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Difference between revisions of "Creature token"

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{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}
+
{{Quality|Exceptional}}
 
{{av}}
 
{{av}}
 +
{{Modding}}
  
A full list of all known [[creature]] [[token]]s.
+
The <code>[OBJECT:CREATURE]</code> [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below.  
  
__NOTOC__
+
Vanilla creature definitions can be found in <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\vanilla_creatures\</code>.
 +
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.
  
<div align="center">
+
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or caste respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguishes tokens that can be applied to creature only, caste only, and both ('creature', 'CASTE-only', and 'CASTE' respectively)
{{alphabetical TOC}}
+
 
</div>
+
__NOTOC__
 +
{{clear}}
 +
{{alphabetical TOC|style=margin: 1em auto;}}
  
 
==A==
 
==A==
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| Caste
 
| Caste
 
|
 
|
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. Used by [[cat]]s in the vanilla game. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species.
+
| Prevents the tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead of "This [adorable] animal can't work" or "This animal is waiting to be trained".
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.
+
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. 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}}.
  
 
|-
 
|-
 
| {{text anchor|ALTTILE}}
 
| {{text anchor|ALTTILE}}
 
| Creature
 
| Creature
| 'character' or tile number
+
|  
| If set, the creature will blink between its TILE and its ALTTILE.  
+
*'character' or tile number
 +
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE.  
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Found on LARGE_PREDATORs who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}
+
| Makes the creature start out hidden and remain near its original location until its prey draws near. When combined with {{token|WEBBER|c}}, causes them to lay gigantic webs near their spawn location, though only for creatures present during embark.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to breathe with or without [[water]]. Does not prevent drowning in [[magma]].
+
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].
  
 
|-
 
|-
 
| {{text anchor|APP_MOD_DESC_RANGE}}
 
| {{text anchor|APP_MOD_DESC_RANGE}}
| Caste
+
| Appearance Modifier
 
|
 
|
*Range
+
*Range (6 values, low to high)
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
+
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.
 +
 
 +
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.
  
 
|-
 
|-
 
| {{text anchor|APP_MOD_GENETIC_MODEL}}
 
| {{text anchor|APP_MOD_GENETIC_MODEL}}
| Caste
+
| Appearance Modifier
 
|
 
|
 
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
 
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
Line 70: Line 77:
 
|-
 
|-
 
| {{text anchor|APP_MOD_IMPORTANCE}}
 
| {{text anchor|APP_MOD_IMPORTANCE}}
| Caste
+
| Appearance Modifier
 
|
 
|
 
*number
 
*number
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|-
 
|-
 
| {{text anchor|APP_MOD_NOUN}}
 
| {{text anchor|APP_MOD_NOUN}}
| Caste
+
| Appearance Modifier
 
|  
 
|  
 
*noun
 
*noun
 
*SINGULAR or PLURAL  
 
*SINGULAR or PLURAL  
| Creates a noun for the appearance and whether it is singular or plural.
+
| Creates a noun for the appearance, and whether it is singular or plural.
  
 
|-
 
|-
 
| {{text anchor|APP_MOD_RATE}}
 
| {{text anchor|APP_MOD_RATE}}
| Caste
+
| Appearance Modifier
 
|  
 
|  
 
*Rate (integer)
 
*Rate (integer)
 
*Scale (DAILY, YEARLY)
 
*Scale (DAILY, YEARLY)
*min:max of growth
+
*min (growth)
*start year:start day
+
*max (growth)
*end year:end day  
+
*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.
 
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.
  
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| Caste
 
| Caste
 
|  
 
|  
*CV TEMPLATE NAME
+
*creature variation ID
| Applies the specified [[creature variation token|creature variation]].
+
*(optional) any amount of arbitrary arguments
 +
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.
  
 
|-
 
|-
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| Special
 
| Special
 
|   
 
|   
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.
+
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Creature can breathe in water, but air-drowns on dry land.  
+
| Enables the creature to breathe in water, but causes it to air-drown on dry land.  
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Does not appear in arena mode list.
+
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.
  
 
|-
 
|-
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| Creature
 
| Creature
 
|
 
|
| Can be kept in artificial hives by beekeepers.
+
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|
 
|
| Does not attack or frighten creatures with the NATURAL tag.
+
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.
  
 
|-
 
|-
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|  
 
|  
 
*token
 
*token
*bodypart
+
*selection criteria (it's complicated)
*selection criteria
 
*location
 
 
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
 
| 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 />
+
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br />
''GORE'' : name of the attack<br />
+
''GORE'' = name of the attack<br />
''BODYPART:BY_CATEGORY:HORN'' : the horn is used to attack (presuming the creature has one)
+
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)
  
 
|-
 
|-
 
| {{text anchor|ATTACK_TRIGGER}}
 
| {{text anchor|ATTACK_TRIGGER}}
 
| Caste
 
| Caste
| population:exported wealth:created wealth
+
|  
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.
+
*population
 +
*exported wealth
 +
*created wealth
 +
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.
  
