on AQUATIC creatures which can't breath on land.
+
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
  
 
|-  
 
|-  
| IMMOLATE
+
| LISP
|
+
|  
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.  
+
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
  
|-  
+
|-
| INSULATION
+
| LITTERSIZE
| value
+
|  
| increases the insulation of a selected material (usually hair, feathers or skin)
+
* minumum
 +
* maximum
 +
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
  
 
|-  
 
|-  
| INTELLIGENT
+
| LOCKPICKER
 
|   
 
|   
| Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills and professions. Not recommended for uncivilized monsters.
+
| Lets a creature open doors that are set to forbidden in Fortress Mode.
  
 
|-  
 
|-  
| ITEMCORPSE
+
| LOOSE_CLUSTERS
|   
 
* [[Item token]]
 
    * subtype
 
NO_SUBTYPE
 
    * matgloss token
 
    * NO_RACEGLOSS
 
USE_RACEGLOSS USE_SHARPSTONE
 
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. ""IRON"" if the corpse type is ""STATUE""). USE_RACEGLOSS applies if the creature has a material glossary assigned by the ""HAS_RACEGLOSS:"" flag and will select necessary adjectives and material from that glossary.
 
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}
 
 
 
|-
 
| ITEMCORPSE_QUALITY
 
 
|   
 
|   
| The quality of an item-type corpse left behind; 5 is masterpiece-level.  
+
| The creatures will scatter if they have this tag, or form tight packs if they don't.  
 
|}
 
|}
  
Line 831: Line 903:
 
</div>
 
</div>
  
==L==
+
==M==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 837: Line 909:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
|-
 
| LAIR
 
| type:probability
 
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, SHRINE, and LABYRINTH.
 
 
|-
 
| LAIR_CHARACTERISTIC
 
| characteristic:probability
 
| Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS.
 
 
|-
 
| LAIR_HUNTER
 
|
 
| This creature will actively hunt adventurers in its lair.
 
 
|-
 
| LAIR_HUNTER_SPEECH
 
| speech file
 
| What this creature says while hunting adventurers in its lair.
 
  
 
|-  
 
|-  
| LARGE_PREDATOR
+
| MAGICAL
 +
 +
| Unknown.
 +
 
 +
|-
 +
| MAGMA_VISION
 
|   
 
|   
| 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."
+
| Creature's able to see while covered in magma.  
  
 
|-  
 
|-  
| LARGE_ROAMING
+
| MALE
 
|   
 
|   
| In Fortress Mode, spawns outdoors and is not a vermin creature.  
+
| The species or caste is all male.
  
 
|-  
 
|-  
| LIGAMENTS
+
| MANNERISM_??
 
|  
 
|  
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
+
*occasionally body part
*selected material. Almost always SINEW of the creature's materials.
+
| Adds a possible mannerism to the creature's profile.
*healing rate
+
Refer to [[Creature mannerism token]]s
| defines the material and healing rate of ligaments.
+
 
 +
|-
 +
| MATERIAL
 +
|
 +
*material id
 +
| Begins defining a new material.{{verify}}
 +
 
 +
|-
 +
| MATERIAL_BREATH_ATTACK
 +
|
 +
* [[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.
 +
 
 +
|-
 +
| MATUTINAL
 +
|
 +
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
  
 
|-  
 
|-  
| LIGHT_GEN
+
| MAXAGE
|
+
| min:max
| The creature will generate light, such as in adventurer mode at night.  
+
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.
  
 
|-  
 
|-  
| LIKES_FIGHTING
+
| MEANDERER
 
|   
 
|   
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
+
| Gives a creature random movement.  
  
 
|-  
 
|-  
| LISP
+
| MEGABEAST
 
|   
 
|   
| Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."
+
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.
  
 
|-
 
|-
| LITTERSIZE
+
|MENT_ATT_CAP_PERC
|  
+
|
* minumum
+
*ATTRIBUTE Token
* maximum
+
*Cap %
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
+
|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).
  
 
|-  
 
|-  
| LOCKPICKER
+
| MENT_ATT_RANGE
|
+
|
| Lets a creature open doors that are set to forbidden in Fortress Mode.
+
*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.
  
 
|-  
 
|-  
| LOOSE_CLUSTERS
+
| MENT_ATT_RATES
|
+
|  
| The creatures will scatter if they have this tag, or form tight packs if they don't.  
+
*ATTRIBUTE Token
|}
+
*cost to improve
 +
*unused counter rate
 +
*rust counter rate
 +
*demotion counter rate
 +
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| MILKABLE
</div>
+
|
 +
* [[material token]]
 +
* frequency
 +
| Allows the creature to be milked.
  
==M==
+
|-
{| {{prettytable}}
+
| MISCHIEVIOUS
|- bgcolor="#ddd"
+
|
! width="20%" | Token
+
| 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."  
! width="20%" | Arguments
 
! width="60%" | Description
 
  
 
|-  
 
|-  
| MAGMA_VISION
+
| MODVALUE
 
|   
 
|   
| Creature's able to see while covered in magma.  
+
| Seemingly no longer used - holdover from previous versions.
  
 
|-  
 
|-  
| MALE
+
| MOUNT
 
|   
 
|   
| all male
+
| Creature may be used as a mount.
  
 
|-  
 
|-  
| MANNERISM_??
+
| MOUNT_EXOTIC
|  
+
|
*occassionally body part
+
| You need the Dungeon master noble to mount the creature.  
| Adds a possible mannerism to the creature's profile.
 
Refer to {{L|Creature Token Mannerisms|Mannerisms}}
 
  
|-
+
|-  
| MATERIAL
+
| MULTIPLE_LITTER_RARE
|
+
|
*material id
+
| Makes litters with more than one offspring rare, only happening with a 1/500 chance.
| Begins defining a new material.{{verify}}
 
  
 
|-  
 
|-  
| MATERIAL_BREATH_ATTACK
+
| MULTIPLY_VALUE
 
|  
 
|  
*MATERIAL TYPE (TISSUE, INORGANIC)
+
*Multiplier
*MATERIAL NAME
+
| Multiplies value of materials.
*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
+
| MUNDANE
| min:max
 
| range of time in which death from old age may occur
 
 
 
|-
 
| MEANDERER
 
 
|   
 
|   
| Gives a creature random movement.  
+
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.
 +
|}
  
|-
+
<div align="center">
| MEGABEAST
+
{{alphabetical TOC}}
+
</div>
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped
 
 
 
|-
 
|MENT_ATT_CAP_PERC
 
|
 
*ATTRIBUTE Token
 
*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).
 
  
 +
==N==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-  
 
|-  
| MENT_ATT_RANGE
+
| NAME
|  
+
| singular:plural:adjective
*ATTRIBUTE
+
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.
 
  
 
|-  
 
|-  
| MENT_ATT_RATES
+
| NATURAL
|  
+
|
*ATTRIBUTE Token
+
| Animal is considered to be natural.
*cost to improve
 
*unused counter rate
 
*rust 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.
 
  
|-  
+
|-
| MILKABLE
+
| NATURAL_SKILL
|  
+
| skill:value
*LOCAL_CREATURE_MAT:MILK:amount
+
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).
| Allows the creature to be milked.  
+
 
 +
|-
 +
| NIGHT_CREATURE_BOGEYMAN
 +
|
 +
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.
 +
 
 +
|-
 +
| NIGHT_CREATURE_HUNTER
 +
|
 +
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET <s>of the opposite sex</s>(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.
  
 
|-  
 
|-  
| MISCHIEVIOUS
+
| NO_AUTUMN 
 
|   
 
|   
| 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."
+
| does not appear this season.
  
 
|-  
 
|-  
| MOUNT
+
| NO_DIZZINESS
 
|   
 
|   
| Creature may be used as a mount
+
| Creature cannot become dizzy
  
 
|-  
 
|-  
| MOUNT_EXOTIC
+
| NO_DRINK
 
|   
 
|   
| You need the Dungeon master noble to mount the creature.  
+
| Creature does not need to drink.  
  
 
|-  
 
|-  
| MULTIPLE_LITTER_RARE
+
| NO_EAT
 
|   
 
|   
| Makes litters with more than one offspring rare.  
+
| Creature does not need to eat.  
  
 
|-  
 
|-  
| MULTIPLY_VALUE
+
| NO_FEVERS
|  
+
|
*Multiplier
+
| Creature cannot suffer fevers
| multiplies value of materials
+
 
 +
|-
 +
| NO_GENDER
 +
|
 +
| Creature has no gender.
  
 
|-  
 
|-  
| MUNDANE
+
| NO_SLEEP
 
|   
 
|   
| Marks if the creature is an actual real-life creature. Only used for age-names at present.
+
| Creature does not need to sleep.  
|}
 
  
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
==N==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| NAME
+
| NO_SPRING
| singular:plural:adjective
+
|
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.
+
| does not appear this season.
  
 
|-  
 
|-  
| NATURAL
+
| NO_SUMMER
 
|   
 
|   
| Animal is considered to be natural.
+
| does not appear this season.
  
|-
+
|-  
| NATURAL_SKILL
+
| NO_THOUGHT_CENTER_FOR_MOVEMENT
| skill:value
+
|
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.
+
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.
 
 
|-
 
| NIGHT_CREATURE_BOGEYMAN
 
|
 
| Found on bogeymen. Presumably makes the creature attack the player at night in hordes like bogeymen do.
 