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==B==
 
==B==
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| {{text anchor|BABY}}
 
| {{text anchor|BABY}}
 
| Caste
 
| Caste
| integer  
+
|  
 +
*integer  
 
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.
 
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.
  
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| {{text anchor|BABYNAME}}
 
| {{text anchor|BABYNAME}}
 
| Caste
 
| Caste
| singular:plural  
+
|  
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
+
*singular
 +
*plural  
 +
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.
  
 
|-
 
|-
 
| {{text anchor|BEACH_FREQUENCY}}
 
| {{text anchor|BEACH_FREQUENCY}}
 
| Caste
 
| Caste
| integer
+
|  
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be aquatic. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.
+
*integer
 +
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.
+
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.
 +
 
 +
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|  
 
|  
* [[material token]]
+
* <[[material token]]>
*matter state (LIQUID, GAS, SOLID)
+
* <[[Material_definition_token#Material_States|material state]]>
 
| Specifies what the creature's blood is made of.
 
| Specifies what the creature's blood is made of.
  
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| Caste
 
| Caste
 
|  
 
|  
| Seems to be required to make the creature denouncable as a creature of the night.
+
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.
  
 
|-
 
|-
 
| {{text anchor|BODY}}
 
| {{text anchor|BODY}}
 
| Caste
 
| Caste
| body parts  
+
|  
 +
*body parts  
 
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
 
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
 
'''Example:'''<br />
 
'''Example:'''<br />
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This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.
 
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.
  
'''If the body is left undefined, the creature will cause a crash whenever it spawns.'''
+
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a "Body Token Recognized But Could Not Connect: HEART" error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.
 +
 
 +
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}
  
 
|-
 
|-
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|  
 
|  
 
*ATTRIBUTE
 
*ATTRIBUTE
*lowest:lower:low:median:high:higher:highest  
+
*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.
 
| 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 />
 
'''Example:'''<br />
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| {{text anchor|BODY_DETAIL_PLAN}}
 
| {{text anchor|BODY_DETAIL_PLAN}}
 
| Caste
 
| Caste
| PlanName, PlanName:type:type:type:etc.
+
|  
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
+
*PlanName
 +
*Arguments
 +
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
 
'''Example:'''<br />
 
'''Example:'''<br />
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
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| {{text anchor|BODY_SIZE}}
 
| {{text anchor|BODY_SIZE}}
 
| Caste
 
| Caste
| years:days:size  
+
|  
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.
+
*years
 +
*days
 +
*size  
 +
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.
 
'''Example:'''<br />
 
'''Example:'''<br />
 
[BODY_SIZE:0:0:10000]<br />
 
[BODY_SIZE:0:0:10000]<br />
 
[BODY_SIZE:1:168:50000]<br />
 
[BODY_SIZE:1:168:50000]<br />
 
[BODY_SIZE:12:0:220000]<br />
 
[BODY_SIZE:12:0:220000]<br />
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old he would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.
+
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.
  
 
|-
 
|-
 
| {{text anchor|BODYGLOSS}}
 
| {{text anchor|BODYGLOSS}}
 
| Caste
 
| Caste
| gloss  
+
|  
 +
*gloss  
 
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
 
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
  
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| Caste
 
| Caste
 
|   
 
|   
| Creature eats bones. Implies CARNIVORE. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}
+
| Creature eats bones. Implies {{token|CARNIVORE|c}}. Currently does not work due to a bug ({{Bug|11069}}).
  
 
|-
 
|-
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| Caste
 
| Caste
 
|  
 
|  
| Adds a type to a body part. Used with SET_BP_GROUP.  
+
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]].  
In vanilla DF, this is used for adding the type 'GELDABLE' to the lower body of certain [[cat|creatures]].  
 
  
 
|-
 
|-
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|  
 
|  
 
*QUALITY
 
*QUALITY
*lowest:lower:low:median:high:higher:highest  
+
*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)
 
| 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)
  
 +
|-
 +
| {{text anchor|BP_REMOVE_TYPE}}
 +
| Caste
 +
|
 +
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}.
 +
 
|-
 
|-
 
| {{text anchor|BUILDINGDESTROYER}}
 
| {{text anchor|BUILDINGDESTROYER}}
 
| Caste
 
| Caste
| 1 or 2  
+
|  
 +
*1 or 2  
 
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands.  
 
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands.  
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==C==
 
==C==
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| {{text anchor|CAN_DO_INTERACTION}}
 
| {{text anchor|CAN_DO_INTERACTION}}
 
| Caste
 
| Caste
| interaction token
+
|  
 +
*interaction token
 
| The creature can perform an interaction. See [[interaction token]].
 
| The creature can perform an interaction. See [[interaction token]].
  
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| Caste
 
| Caste
 
|   
 
|   
| The creature gains skills and can have professions. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten 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.
+
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten 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. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Can talk. Note that it is not necessary for a creature to gain social skills.
+
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Creature cannot climb, even if it has free grasp parts.
+
| Creature cannot [[climber|climb]], even if it has free grasp parts.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Creature cannot jump.
+
| Creature cannot [[jump]].
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Acts as NOT_LIVING, except that [OPPOSED_TO_LIFE] creatures will attack them.
+
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to open doors that are set to be unpassable for pets.  
+
| Defunct, as doors cannot be set as tightly closed anymore.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Creature ''only'' eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.  
+
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.
  
 
|-
 
|-
Line 361: Line 403:
 
|
 
|
 
*tile number or "letter"
 
*tile number or "letter"
| Caste-specific ALTTILE. Requires CASTE_TILE.
+
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.
  
 
|-
 
|-
Line 370: Line 412:
 
*bg
 
*bg
 
*brightness
 
*brightness
| Caste-specific COLOR.
+
| Caste-specific {{token|COLOR|c}}.
  
 
|-
 
|-
Line 379: Line 421:
 
*bg
 
*bg
 
*brightness
 
*brightness
| Caste-specific GLOWCOLOR.
+
| Caste-specific {{token|GLOWCOLOR|c}}.
  
 
|-
 
|-
Line 386: Line 428:
 
|
 
|
 
*tile value or "letter"
 
*tile value or "letter"
| Caste-specific GLOWTILE.
+
| Caste-specific {{token|GLOWTILE|c}}.
  
 
|-
 
|-
 
| {{text anchor|CASTE_NAME}}
 
| {{text anchor|CASTE_NAME}}
 
| Caste
 
| Caste
| singular:plural:adjective  
+
|  
| Caste-specific NAME.
+
*singular
 +
*plural
 +
*adjective  
 +
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as "nothing".
  
 
|-
 
|-
Line 401: Line 446:
 
*singular
 
*singular
 
*plural  
 
*plural  
| Caste-specific PROFESSION_NAME.
+
| Caste-specific {{token|PROFESSION_NAME|c}}.
  
 
|-
 
|-
 
| {{text anchor|CASTE_SOLDIER_ALTTILE}}
 
| {{text anchor|CASTE_SOLDIER_ALTTILE}}
 
| Caste
 
| Caste
| 'character' or tile number
+
|  
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.
+
*'character' or tile number
 +
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.
  
 
|-
 
|-
 
| {{text anchor|CASTE_SOLDIER_TILE}}
 
| {{text anchor|CASTE_SOLDIER_TILE}}
 
| Caste
 
| Caste
| 'character' or tile number
+
|  
| Caste-specific CREATURE_SOLDIER_TILE.
+
*'character' or tile number
 
+
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.
|-
 
| {{text anchor|CASTE_SPEECH}}
 
| Caste
 
| speech file
 
| Caste-specific SPEECH.
 