 
 
|-
 
| NIGHT_CREATURE_HUNTER
 
|
 
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET of the opposite sex, convert them, and then have children with them. NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed.
 
  
 
|-  
 
|-  
| NO_AUTUMN 
+
| NO_WINTER
 
|   
 
|   
 
| does not appear this season.
 
| does not appear this season.
  
 
|-  
 
|-  
| NO_DIZZINESS
+
| NOBONES
 
|   
 
|   
| Creature cannot become dizzy
+
| Creature has no bones.
  
 
|-  
 
|-  
| NO_DRINK
+
| NOBREATHE
 
|   
 
|   
| Creature does not need to drink.  
+
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.  
  
 
|-  
 
|-  
| NO_EAT
+
| NOCTURNAL
 
|   
 
|   
| Creature does not need to eat.  
+
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.
  
 
|-  
 
|-  
| NO_FEVERS
+
| NOEMOTION
 
|   
 
|   
| Creature cannot suffer fevers
+
| The creature has no emotions, and does not rage.
  
 
|-  
 
|-  
| NO_SLEEP
+
| NOEXERT
 
|   
 
|   
| Creature does not need to sleep.  
+
| Creature can't become tired or over-exerted.  
  
 
|-  
 
|-  
| NO_SPRING
+
| NOFEAR
 
|   
 
|   
| does not appear this season.
+
| Creature doesn't feel fear and will never run away from battle.  
  
 
|-  
 
|-  
| NO_SUMMER
+
| NOMEAT
 
|   
 
|   
| does not appear this season.
+
| Creature will not drop meat on butcher.  
  
 
|-  
 
|-  
| NO_THOUGHT_CENTER_FOR_MOVEMENT
+
| NONAUSEA
 
|   
 
|   
| Probably shorthand for movement being unaffected by damage in general.
+
| Creature can't vomit.
  
 
|-  
 
|-  
| NO_WINTER
+
| NOPAIN
 
|   
 
|   
| does not appear this season.
+
| Creature doesn't feel pain.  
  
 
|-  
 
|-  
| NOBONES
+
| NOSKIN
 
|   
 
|   
| Creature has no bones.
+
| Creature will not drop skin on butcher.  
  
 
|-  
 
|-  
| NOBREATHE
+
| NOSKULL
 
|   
 
|   
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.  
+
| Creature will not drop skull on butcher, rot, or decay of severed head.  
  
 
|-  
 
|-  
| NOCTURNAL
+
| NOSMELLYROT
 
|   
 
|   
| Sets if the creature is active in night.
+
| Does not produce miasma when rotting
  
 
|-  
 
|-  
| NOEMOTION
+
| NOSTUCKINS
 
|   
 
|   
| The creature has no emotions, and does not rage.
+
| Weapons can't be stuck in creature.  
  
 
|-  
 
|-  
| NOEXERT
+
| NOSTUN
 
|   
 
|   
| Creature can't become tired or over-exerted.  
+
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.
  
 
|-  
 
|-  
| NOFEAR
+
| NOT_BUTCHERABLE
 
|   
 
|   
| Creature doesn't feel fear and will never run away from battle.
+
| Cannot be butchered
  
 
|-  
 
|-  
| NOMEAT
+
| NOTHOUGHT
 
|   
 
|   
| Creature will not drop meat on butcher.  
+
| Creature doesn't think, or doesn't require a [BRAIN] body part.  
 +
|}
  
|-
+
<div align="center">
| NONAUSEA
+
{{alphabetical TOC}}
+
</div>
| Creature can't vomit.
 
  
 +
==P==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-  
 
|-  
| NOPAIN
+
| PACK_ANIMAL
 
|   
 
|   
| Creature doesn't feel pain.  
+
| Allows the creature to be used as a pack animal. Currently only used by merchants. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures.
  
 
|-  
 
|-  
| NOSKIN
+
| PARALYZEIMMUNE
 
|   
 
|   
| Creature will not drop skin on butcher.  
+
| The creature is immune to all paralyzing special attacks.
  
|-  
+
|-
| NOSKULL
+
| PATTERNFLIER
 
|   
 
|   
| Creature will not drop skull on butcher, rot, or decay of severed head.
+
|  
  
 
|-  
 
|-  
| NOSMELLYROT
+
| PEARL
 
|   
 
|   
| Does not produce miasma when rotting
+
| Creature will generate pearls.
  
 
|-  
 
|-  
| NOSTUCKINS
+
| PENETRATEPOWER
|
+
| value
| Weapons can't be stuck in creature.  
+
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.  
  
 
|-  
 
|-  
| NOSTUN
+
| PERSONALITY
|
+
|  
| Creature can't be stunned. Evidence suggests creatures with this tag never wake up from sleep in Fortress Mode.
+
*ATTRIBUTE
 +
*lowest:median:highest
 +
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.
  
 
|-  
 
|-  
| NOT_BUTCHERABLE
+
| PET
 
|   
 
|   
| Cannot be butchered
+
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.
  
 
|-  
 
|-  
| NOTHOUGHT
+
| PET_EXOTIC
 
|   
 
|   
| Creature doesn't think, or doesn't require a [BRAIN] body part.
+
| Allows civilizations with {{token|USE_ANY_PET_RACE|e}} to tame this animal during worldgen.
|}
 
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| PETVALUE
</div>
+
| value
 +
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.
  
==P==
+
|-
{| {{prettytable}}
+
| PETVALUE_DIVISOR
|- bgcolor="#ddd"
+
| value
! width="20%" | Token
+
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.
! width="20%" | Arguments
 
! width="60%" | Description
 
|-
 
| PACK_ANIMAL
 
 
| Allows the creature to be used as a pack animal. Currently only used by merchants.
 
 
 
|-
 
| PARALYZEIMMUNE
 
 
| The creature is immune to all paralyzing special attacks.
 
  
 
|-
 
|-
| PATTERNFLIER
+
|PHYS_ATT_CAP_PERC
|
+
|
|  
+
*ATTRIBUTE Token
 +
*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).
  
 
|-  
 
|-  
| PEARL
+
| PHYS_ATT_RANGE
|
+
|  
| Creature will generate pearls.  
+
*ATTRIBUTE
 +
*lowest:lower:low:median:high:higher:highest
 +
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
  
 
|-  
 
|-  
| PENETRATEPOWER
+
| PHYS_ATT_RATES
| value
+
|  
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.  
+
*ATTRIBUTE Token
 +
*cost to improve
 +
*unused counter rate
 +
*rust counter rate
 +
*demotion counter rate
 +
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
 +
 
 +
|-
 +
| PLUS_BP_GROUP
 +
|
 +
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
 +
*body type, category, or token
 +
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
  
 
|-  
 
|-  
| PERSONALITY
+
| PLUS_MATERIAL
 
|  
 
|  
*ATTRIBUTE
+
*material
*lowest:median:highest
+
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[DF2010:Personality_trait|Personality traits]] for more info.
 
  
 
|-  
 
|-  
| PET
+
| POP_RATIO
 
|   
 
|   
| Allows the creature to be tamed.  
+
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
  
 
|-  
 
|-  
| PET_EXOTIC
+
| POPULATION_NUMBER
|
+
| min:max
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming).  
+
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
 +
 
 +
|-
 +
| POWER
 +
|
 +
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
  
 
|-  
 
|-  
| PETVALUE
+
| PREFSTRING
| value
+
| string
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.
+
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
 
 
|-
 
|PHYS_ATT_CAP_PERC
 
|
 
*ATTRIBUTE Token
 
*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).
 
  
 
|-  
 
|-  
| PHYS_ATT_RANGE
+
| PROFESSION_NAME
 
|  
 
|  
*ATTRIBUTE
+
*[[Unit type token]] (Profession)
*lowest
+
*singular
*lower
+
*plural
*low
+
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.
*median
+
 
*high
+
|-
*higher
+
| PRONE_TO_RAGE
*highest
+
| number
| sets up a physical attribute's range of values. Max of 5000.
+
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat.  As described in file_changes.txt, creatures with this token "follow its normal behavior, but flip out on occasion, higher rate = more flipping out".
  
 
|-  
 
|-  
| PHYS_ATT_RATES
+
| PUS
 
|  
 
|  
*ATTRIBUTE Token
+
* [[material token]]
*cost to improve
+
*matter state (LIQUID, GAS, SOLID)
*unused counter rate
+
| Specifies what the creature's wounds will ooze when infected.
*rust 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.
 
  
|-
+
<div align="center">
| PLUS_BP_GROUP
+
{{alphabetical TOC}}
|
+
</div>
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
 
*body type, category, or token
 
| Adds a body part group to selected body part group.
 