  
 
|-
 
|-
Line 426: Line 467:
 
|
 
|
 
* tile number or "letter"
 
* tile number or "letter"
| Caste-specific CREATURE_TILE.
+
| Caste-specific {{token|CREATURE_TILE|c}}.
  
 
|-
 
|-
Line 432: Line 473:
 
| Caste
 
| Caste
 
|   
 
|   
| Gives the creature a bonus in caves. Also causes [[cave adaptation]].  
+
| Causes the creature to develop [[cave adaptation]].
 +
 
 +
Allows for creature's race to be involved in jokes that end in "And the [race] saw the sun and vomited on the spot!"
  
 
|-
 
|-
 
| {{text anchor|CDI}}
 
| {{text anchor|CDI}}
 
| Caste
 
| Caste
| Varies
+
|  
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[interaction token]].
+
*Varies
 +
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].
  
 
|-
 
|-
 
| {{text anchor|CHANGE_BODY_SIZE_PERC}}
 
| {{text anchor|CHANGE_BODY_SIZE_PERC}}
 
| Caste
 
| Caste
| integer
+
|  
 +
*integer
 
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.
 
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.
  
Line 449: Line 494:
 
| {{text anchor|CHANGE_FREQUENCY_PERC}}
 
| {{text anchor|CHANGE_FREQUENCY_PERC}}
 
| Creature
 
| Creature
| integer
+
|  
 +
*integer
 
| Multiplies frequency by a factor of (integer)%.
 
| Multiplies frequency by a factor of (integer)%.
  
Line 455: Line 501:
 
| {{text anchor|CHILD}}
 
| {{text anchor|CHILD}}
 
| Caste
 
| Caste
| integer  
+
|  
| Age at which creature is considered an adult. One can think of this as the duration of the child stage. If available to animal trainers, allows the creature's offspring to be rendered fully tame if trained during their childhood.  
+
*integer  
 +
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood.  
  
 
|-
 
|-
 
| {{text anchor|CHILDNAME}}
 
| {{text anchor|CHILDNAME}}
 
| Caste
 
| Caste
| singular:plural  
+
|  
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
+
*singular
 +
*plural  
 +
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.
  
 
|-
 
|-
Line 470: Line 519:
 
*min
 
*min
 
*max
 
*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. Defaults to 1:1 if not specified.
+
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.
  
 
|-
 
|-
Line 478: Line 527:
 
*min
 
*min
 
*max
 
*max
|Number of eggs laid in one sitting.
+
|Number of [[egg]]s laid in one sitting.
  
 
|-
 
|-
Line 489: Line 538:
 
| {{text anchor|COLOR}}
 
| {{text anchor|COLOR}}
 
| Creature
 
| Creature
| foreground:background:brightness  
+
|  
| Color of the creature's tile. See [[Color]] for usage.
+
*foreground
 +
*background
 +
*brightness  
 +
| Color of the creature's tile. (See [[Color]] for usage.)
  
 
|-
 
|-
Line 496: Line 548:
 
| Caste
 
| Caste
 
|   
 
|   
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.
+
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.
  
 
|-
 
|-
Line 502: Line 554:
 
| Caste
 
| Caste
 
|
 
|
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
+
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
  
 
|-
 
|-
Line 508: Line 560:
 
| Caste
 
| Caste
 
|   
 
|   
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.
+
| Set this to allow the creature to be cooked in meals while it is still alive, as well as when it's dead but not yet [[fishery|cleaned]]. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s. Currently does not work correctly when applied to non-{{token|FISHITEM|c}} vermin.{{bug|13200}}
  
 
|-
 
|-
Line 514: Line 566:
 
| Caste
 
| Caste
 
|  
 
|  
| Creature is 'berserk' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} at the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.
+
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.
  
 
|-
 
|-
 
| {{text anchor|COPY_TAGS_FROM}}
 
| {{text anchor|COPY_TAGS_FROM}}
| Spec
+
| Special
 
|  
 
|  
*CREATURE NAME
+
*creature ID
| Copies Creature, but not Caste tags from another specified creature. Used when making creature variations (i.e. giants and animal people). Often used in combination with [[#APPLY_CREATURE_VARIATION]] to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giants and animal people.
+
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.
 +
 
 +
|-
 +
| {{text anchor|CREATURE}}
 +
| Creature
 +
|
 +
*creature ID
 +
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.
  
 
|-
 
|-
Line 528: Line 587:
 
|
 
|
 
*classname
 
*classname
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.
+
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.
  
 +
The full list of tokens that use creature classes is:
 +
 +
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}
 +
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}
 +
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}
 +
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}
 +
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}
 
|-
 
|-
 
| {{text anchor|CREATURE_SOLDIER_TILE}}
 
| {{text anchor|CREATURE_SOLDIER_TILE}}
 
| Creature
 
| Creature
| 'character' or tile number
+
|  
| Creatures active in their civilization's military will use this tile instead.
+
*'character' or tile number
 +
| Creatures active in their civilization's [[military]] will use this tile instead.
  
 
|-
 
|-
 
| {{text anchor|CREATURE_TILE}}
 
| {{text anchor|CREATURE_TILE}}
 
| Creature
 
| Creature
| 'character' or tile number  
+
|  
 +
*'character' or tile number  
 
| The symbol of the creature in ASCII mode.
 
| The symbol of the creature in ASCII mode.
  
Line 546: Line 614:
 
| Caste
 
| Caste
 
|   
 
|   
| Sets the creature to be active at twilight in Adventurer Mode.
+
| 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]].
  
 
|-
 
|-
Line 564: Line 632:
 
| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to [[Steals items|steal things]] (apparently the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking. [[Kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.
+
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.
  
 
|-
 
|-
Line 581: Line 649:
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==D==
 
==D==
Line 597: Line 663:
 
| Caste
 
| Caste
 
|   
 
|   
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
+
| Found on generated [[demon]]s.
 +
 
 +
At least 1 demon generated, or custom must have the {{token|FLIER|c}} token in order for the [[Underworld|horrifying screams]] event to trigger.
  
 
|-
 
|-
 
| {{text anchor|DESCRIPTION}}
 
| {{text anchor|DESCRIPTION}}
 
| Caste
 
| Caste
| text  
+
|  
| A brief description of the creature type.
+
*text  
 +
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen.
  
 
|-
 
|-
Line 609: Line 678:
 
| Caste
 
| Caste
 
|
 
|
| Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.
+
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.
  
 
|-
 
|-
 
| {{text anchor|DIFFICULTY}}
 
| {{text anchor|DIFFICULTY}}
 
| Caste
 
| Caste
| integer  
+
|  
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.
+
*integer  
 +
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.
  
 
|-
 
|-
Line 621: Line 691:
 
| Caste
 
| Caste
 
|   
 
|   
| Sets the creature to be active during the day in Adventurer Mode.
+
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in [[Adventurer mode]].
  
 
|-
 
|-
Line 627: Line 697:
 
| Caste
 
| Caste
 
|  
 
|  
| The creature hunts vermin by diving from the air. Does not seem to work on tame creatures. Found on [[peregrine falcon]]s.
+
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.
  
 
|-
 
|-
Line 633: Line 703:
 
| Creature
 
| Creature
 
|   
 
|   
| Creature does not physically exist. Adding this token to a creature causes it to not appear in generated worlds (if it isn't ALWAYS_PRESENT for a civ), i.e. adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, the creature will be known to civilizations, allowing artists to depict them in engravings, statues and other such crafts. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game.
+
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game.
 +
 
 +
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938], or, another creature can [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==E==
 
==E==
Line 651: Line 721:
 
| {{text anchor|EBO_ITEM}}
 
| {{text anchor|EBO_ITEM}}
 
| Caste
 
| Caste
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)
+
|  
| Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT.
+
*[[item token]]
 +
*[[material token]] (ANY_HARD_STONE can be used for the material)
 +
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.
  
 
|-
 
|-
 
| {{text anchor|EBO_SHAPE}}
 
| {{text anchor|EBO_SHAPE}}
 
| Caste
 
| Caste
| gem shape
+
|  
| The shape of the extra item of the creature upon butchering. Used with EXTRA_BUTCHER_OBJECT.
+
*gem shape
 +
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.
  
 
|-
 
|-
Line 664: Line 737:
 
| Caste
 
| Caste
 
|
 
|
* [[material token]]
+
* <[[material token]]>
*state (SOLID, LIQUID, or GAS)
+
* <[[Material_definition_token#Material_States|material state]]>
| 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.
+
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game 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.
  
 
|-
 
|-
Line 673: Line 746:
 
|
 
|
 
*size
 
*size
| Determines the size of eggs. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.
+
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.
  
 
|-
 
|-
Line 679: Line 752:
 
| Creature
 
| Creature
 
|   
 
|   
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
+
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.
  
 
|-
 
|-
Line 691: Line 764:
 
| Creature
 
| Creature
 
|   
 
|   
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.
+
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonize evil areas.
 +
 
 +
Civilizations which list evil creatures as one of their main population options will potentially emerge following an underworld mining disaster, with the added caveat that a demon will be in charge of the civ. The rules which govern which noble position the demon in charge adopts however, are unclear. It either picks one of the predefined positions, or simply makes its own.  
  