  
 +
==R==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-  
 
|-  
| PLUS_MATERIAL
+
| RELSIZE
|
 
*material
 
| Adds a material to selected materials.
 
 
 
|-
 
| PLUS_TISSUE_LAYER
 
 
|  
 
|  
*TISSUE
 
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
*Location - category, type, or token  
+
*body category, type, or token
| Adds a tissue to those selected
+
*Relsize
 +
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
  
|-  
+
|-
| PLUS_TL_GROUP
+
| REMAINS
|  
+
| singular:plural
*TISSUE
+
| What creature's remains are called.
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
*tissue
 
| continues a selection of tissue layers
 
  
|-  
+
|-
| POP_RATIO
+
| REMAINS_COLOR
|
+
|
| Weighted population of caste
+
| What color creature's remains are.
  
|-  
+
|-
| POPULATION_NUMBER
+
| REMAINS_ON_VERMIN_BITE_DEATH
| min:max
+
|
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.
+
| Leaves remains when its attack causes it to die?  Seems to go with DIE_WHEN_VERMIN_BITE.
  
 
|-
 
|-
|POWER
+
| REMAINS_UNDETERMINED
 
|
 
|
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
+
| Unknown.
  
 
|-  
 
|-  
| PREFSTRING
+
| REMOVE_MATERIAL
| string
+
|  
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
+
*material token
 +
| Removes a material from a creature.
 +
 
 +
|-
 +
| REMOVE_TISSUE
 +
|
 +
*material token
 +
| Removes a tissue from a creature.
 +
 
 +
|-
 +
| RETURNS_VERMIN_KILLS_TO_OWNER
 +
|
 +
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.
  
|-
 
| PROFESSION_NAME
 
|
 
*Profession
 
*singular
 
*plural
 
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.
 
 
|}
 
|}
  
Line 1,342: Line 1,405:
 
</div>
 
</div>
  
==R==
+
==S==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 1,349: Line 1,412:
 
! width="60%" | Description
 
! width="60%" | Description
 
|-  
 
|-  
| RELSIZE
+
| SAVAGE
 +
 +
| Allows creature to show up on (and limits it to) "savage" maps.
 +
 
 +
|-
 +
| SECRETION
 
|  
 
|  
*BY_CATEGORY, BY_TYPE, BY_TOKEN
+
* [[material token]]
*body category, type, or token
+
*Material State
*Relsize
+
*location secreted from (by_type, by_category, by_token)
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
+
*body part
 +
*tissue layer
 +
| creates a secreted material on given tissue on a given part of the body.
  
|-
+
|-  
| REMAINS_COLOR
+
| SELECT_ADDITIONAL_CASTE
|
+
|  
|
+
*caste name
 +
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.
  
|-
+
|-  
| REMAINS_UNDETERMINED
+
| SELECT_CASTE
|
+
|  
|
+
*caste name, or ALL
 +
| selects a previously defined caste
  
 
|-  
 
|-  
| REMOVE_MATERIAL
+
| SELECT_MATERIAL
 
|  
 
|  
*material token  
+
*Material token
| Removes a material from a creature
+
| Selects a locally defined material. Can be ALL.
  
|-
+
|-  
| REMOVE_TISSUE
+
| SEMIMEGABEAST
|
+
|  
*material token
+
| Appears as boss creature in quests. Makes history by rampaging around towns. Appears on fortress territory in Fortress Mode occasionally. Possibly inhabits non-mountain caves.
| Removes a tissue from a creature.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
==S==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| SAVAGE
+
| SET_BP_GROUP
|
+
|  
| Allows creature to show up on (and limits it to) "savage" maps.
+
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*category, type, or token
 +
| Begins a selection of body parts.
  
 
|-  
 
|-  
| SECRETION
+
| SET_TL_GROUP
 
|  
 
|  
*MATERIAL REF (eg LOCAL_CREATURE_MAT
+
*TISSUE
*Material name
+
*BY_CATEGORY, BY_TYPE, BY_TOKEN
*Material State
+
*Location - category, type, or token
*location secreted from (by_type, by_category, by_token)
+
*tissue  
*body part
+
| begins a selection of tissue layers
*tissue layer
 
| creates a secreted material on given tissue on a given part of the body."
 
  
|-  
+
|-
| SELECT_ADDITIONAL_CASTE
+
| SHEARABLE_TISSUE_LAYER
|  
+
|
*caste name
+
* tissue modifier
| adds an additional previously defined caste to the selection
+
* required value
 +
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).
  
|-  
+
|-
| SELECT_CASTE
+
| SKILL_LEARN_RATE
|  
+
| [[skill_token]]:percentage
*caste name, or ALL
+
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.
| selects a previously defined caste
 
  
|-  
+
|-
| SELECT_MATERIAL
+
| SKILL_LEARN_RATES
|  
+
| percentage
*MATERIAL NAME
+
| The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function.
| Selects the material. Can be ALL.
 
  
 
|-
 
|-
| SELECT_TISSUE
+
| SKILL_RATE
|
+
| [[skill_token]]:percentage:value:value:value
*tissue token
+
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.
| Selects a tissue for editing.
 
  
 
|-  
 
|-  
| SELECT_TISSUE_LAYER
+
| SKILL_RATES
|  
+
|
*TISSUE
+
*% of improvement points you get
*BY_CATEGORY, BY_TYPE, BY_TOKEN
+
*unused counter rate
*Location - category, type, or token | Selects a tissue at a location
+
*rust counter rate
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
+
*demotion counter rate
| Selects a tissue layer for descriptor and cosmetic purposes.
+
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.
 +
Default is [SKILL_RATES:100:8:16:16].  [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.
 +
 
 +
|-
 +
| SKILL_RUST_RATE
 +
| [[skill_token]]:value:value:value
 +
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
 +
 
 +
|-
 +
| SKILL_RUST_RATES
 +
| value:value:value
 +
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
  
 
|-  
 
|-  
| SEMIMEGABEAST
+
| SLOW_LEARNER
|  
+
|
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.
+
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races.  
  
 
|-  
 
|-  
| SET_BP_GROUP
+
| SMALL_REMAINS
|  
+
|
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
+
| If a creature has this token, it'll leave "remains" instead of a corpse.
*category, type, or token
 
| selection token"
 
  
|-  
+
|-
| SET_TL_GROUP
+
| SOLDIER_ALTTILE
|  
+
| 'character' or tile number
*TISSUE
+
| If this creature is active in its civilization's military, it will blink between its default tile and this one.
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
*tissue
 
| begins a selection of tissue layers
 
  
 
|-
 
|-
| SKILL_LEARN_RATE
+
| SOUND
| skill:percentage
+
|
| The rate at which this creature learns this skill.
+
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
 +
* Sound range (in tiles)
 +
* Sound delay (lower values = sound is produced more often)
 +
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)
 +
* First-person description
 +
* Third-person description
 +
* Description when out of sight
 +
| Creature makes sounds periodically, which can be heard in Adventure mode.
  
 
|-
 
|-
| SKILL_LEARN_RATES
+
| SPECIFIC_FOOD
| percentage
+
|
| The rate at which this creature learns all skills.
+
* PLANT or CREATURE
 +
* Plant/creature ID
 +
| Indicates that the creature is only capable of eating a particular type of food.
  
|-
+
|-  
| SKILL_RATE
+
| SPEECH
| skill:percentage:value:value:value
+
| speech file
| As SKILL_RATES for individual skills.
+
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
  
 
|-  
 
|-  
| SKILL_RATES
+
| SPEECH_FEMALE
|
+
| speech file
*% of improvement points you get
+
| Boasting speeches relating to killing females of this creature.
*unused counter rate
 
*rust counter rate
 
*demotion counter rate
 
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.
 
Default is [SKILL_RATES:100:8:8:16].  [SLOW_LEARNER] changes the 100 to a 50.
 
 
 
|-
 
| SKILL_RUST_RATE
 
| skill:value:value:value
 
| The rate at which this skill decays. Lower values cause the skill to decay faster.
 
 
 
|-
 
| SKILL_RUST_RATES
 
| skill:value:value:value
 
| The rate at which all skills decay. Lower values cause the skills to decay faster.
 
  
 
|-  
 
|-  
| SLOW_LEARNER
+
| SPEECH_MALE
|
+
| speech file
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races.  
+
| Boasting speeches relating to killing males of this creature.
  
 
|-  
 
|-  
| SMALL_REMAINS
+
| SPEED
 
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.
 
 
 
|-
 
| SOLDIER_ALTTILE
 
| 'character' or tile number
 
| If this creature is active in its civilization's military, it will blink between its default tile and this one.
 
 
 
|-
 
| SPEC_HEAT
 
 
| value  
 
| value  
| Amount of energy required for the creature to heat up or cool down.  
+
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.
  
 
|-  
 
|-  
| SPECIALATTACK_INJECT_EXTRACT
+
| SPHERE
 
|  
 
|  
*LOCAL_CREATURE_MAT
+
*sphere name  
*MATERIAL eg.POISON
+
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the creature's name.
*MATTERSTATE (ALL_SOLID, LIQUID, GAS)
 
*min:max
 
| attack type addition that injects a material into the victim.
 
 
 
|-
 
| SPECIALATTACK_SUCK_BLOOD
 
| min:max
 
| Successful attack draws out an amount of blood randomized between the min and max value.
 
 
 
|-
 
| SPEECH
 
| speech file
 
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u
 
 
 
|-
 
| SPEED
 
| value
 
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [http://df.magmawiki.com/index.php/Speed/ Speed]  for more information.
 
 
 
|-
 
| SPHERE
 
|
 
*sphere name  
 
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.
 
  
 
|-
 
|-
Line 1,570: Line 1,593:
 
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.  
 
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.  
  
|-
+
|}
| SYN_AFFECTED_CLASS
 
 
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON
 
  
|-
+
<div align="center">
| SYN_AFFECTED_CREATURE
+
{{alphabetical TOC}}
| Creature Name
+
</div>
| adds a specific creature to those affected.
 
  
|-
+
==T==
| SYN_CONTACT
 
 
| syndrome can be contracted on contact.
 
 
 
|-
 
| SYN_IMMUNE_CREATURE
 
 
| creates an exception for the creature so that it not affected by the syndrome.
 
 
 
|-
 
| SYN_INHALED
 
 
| syndrome can be contracted by inhalation, eg. poison dust.
 
 
 
|-
 
| SYN_INJECTED
 
 
| syndrome can be contracted by injection, eg. snake bite.
 
 
 
|-
 
| SYN_NAME
 
| text
 
| defines the name of the syndrome
 
 
 
|-
 
| SYNDROME
 
 
| begins definition of a syndrome for poison use
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==T==
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 1,624: Line 1,608:
 
| TENDONS  
 
| TENDONS  
 
|  
 
|  
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
+
* [[material token]]
*selected tissue
 
 
*healing rate  
 
*healing rate  
| Defines the material and healing rare of tendons.
+
| Defines the material and healing rate of tendons.
  
 
|-  
 
|-  
 
| THICKWEB  
 
| THICKWEB  
 
|   
 
|   
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR].
+
| The creature's webs can catch larger creatures.
  
 
|-  
 
|-  
Line 1,638: Line 1,621:
 
| name  
 
| name  
 
| Begins defining a tissue in the creature file.
 
| Begins defining a tissue in the creature file.
 +
 +
|-
 +
| TITAN
 +
|
 +
| Found on [[titan]]s. Cannot be specified in user-defined raws.
  
 
|-  
 
|-  
| TISSUE_LAYER
+
| TL_COLOR_MODIFIER
|  
+
| COLOR:freq:COLOR:freq etc
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
| Creates a list of color patterns, giving each a frequency.
*TYPE,CATEGORY, or TOKEN
+
 
*TISSUE
+
|-
*LOCATION
+
| TLCM_GENETIC_MODEL
| Adds the tissue layer to wherever it is required.
+
|
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing
+
| tissue layer color modifier is passed to offspring genetically?
 +
 
 +
|-
 +
| TLCM_IMPORTANCE
 +
|
 +
*number
 +
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.
 +
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
  
 
|-  
 
|-  
| TISSUE_LAYER_UNDER
+
| TLCM_NOUN
 
|  
 
|  
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
*name
*TYPE,CATEGORY, or TOKEN
+
*SINGULAR or PLURAL
*TISSUE
+
| names the tissue layer color modifier, and determines the noun
*LOCATION
 
| Adds the tissue layer under a given part ex. is Iron Man he has a gaseous poison within him and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature) sample [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man
 
        [TISSUE:GAS]
 
[TISSUE_NAME:gas:NP]
 
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS]
 
[TISSUE_MAT_STATE:GAS]
 
[RELATIVE_THICKNESS:50]
 
[TISSUE_LEAKS]
 
[TISSUE_SHAPE:LAYER]
 
  
 
|-  
 
|-  
| TISSUE_LAYER_APPEARANCE_MODIFIER
+
| TLCM_TIMING
 
|  
 
|  
*QUALITY
+
*ROOT
*lowest:lower:low:median:high:higher:highest
+
*start change window years:days:end change window years:days
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
+
| determines the point in the creature's life where the color change begins
  
 
|-  
 
|-  
| TISSUE_STYLE_UNIT
+
| TRADE_CAPACITY
|  
+
|
*tissue
+
| How much the creature can carry when used by merchants.  
*shaping
 
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
 
  
 
|-  
 
|-  
| TL_COLOR_MODIFIER
+
| TRAINABLE
| COLOR:freq:COLOR:freq etc
+
|
| Creates a list of color patterns, giving each a frequency.  
+
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
  
 
|-  
 
|-  
| TL_MAJOR_ARTERIES
+
| TRAINABLE_HUNTING
 
|   
 
|   
| Gives Major Artery attribute to selected layers.
+
| Can be trained as hunting beasts by way of kennels.
  
|-
+
|-  
| TLCM_GENETIC_MODEL
+
| TRAINABLE_WAR
|
+
|
| tissue layer color modifier is passed to offspring genetically?
+
| Can be trained as war beasts by way of kennels.
  
|-
+
|-  
| TLCM_IMPORTANCE
+
| TRANCES
|
+
|
*number
+
| Allows the creature to go into martial trances.
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.
 
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
 
  
 
|-  
 
|-  
| TLCM_NOUN
+
| TRAPAVOID
|  
+
|
*name
+
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
*SINGULAR or PLURAL
 
| names the tissue layer color modifier, and determines the noun
 
  
 
|-  
 
|-  
| TLCM_TIMING
+
| TRIGGERABLE_GROUP
|  
+
| min:max
*ROOT
+
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
*start change window years:days:end change window years:days
 
| determines the point in the creature's life where the color change begins
 
  
 
|-  
 
|-  
| TRADE_CAPACITY
+
| TSU_NOUN
|
+
|  
| How much the creature can carry when used by merchants.  
+
*noun
 +
*SINGULAR or PLURAL
 +
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
 +
|}
  
|-
+
<div align="center">
| TRAINABLE
+
{{alphabetical TOC}}
+
</div>
| Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].
 
  
|-  
+
==U==
| TRAINABLE_HUNTING
+
{| {{prettytable}}
|
+
|- bgcolor="#ddd"
| Can be trained as hunting beasts by way of kennels.
+
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
 
 +
|-
 +
| UBIQUITOUS
 +
|
 +
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.
  
 
|-  
 
|-  
| TRAINABLE_WAR
+
| UNDERGROUND_DEPTH
|
+
|
| Can be trained as war beasts by way of kennels.
+
*mindepth
 +
*maxdepth
 +
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
  
 
|-  
 
|-  
| TRANCES
+
| UNDERSWIM
 
|   
 
|   
| Allows the creature to go into martial trances.
+
| Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.
  
 
|-  
 
|-  
| TRAPAVOID
+
| UNIQUE_DEMON
 
|   
 
|   
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
+
| Typically found on generated [[demon]]s; causes the game to create a single (or double, one per caste, if have two genders) named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.
  
|-  
+
|-
| TRIGGERABLE_GROUP
+
| USE_CASTE
| min:max
+
|
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
+
*new caste token
 +
*old caste token
 +
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
 +
 
 +
|-
 +
| USE_MATERIAL
 +
|
 +
*new material ID
 +
*old material ID
 +
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.
 +
 
 +
|-
 +
| USE_MATERIAL_TEMPLATE
 +
|
 +
*new material token
 +
*material template
 +
| Defines a new local creature material and populates it with all properties defined in the specified template.
 +
 
 +
|-
 +
| USE_TISSUE
 +
|
 +
*new tissue token
 +
*old tissue id
 +
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
 +
 
 +
|-
 +
| USE_TISSUE_TEMPLATE
 +
|
 +
*new tissue token
 +
*tissue template
 +
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
  
 
|-  
 
|-  
| TSU_NOUN
+
| UTTERANCES
|  
+
|
*noun
+
| Changes the language of the creature into an unintelligible mess.
*SINGULAR or PLURAL
 
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
 
 
|}
 
|}
  
Line 1,762: Line 1,779:
 
</div>
 
</div>
  
==U==
+
==V==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 1,769: Line 1,786:
 
! width="60%" | Description
 
! width="60%" | Description
 
|-  
 
|-  
| UNDERGROUND_DEPTH
+
| VEGETATION
|
+
|
*mindepth
+
| unknown
*maxdepth
 
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
 
  
 
|-  
 
|-  
| UNDERSWIM
+
| VERMIN_BITE
|
+
|  
| Creature swims under the water and can't be seen.{{verify}}
+
*chance of occurance{{verify}}
 +
*verb (bitten, stung, etc)
 +
* [[material token]]
 +
| Vermin bites, and injects something.
  
 
|-
 
|-
| USE_CASTE
+
| VERMIN_EATER
|
 
*caste token
 
 
|
 
|
 +
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
  
|-
+
|-  
| USE_MATERIAL
+
| VERMIN_FISH
|
+
|
*new material token
+
| The vermin appears in water and will attempt to swim around.
*old material id
 
| Uses a local creature mat to define a new material?{{verify}}
 
  
 
|-  
 
|-  
| USE_MATERIAL_TEMPLATE
+
| VERMIN_GROUNDER
|
+
|
*new material token
+
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
*material template
 
| Loads a material, and gives it a shortname for later reference
 
  
|-
+
|-  
| USE_TISSUE
+
| VERMIN_HATEABLE
 
|
 
|
*new tissue token
+
| Some dwarves will hate the creature and get unhappy thoughts when around it.
*old tissue id
 
| Uses a local creature mat to define a new material?{{verify}}
 
  
 
|-  
 
|-  
| USE_TISSUE_TEMPLATE
+
| VERMIN_MICRO
|
+
|
*new tissue token
+
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.
*tissue template
 
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
 
  
 
|-  
 
|-  
| UTTERANCES
+
| VERMIN_NOFISH
 
|   
 
|   
| Changes the language of the creature into an unintelligible mess.
+
| The creature cannot be caught by fishing.  
|}
 
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| VERMIN_NOROAM
</div>
+
 +
| The creature will not be observed randomly roaming about the map.
  
==V==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| VEGETATION
+
| VERMIN_NOTRAP
 
|   
 
|   
| unknown
+
| The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
 
 
|-
 
| VIEWRANGE
 
| value
 
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.
 
  
 
|-  
 
|-  
| VERMIN_BITE
+
| VERMIN_ROTTER
|  
+
|
*amount
+
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.
*verb (bitten, stung)
 
*LOCAL_CREATURE_MAT
 
*MATERIAL
 
| vermin bites, and injects something.
 
 
 
|-
 
| VERMIN_EATER
 
|
 
| Vermin can nibble food?{{verify}}
 
  
 
|-  
 
|-  
| VERMIN_FISH
+
| VERMIN_SOIL
 
|   
 
|   
| Acts like a fish
+
| The creature randomly appears near dirt or mud.
  
 
|-  
 
|-  
| VERMIN_GROUNDER
+
| VERMIN_SOIL_COLONY
 
|   
 
|   
| The creature can be picked up if you stand over it. (Requires confirmation)
+
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'
 
  
 
|-  
 
|-  
| VERMIN_HATEABLE
+
| VERMINHUNTER
 
|   
 
|   
| Some dwarves will hate the creature and get unhappy thoughts when around it.  
+
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
  
 
|-  
 
|-  
| VERMIN_MICRO
+
| VESPERTINE
 
|   
 
|   
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.  
+
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
 +
 
 +
|-
 +
| VIEWRANGE
 +
| value
 +
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.
 +
|}
  
|-
+
<div align="center">
| VERMIN_NOFISH
+
{{alphabetical TOC}}
+
</div>
| The creature cannot be caught by fishing.
 
  
 +
==W==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-  
 
|-  
| VERMIN_NOROAM
+
| WAGON_PULLER
 
|   
 
|   
| The creature will not be observed randomly roaming about the map.  
+
| Allows the creature to pull caravan wagons.  
  
 
|-  
 
|-  
| VERMIN_NOTRAP
+
| WEBBER
|
+
|  
| The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC))
+
* [[material token]]
 +
| Allows the creature to create webs, and defines what the webs are made of.
  
 
|-  
 
|-  
| VERMIN_ROTTER
+
| WEBIMMUNE
 
|   
 
|   
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.  
+
| The creature will not get caught in thick webs.
 +
|}
 +
 
 +
==Attack Tokens==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
  
 
|-  
 
|-  
| VERMIN_SOIL
+
| ATTACK_SKILL
|
+
|  
| The creature randomly appears near dirt or mud.
+
*skill used ([[Skill token]])
 +
| defines the attack skill used
  
 
|-  
 
|-  
| VERMIN_SOIL_COLONY
+
| ATTACK_VERB
|
+
| 2nd person:3rd person
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
+
| descriptive text for the attack
  
 
|-  
 
|-  
| VERMINHUNTER
+
| ATTACK_CONTACT_PERC
|
+
|  
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.
+
*% value
 +
| amount of available tissue used in attack, or possibly percent chance the attack makes contact
  
 
|-  
 
|-  
| VESPERTINE
+
| ATTACK_PENETRATION_PERC
|
+
|  
| Sets if the creature is active in evening.
+
*% value
|}
+
| probably amount of material that makes contact when penetration is done, or possibly percent chance the attack penetrates (as in sharp items. Default is 0, so it can be left out for blunt attacks, if this is what it does)
 +
 
 +
|-
 +
| ATTACK_PRIORITY
 +
|
 +
*MAIN or SECOND
 +
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| ATTACK_VELOCITY_MODIFIER
</div>
+
| number
 +
| Modifies the attack velocity.  Believed to be percent based (so 100 would be "normal").  May be on same scale as weapon velocity (where 1000 is "normal").
  
==W==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| WAGON_PULLER
+
| ATTACK_FLAG_CANLATCH
 
|   
 
|   
| Allows the creature to pull caravan wagons.  
+
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.
  
 
|-  
 
|-  
| WEBBER
+
| ATTACK_FLAG_WITH
|  
+
|
*LOCAL_CREATURE_MAT
+
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
*MATERIAL (eg SILK)
 
| allows the creature to web, and defines what the webs are made of.
 
  
 
|-  
 
|-  
| WEBIMMUNE
+
| ATTACK_FLAG_EDGE
 
|   
 
|   
| The creature will not get caught in webs.
+
| attack type
 +
 
 +
|-
 +
| SPECIALATTACK_INJECT_EXTRACT
 +
|
 +
* [[material token]]
 +
*state (SOLID, LIQUID, GAS)
 +
*min:max
 +
| attack type addition that injects a material into the victim.
 +
 
 +
|-
 +
| SPECIALATTACK_SUCK_BLOOD
 +
| min:max
 +
| Successful attack draws out an amount of blood randomized between the min and max value.
 +
|}
 +
 
 +
==Important Related Tokens==
 +
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)
 +
 
 +
===Tissue Modification===
 +
This next group of tokens deals setting and modifying tissue properties. (See also [[Tissue definition token]])
 +
 
 +
 
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
 
 +
|-
 +
| INSULATION
 +
|
 +
*value
 +
| Tissue supplies the creature with heat insulation. Higher values result in more insulation.
 +
 
 +
|-
 +
| PLUS_TISSUE_LAYER
 +
|
 +
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
| Adds a tissue to those selected
 +
 
 +
|-
 +
| PLUS_TL_GROUP
 +
|
 +
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
*tissue
 +
| continues a selection of tissue layers
 +
 
 +
|-
 +
| SELECT_TISSUE
 +
|
 +
*tissue token
 +
| Selects a tissue for editing.
 +
 
 +
|-
 +
| SELECT_TISSUE_LAYER
 +
|
 +
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token | Selects a tissue at a location
 +
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 +
| Selects a tissue layer for descriptor and cosmetic purposes.
 +
 
 +
|-
 +
| SET_LAYER_TISSUE
 +
|
 +
| Sets a tissue layer to be made of a different tissue.
 +
 
 +
|-
 +
| TISSUE_LAYER
 +
|
 +
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*TYPE,CATEGORY, or TOKEN
 +
*TISSUE
 +
*LOCATION
 +
| Adds the tissue layer to wherever it is required.
 +
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing
 +
 
 +
|-
 +
| TISSUE_LAYER_OVER
 +
|
 +
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*TYPE,CATEGORY, or TOKEN
 +
*TISSUE
 +
*LOCATION
 +
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
 +
 
 +
|-
 +
| TISSUE_LAYER_UNDER
 +
|
 +
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*TYPE,CATEGORY, or TOKEN
 +
*TISSUE
 +
| Adds the tissue layer under a given part.
 +
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man
 +
      [TISSUE:GAS]
 +
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]
 +
 
 +
|-
 +
| TISSUE_LAYER_APPEARANCE_MODIFIER
 +
|
 +
*QUALITY
 +
*lowest:lower:low:median:high:higher:highest
 +
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 +
 
 +
|-
 +
| TISSUE_LEAKS
 +
|
 +
| The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.
 +
 
 +
|-
 +
| TISSUE_MATERIAL
 +
|
 +
*VALUE (material)
 +
*MATERIAL (material subtype)
 +
| Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]
 +
 
 +
|-
 +
| TISSUE_STYLE_UNIT
 +
|
 +
*tissue
 +
*shaping
 +
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
 +
 
 +
|-
 +
| TL_COLOR_MODIFIER
 +
| COLOR:freq:COLOR:freq etc
 +
| Creates a list of color patterns, giving each a frequency.
 +
 
 +
|-
 +
| TL_CONNECTS
 +
|
 +
| Presumably gives the CONNECTS attribute to selected layers.
 +
 
 +
|-
 +
| TL_HEALING_RATE
 +
|
 +
| Presumably changes the HEALING_RATE of the selected tissue layers.
 +
 
 +
|-
 +
| TL_MAJOR_ARTERIES
 +
|
 +
| Gives Major Artery attribute to selected layers.
 +
 
 +
|-
 +
| TL_PAIN_RECEPTORS
 +
|
 +
| Seems to set new number of pain receptors for selected tissue layers.
 +
 
 +
|-
 +
| TL_RELATIVE_THICKNESS
 +
|
 +
| Seems to set new relative thickness for selected tissue layers.
 +
 
 +
|-
 +
| TL_VASCULAR
 +
|
 +
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.
 +
 
 
|}
 
|}
  
 +
==See Also==
 +
*[[Body detail plan token]]
 +
*[[Body token]]
 +
*[[Material definition token]]
 +
*[[Syndrome]]
 +
*[[Tissue definition token]]
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

Latest revision as of 19:22, 25 September 2024

This article is about an older version of DF.

A full list of all known creature tokens.


Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

A[edit]

Token Arguments Description
ADOPTS_OWNER Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.[Verify]
ALCOHOL_DEPENDENT Creature needs alcohol to get through the working day.
ALL_ACTIVE When set, the creature will appear at any time of day. Overrides [DIURNAL], [NOCTURNAL], [CREPUSCULAR], [MATUTINAL], and [VESPERTINE].
ALTTILE If set, the creature will blink between its [TILE] and its [ALTTILE].
AMBUSHPREDATOR Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.[Verify]
AMPHIBIOUS Allows a creature to breathe with or without water. Implies [AQUATIC].
APP_MOD_DESC_RANGE
  • Range
Forum post describing how description ranges work
APP_MOD_GENETIC_MODEL
  • 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
  • number
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify]
APP_MOD_NOUN
  • noun
  • SINGULAR or PLURAL
creates a noun for the appearance and whether it is singular or plural
APP_MOD_RATE
  • Rate (integer)
  • Scale (DAILY, YEARLY)
  • min:max of growth
  • start year:start day
  • 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
  • CV TEMPLATE NAME
Loads the Creature Variation Template specified.
APPLY_CURRENT_CREATURE_VARIATION Applies loaded Creature Variation
AQUATIC Allows a creature to breathe underwater, but causes it to "drown" out of water.
ARENA_RESTRICTED Does not appear in arena mode list
ARTIFICIAL_HIVEABLE Can be kept in artificial hives by beekeepers.
AT_PEACE_WITH_WILDLIFE Does not attack or frighten wildlife.
ATTACK
  • token
  • bodypart
  • selection criteria
  • location
Defines the attack name, and the body part used. See below for valid subtokens

Example:
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]
GORE : name of the attack
BODYPART:BY_CATEGORY:HORN : the horn is used to attack (presuming the creature has one)

ATTACK_TRIGGER pop:exported wealth:created wealth Specifies when a megabeast will attack the fortress.
Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

B[edit]

Token Arguments Description
BABY 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 singular:plural Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
BEACH_FREQUENCY Whales and jellyfish have this. Controls the beaching frequency of the creature.
BENIGN Determines whether creature can show up on "tame" maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
BIOME Select a Biome the creature may appear in.
BLOOD Specifies what the creature's blood is made of.
BODY body parts Draws body parts from OBJECT:BODY files (such as body_default.txt)

Example:
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH]
This is the body from a Purring maggot. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.

BODY_APPEARANCE_MODIFIER
  • ATTRIBUTE
  • 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 BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.

Example:
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
HEIGHT : marks the height to be changed
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 PlanName, PlanName:type:type:type:etc loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.

Example:
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
This creates the detailed body of a fox, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.
A maggot would only need:
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]

BODY_SIZE years:days:size sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.

Example:
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:12:0:220000]
This describes the size of a minotaur. His birth size would be 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg

BODYGLOSS gloss Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
BONECARN Creature eats bones. Implies CARNIVORE. Civilized creatures (e.g. Kobolds) with this tag tend to die out during world generation.
BP_APPEARANCE_MODIFIER
  • QUALITY
  • lowest:lower:low:median:high:higher:highest
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 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.
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C[edit]

Token Arguments Description
CAN_LEARN The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.
CAN_SPEAK Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.[Verify]
CANNOT_UNDEAD Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.
CANOPENDOORS Allows the creature to open doors.
CARNIVORE Creature only eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.
CASTE
  • name
defines a caste
CASTE_ALTTILE
  • tile number or "letter"
Caste-specific alternate tile. Expects CASTE_TILE
CASTE_COLOR
  • fg
  • bg
  • brightness
Creature tile color of the caste.
CASTE_GLOWCOLOR
  • fg
  • bg
  • brightness
GLOWTILE color of the caste.
CASTE_GLOWTILE
  • tile value or "letter"
Caste-specific glowtile
CASTE_NAME singular:plural:adjective The name of the caste of the creature in the game.
CASTE_PROFESSION_NAME alters the name of the given profession, caste-specific
CASTE_SOLDIER_ALTTILE 'character' or tile number Creatures of this caste active in their civilization's military will blink between their default tile and this one.
CASTE_SOLDIER_TILE 'character' or tile number Creatures of this caste active in their civilization's military will use this tile instead.
CASTE_SPEECH speech file? Possibly a caste-specific instance of the SPEECH token
CASTE_TILE
  • tile number or "letter"
Caste-specific creature tile.
CAVE_ADAPT Gives the creature a bonus in caves. Also causes Cave adaptation.
CHANGE_BODY_SIZE_PERC
CHILD integer age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
CHILDNAME singular:plural Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
CLUSTER_NUMBER
  • min
  • max
The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.

e.g. [CLUSTER_NUMBER:1:3]

CLUTCH_SIZE
  • min
  • max
Number of eggs laid in one sitting.
COLONY_EXTERNAL Caste hovers around colony.
COLOR foreground:background:brightness Color of the creature's tile.
COMMON_DOMESTIC Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT. In addition, the creature must be NATURAL rather than FANCIFUL
CONVERTED_SPOUSE Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
COOKABLE_LIVE Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
COPY_TAGS_FROM
  • CREATURE NAME
Copies tags from another specified creature.
CREATURE_CLASS
  • 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.
CREATURE_SOLDIER_TILE 'character' or tile number Creatures active in their civilization's military will use this tile instead.
CREATURE_TILE 'character' or tile number The symbol of the creature in ASCII mode.
CREPUSCULAR When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
CURIOUSBEAST_EATER Allows a creature to steal and eat edible items from a site.
CURIOUSBEAST_GUZZLER 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 Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.
CV_ADD_TAG
  • TAG NAME
Adds a tag. Used in conjunction with creature variation templates.
CV_REMOVE_TAG
  • TAG NAME
Removes a tag. Used in conjunction with creature variation templates.
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D[edit]

Token Arguments Description
DEMON Found on generated demons. Cannot be specified in user-defined raws.
DESCRIPTION text A brief description of the creature type.
DIE_WHEN_VERMIN_BITE Dies upon attacking. Used for bee stings.
DIFFICULTY integer Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.
DIURNAL When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.
DOES_NOT_EXIST Creature does not actually exist; used for fanciful creatures.
DRAGONFIREBREATH Creature breathes fire in a cone.
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E[edit]

Token Arguments Description
EGG_MATERIAL Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
EGG_SIZE
  • size
Determines how long it takes for eggs to hatch[Verify]. The larger the number, the longer it takes.
EQUIPMENT_WAGON Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
EQUIPS Allows the creature to wear or wield items.
EVIL Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.


EXTRACT Defines a creature extract which can be obtained via small animal dissection.
EXTRAVISION Creature can see regardless of whether it has working eyes.
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F[edit]

Token Arguments Description
FANCIFUL Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with [COMMON_DOMESTIC]
FEATURE_ATTACK_GROUP Found on subterranean animalmen.
FEATURE_BEAST Found on forgotten beasts. Cannot be specified in user-defined raws.
FEMALE Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
FIREBREATH The creature breathes long range fireballs and has a short range cone shaped fire breath attack.
FIREIMMUNE The creature is immune to FIREBREATH and steam.
FIREIMMUNE_SUPER The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.
FISHITEM Needs to be cleaned at a fishery
FIXED_TEMP temperature The natural heat generated by the creature.
FLEEQUICK Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
FLIER 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
  • number, max 100
Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a weight - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with POP_RATIO.
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G[edit]

Token Arguments Description
GENERAL_BABY_NAME singular:plural name at creature level
GENERAL_CHILD_NAME singular:plural name at creature level
GENERATED Found on procedurally generated creatures like Forgotten beasts, (biome name) titans, Demons, and night creatures.
GETS_INFECTIONS_FROM_ROT Creature can get infections from necrotic tissue.
GETS_WOUND_INFECTIONS Creature's wounds can become infected.
GLOWCOLOR
  • foreground
  • background
  • brightness
The colour of the GLOWTILE of the creature.
GLOWTILE ascii character If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.
GNAWER verb (gnawed) The creature can and will gnaw its way out of animal traps and cages using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from artifacts.
GO_TO_END When using tags from an existing creature, inserts new tags at the end of the creature.
GO_TO_START When using tags from an existing creature, inserts new tags at the beginning of the creature.
GO_TO_TAG When using tags from an existing creature, inserts new tags after the specified tag.
GOOD Determines whether creature can show up on "good" areas. Eg. unicorn.
GRASSTRAMPLE value The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.
GRAVITATE_BODY_SIZE target value Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.
GRAZER
  • number
Animals is a grazer. The higher the number, the less frequently it needs to eat in order to survive.
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H[edit]

Token Arguments Description
HABIT type:probability Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.
HABIT_NUM number or TEST_ALL "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
HAS_NERVES This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.
HASSHELL The creature has a shell. Seemingly no longer used - holdover from previous versions.
HIVE_PRODUCT What product is harvested from beekeeping.
HOMEOTHERM Default 'NONE'. The creature's normal body temperature
HUNTS_VERMIN Creature hunts and kills nearby vermin.
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I[edit]

Token Arguments Description
IMMOBILE_LAND The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land.
IMMOLATE Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from animal traps and cages made of certain materials. Due to a bug, however, they will only escape from artifacts.
INTELLIGENT Shortcut for [CAN_SPEAK] + [CAN_LEARN].
ITEMCORPSE Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
ITEMCORPSE_QUALITY The quality of an item-type corpse left behind; 5 is masterpiece-level.
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L[edit]

Token Arguments Description
LAIR type:probability Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
LAIR_CHARACTERISTIC characteristic:probability Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
LAIR_HUNTER This creature will actively hunt adventurers in its lair.
LAIR_HUNTER_SPEECH speech file What this creature says while hunting adventurers in its lair.
LARGE_PREDATOR Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
LARGE_ROAMING In Fortress Mode, spawns outdoors and is not a vermin creature.
LAYS_EGGS Creature lays eggs instead of giving birth to live young.
LAYS_UNUSUAL_EGGS Creature lays a particular item instead of regular eggs.
LIGAMENTS Defines the material and healing rate of ligaments.
LIGHT_GEN A vermin featuring this tag will remain visible to an adventurer, even at night (without being dimmed in color along with the surrounding terrain), and from a distance (even outside 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 The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.
LISP Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
LITTERSIZE
  • minumum
  • maximum
Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
LOCKPICKER Lets a creature open doors that are set to forbidden in Fortress Mode.
LOOSE_CLUSTERS The creatures will scatter if they have this tag, or form tight packs if they don't.
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M[edit]

Token Arguments Description
MAGICAL Unknown.
MAGMA_VISION Creature's able to see while covered in magma.
MALE The species or caste is all male.
MANNERISM_??
  • occasionally body part
Adds a possible mannerism to the creature's profile.

Refer to Creature mannerism tokens

MATERIAL
  • material id
Begins defining a new material.[Verify]
MATERIAL_BREATH_ATTACK
  • 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.
MATUTINAL When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
MAXAGE min:max Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.
MEANDERER Gives a creature random movement.
MEGABEAST Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.
MENT_ATT_CAP_PERC
  • ATTRIBUTE Token
  • 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).
MENT_ATT_RANGE
  • 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
  • ATTRIBUTE Token
  • cost to improve
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Mental attribute gain/decay rates. Defaults are 500:4:5:4.
MILKABLE Allows the creature to be milked.
MISCHIEVIOUS Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."
MODVALUE Seemingly no longer used - holdover from previous versions.
MOUNT Creature may be used as a mount.
MOUNT_EXOTIC You need the Dungeon master noble to mount the creature.
MULTIPLE_LITTER_RARE Makes litters with more than one offspring rare, only happening with a 1/500 chance.
MULTIPLY_VALUE
  • Multiplier
Multiplies value of materials.
MUNDANE Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.
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N[edit]

Token Arguments Description
NAME singular:plural:adjective The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.
NATURAL Animal is considered to be natural.
NATURAL_SKILL skill:value The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).
NIGHT_CREATURE_BOGEYMAN Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.
NIGHT_CREATURE_HUNTER If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET of the opposite sex(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.
NO_AUTUMN does not appear this season.
NO_DIZZINESS Creature cannot become dizzy
NO_DRINK Creature does not need to drink.
NO_EAT Creature does not need to eat.
NO_FEVERS Creature cannot suffer fevers
NO_GENDER Creature has no gender.
NO_SLEEP Creature does not need to sleep.
NO_SPRING does not appear this season.
NO_SUMMER does not appear this season.
NO_THOUGHT_CENTER_FOR_MOVEMENT Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.
NO_WINTER does not appear this season.
NOBONES Creature has no bones.
NOBREATHE Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.
NOCTURNAL When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.
NOEMOTION The creature has no emotions, and does not rage.
NOEXERT Creature can't become tired or over-exerted.
NOFEAR Creature doesn't feel fear and will never run away from battle.
NOMEAT Creature will not drop meat on butcher.
NONAUSEA Creature can't vomit.
NOPAIN Creature doesn't feel pain.
NOSKIN Creature will not drop skin on butcher.
NOSKULL Creature will not drop skull on butcher, rot, or decay of severed head.
NOSMELLYROT Does not produce miasma when rotting
NOSTUCKINS Weapons can't be stuck in creature.
NOSTUN Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.
NOT_BUTCHERABLE Cannot be butchered
NOTHOUGHT Creature doesn't think, or doesn't require a [BRAIN] body part.
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P[edit]

Token Arguments Description
PACK_ANIMAL Allows the creature to be used as a pack animal. Currently only used by merchants. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures.
PARALYZEIMMUNE The creature is immune to all paralyzing special attacks.
PATTERNFLIER
PEARL Creature will generate pearls.
PENETRATEPOWER value Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.
PERSONALITY
  • ATTRIBUTE
  • lowest:median:highest
Determines the range and chance of personality traits. Standard is 0:50:100. See Personality trait for more info.
PET Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.
PET_EXOTIC Allows civilizations with [USE_ANY_PET_RACE] to tame this animal during worldgen.
PETVALUE value How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.
PETVALUE_DIVISOR value Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.
PHYS_ATT_CAP_PERC
  • ATTRIBUTE Token
  • 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).
PHYS_ATT_RANGE
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest
Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
PHYS_ATT_RATES
  • ATTRIBUTE Token
  • cost to improve
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
PLUS_BP_GROUP
  • BY_TYPE, BY_CATEGORY, or BY_TOKEN
  • body type, category, or token
Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
PLUS_MATERIAL
  • material
Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
POP_RATIO Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
POPULATION_NUMBER min:max The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
POWER Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
PREFSTRING string Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
PROFESSION_NAME The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.
PRONE_TO_RAGE number Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat. As described in file_changes.txt, creatures with this token "follow its normal behavior, but flip out on occasion, higher rate = more flipping out".
PUS Specifies what the creature's wounds will ooze when infected.
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R[edit]

Token Arguments Description
RELSIZE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • body category, type, or token
  • Relsize
Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
REMAINS singular:plural What creature's remains are called.
REMAINS_COLOR What color creature's remains are.
REMAINS_ON_VERMIN_BITE_DEATH Leaves remains when its attack causes it to die? Seems to go with DIE_WHEN_VERMIN_BITE.
REMAINS_UNDETERMINED Unknown.
REMOVE_MATERIAL
  • material token
Removes a material from a creature.
REMOVE_TISSUE
  • material token
Removes a tissue from a creature.
RETURNS_VERMIN_KILLS_TO_OWNER Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.
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S[edit]

Token Arguments Description
SAVAGE Allows creature to show up on (and limits it to) "savage" maps.
SECRETION
  • material token
  • Material State
  • location secreted from (by_type, by_category, by_token)
  • body part
  • tissue layer
creates a secreted material on given tissue on a given part of the body.
SELECT_ADDITIONAL_CASTE
  • caste name
adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.
SELECT_CASTE
  • caste name, or ALL
selects a previously defined caste
SELECT_MATERIAL
  • Material token
Selects a locally defined material. Can be ALL.
SEMIMEGABEAST Appears as boss creature in quests. Makes history by rampaging around towns. Appears on fortress territory in Fortress Mode occasionally. Possibly inhabits non-mountain caves.
SET_BP_GROUP
  • selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
  • category, type, or token
Begins a selection of body parts.
SET_TL_GROUP
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
begins a selection of tissue layers
SHEARABLE_TISSUE_LAYER
  • tissue modifier
  • required value
Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).
SKILL_LEARN_RATE skill_token:percentage The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_LEARN_RATES percentage The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_RATE skill_token:percentage:value:value:value As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_RATES
  • % of improvement points you get
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.

Default is [SKILL_RATES:100:8:16:16]. [SLOW_LEARNER] changes the 100 to a 50. Requires CAN_LEARN or INTELLIGENT to function.

SKILL_RUST_RATE skill_token:value:value:value The rate at which this skill decays. Lower values cause the skill to decay faster. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_RUST_RATES value:value:value The rate at which all skills decay. Lower values cause the skills to decay faster. Requires CAN_LEARN or INTELLIGENT to function.
SLOW_LEARNER Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races.
SMALL_REMAINS If a creature has this token, it'll leave "remains" instead of a corpse.
SOLDIER_ALTTILE 'character' or tile number If this creature is active in its civilization's military, it will blink between its default tile and this one.
SOUND
  • Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
  • Sound range (in tiles)
  • Sound delay (lower values = sound is produced more often)
  • VOCALIZATION or NONE (determines whether the sound requires breathing or not)
  • First-person description
  • Third-person description
  • Description when out of sight
Creature makes sounds periodically, which can be heard in Adventure mode.
SPECIFIC_FOOD
  • PLANT or CREATURE
  • Plant/creature ID
Indicates that the creature is only capable of eating a particular type of food.
SPEECH speech file Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
SPEECH_FEMALE speech file Boasting speeches relating to killing females of this creature.
SPEECH_MALE speech file Boasting speeches relating to killing males of this creature.
SPEED value Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed for more information.
SPHERE
  • sphere name
Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the creature's name.
SPOUSE_CONVERSION_TARGET This creature can be converted by a night creature with SPOUSE_CONVERTED.
SPOUSE_CONVERTER Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.
SWIM_SPEED
  • speed
How fast the creature swims. Typically 2500 (0.38 times the default speed).
SWIMS_INNATE The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
SWIMS_LEARNED The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.
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T[edit]

Token Arguments Description
TENDONS Defines the material and healing rate of tendons.
THICKWEB The creature's webs can catch larger creatures.
TISSUE name Begins defining a tissue in the creature file.
TITAN Found on titans. Cannot be specified in user-defined raws.
TL_COLOR_MODIFIER COLOR:freq:COLOR:freq etc Creates a list of color patterns, giving each a frequency.
TLCM_GENETIC_MODEL tissue layer color modifier is passed to offspring genetically?
TLCM_IMPORTANCE
  • number
Presumably modifies the importance of the tissue layer color modifier, for description purposes.

HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.

TLCM_NOUN
  • name
  • SINGULAR or PLURAL
names the tissue layer color modifier, and determines the noun
TLCM_TIMING
  • ROOT
  • start change window years:days:end change window years:days
determines the point in the creature's life where the color change begins
TRADE_CAPACITY How much the creature can carry when used by merchants.
TRAINABLE Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
TRAINABLE_HUNTING Can be trained as hunting beasts by way of kennels.
TRAINABLE_WAR Can be trained as war beasts by way of kennels.
TRANCES Allows the creature to go into martial trances.
TRAPAVOID The creature is immune to traps. Probably every procedurally generated megabeast has this.
TRIGGERABLE_GROUP min:max A large swarm of vermin can be disturbed, usually in Adventure mode.[Verify]
TSU_NOUN
  • noun
  • SINGULAR or PLURAL
Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
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U[edit]

Token Arguments Description
UBIQUITOUS Creature will occur in every region with the correct biome. Does not apply to evil/good tags.
UNDERGROUND_DEPTH
  • mindepth
  • maxdepth
Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max. Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
UNDERSWIM Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.
UNIQUE_DEMON Typically found on generated demons; causes the game to create a single (or double, one per caste, if have two genders) named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.
USE_CASTE
  • new caste token
  • old caste token
Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
USE_MATERIAL
  • new material ID
  • old material ID
Defines a new local creature material and populates it with all properties defined in the specified local creature material.
USE_MATERIAL_TEMPLATE
  • new material token
  • material template
Defines a new local creature material and populates it with all properties defined in the specified template.
USE_TISSUE
  • new tissue token
  • old tissue id
Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
USE_TISSUE_TEMPLATE
  • new tissue token
  • tissue template
Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.
UTTERANCES Changes the language of the creature into an unintelligible mess.
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V[edit]

Token Arguments Description
VEGETATION unknown
VERMIN_BITE Vermin bites, and injects something.
VERMIN_EATER The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
VERMIN_FISH The vermin appears in water and will attempt to swim around.
VERMIN_GROUNDER The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
VERMIN_HATEABLE Some dwarves will hate the creature and get unhappy thoughts when around it.
VERMIN_MICRO This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.
VERMIN_NOFISH The creature cannot be caught by fishing.
VERMIN_NOROAM The creature will not be observed randomly roaming about the map.
VERMIN_NOTRAP The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
VERMIN_ROTTER Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.
VERMIN_SOIL The creature randomly appears near dirt or mud.
VERMIN_SOIL_COLONY The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
VERMINHUNTER Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
VESPERTINE When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
VIEWRANGE value Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.
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W[edit]

Token Arguments Description
WAGON_PULLER Allows the creature to pull caravan wagons.
WEBBER Allows the creature to create webs, and defines what the webs are made of.
WEBIMMUNE The creature will not get caught in thick webs.

Attack Tokens[edit]

Token Arguments Description
ATTACK_SKILL defines the attack skill used
ATTACK_VERB 2nd person:3rd person descriptive text for the attack
ATTACK_CONTACT_PERC
  • % value
amount of available tissue used in attack, or possibly percent chance the attack makes contact
ATTACK_PENETRATION_PERC
  • % value
probably amount of material that makes contact when penetration is done, or possibly percent chance the attack penetrates (as in sharp items. Default is 0, so it can be left out for blunt attacks, if this is what it does)
ATTACK_PRIORITY
  • MAIN or SECOND
use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
ATTACK_VELOCITY_MODIFIER number Modifies the attack velocity. Believed to be percent based (so 100 would be "normal"). May be on same scale as weapon velocity (where 1000 is "normal").
ATTACK_FLAG_CANLATCH Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.
ATTACK_FLAG_WITH In adventure mode, displays the name of the body part used by an attack when announcing the attack.
ATTACK_FLAG_EDGE attack type
SPECIALATTACK_INJECT_EXTRACT attack type addition that injects a material into the victim.
SPECIALATTACK_SUCK_BLOOD min:max Successful attack draws out an amount of blood randomized between the min and max value.

Important Related Tokens[edit]

These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)

Tissue Modification[edit]

This next group of tokens deals setting and modifying tissue properties. (See also Tissue definition token)


Token Arguments Description
INSULATION
  • value
Tissue supplies the creature with heat insulation. Higher values result in more insulation.
PLUS_TISSUE_LAYER
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
Adds a tissue to those selected
PLUS_TL_GROUP
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
continues a selection of tissue layers
SELECT_TISSUE
  • tissue token
Selects a tissue for editing.
SELECT_TISSUE_LAYER
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token | Selects a tissue at a location
  • (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
Selects a tissue layer for descriptor and cosmetic purposes.
SET_LAYER_TISSUE Sets a tissue layer to be made of a different tissue.
TISSUE_LAYER
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
  • LOCATION
Adds the tissue layer to wherever it is required.

Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing

TISSUE_LAYER_OVER
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
  • LOCATION
Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
TISSUE_LAYER_UNDER
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
Adds the tissue layer under a given part.

For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man

      [TISSUE:GAS]

[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]

TISSUE_LAYER_APPEARANCE_MODIFIER
  • QUALITY
  • lowest:lower:low:median:high:higher:highest
sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
TISSUE_LEAKS The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.
TISSUE_MATERIAL
  • VALUE (material)
  • MATERIAL (material subtype)
Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]
TISSUE_STYLE_UNIT
  • tissue
  • shaping
sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
TL_COLOR_MODIFIER COLOR:freq:COLOR:freq etc Creates a list of color patterns, giving each a frequency.
TL_CONNECTS Presumably gives the CONNECTS attribute to selected layers.
TL_HEALING_RATE Presumably changes the HEALING_RATE of the selected tissue layers.
TL_MAJOR_ARTERIES Gives Major Artery attribute to selected layers.
TL_PAIN_RECEPTORS Seems to set new number of pain receptors for selected tissue layers.
TL_RELATIVE_THICKNESS Seems to set new relative thickness for selected tissue layers.
TL_VASCULAR Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.

See Also[edit]