 
|-
 
|-
Line 697: Line 772:
 
| Caste
 
| Caste
 
|  
 
|  
* BY_CATEGORY, BY_TYPE, BY_TOKEN
+
* [[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]]
 
* TYPE, CATEGORY, or TOKEN
 
* TYPE, CATEGORY, or TOKEN
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.
+
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}
  
 
|-
 
|-
Line 712: Line 787:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature can see regardless of whether it has working eyes.  
+
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a "vanish" power.
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==F==
 
==F==
Line 731: Line 804:
 
| Creature
 
| Creature
 
|   
 
|   
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}
+
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.
  
 
|-
 
|-
Line 737: Line 810:
 
| Caste
 
| Caste
 
|
 
|
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct, in previous versions it caused these creatures to crawl out of chasms and underground rivers.
+
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.
 +
 
 
|-
 
|-
 
| {{text anchor|FEATURE_BEAST}}
 
| {{text anchor|FEATURE_BEAST}}
 
| Caste
 
| Caste
 
|
 
|
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
+
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Displays the creature's {{token|DESCRIPTION|c}} in its [[legends mode]] entry and hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.
 +
 
 +
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.
  
 
|-
 
|-
Line 748: Line 824:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is female and can bear young. Usually determined inside a caste.
+
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.
  
 
|-
 
|-
Line 754: Line 830:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is immune to FIREBALL and FIREJET attacks. Does not, by itself, make the creature immune to the damaging effects of burning in fire, and does not prevent general heat damage or melting on its own. Allows the creature to path through high temperature zones, like lava or fires.
+
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).
  
 
|-
 
|-
Line 760: Line 836:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}.  
+
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks.  
  
 
|-
 
|-
Line 766: Line 842:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature's corpse is a single food item that needs to be cleaned at a fishery to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen).  
+
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen).  
Without this or {{token|COOKABLE_LIVE|c}}, fished vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.
+
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.
  
 
|-
 
|-
 
| {{text anchor|FIXED_TEMP}}
 
| {{text anchor|FIXED_TEMP}}
 
| Caste
 
| Caste
| temperature  
+
|  
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that it implies]]. May trigger wildfires on high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.
+
*temperature  
 +
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.
  
Note that temperatures 12000 and higher may cause pathfinding issues in fortress mode.
+
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.
  
 
|-
 
|-
Line 787: Line 864:
 
| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to fly, independent of it having wings or not. 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. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly.
+
| Allows a creature to fly, independent of it having wings or not. 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. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).
 +
 
 +
At least 1 [[Demon]] must have the flier token in order for the [[Underworld|horrifying screams]] event to trigger.
  
 
|-
 
|-
Line 794: Line 873:
 
|
 
|
 
*number, max 100
 
*number, max 100
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.
+
| The {{token|FREQUENCY|c}} value plays two separate roles. The first is in determining the initial distribution of creatures across the world map. Each creature is randomly assigned a single x, y co-ordinate on the world map, which act as the epicenter for that creature's distribution. A square is drawn around that x, y co-ordinate with a Manhattan radius equal to the {{token|FREQUENCY|c}} value divided by 100 times the world map size. For example, in a 256 by 256 size world map, the [[lion]] might be assigned 14, 112. The [[lion]] has {{token|FREQUENCY:5|c}}, and so a square is drawn by moving 13 tiles in each direction from the [[lion]]'s x, y co-ordinate. This is the [[lion]]'s "territory".
|}
 
  
<div align="center">
+
Each sub-region in the world will attempt to fill lists of wildlife. There are five lists - {{token|VERMIN_GROUNDER|c}}, {{token|VERMIN_SOIL|c}}, {{token|VERMIN_SOIL_COLONY|c}}, {{token|LARGE_ROAMING|c}}, and {{token|LARGE_PREDATOR|c}}, corresponding with the relevant tokens. The game will attempt to place seven creatures in each list for each sub-region. The game will select the seven nearest valid creatures. Creatures are valid for sub-region's list if they have the requisite token for that list, if they have the valid token for that sub-region's biome (for example, the [lion] can only be selected for {{token|BIOME:SAVANNA_TROPICAL|c}}, {{token|BIOME:GRASSLAND_TROPICAL|c}}, and {{token|BIOME:SHRUBLAND_TROPICAL|c}}, and if their "territory" as defined by their random epicenter and {{token|FREQUENCY|c}} radius overlaps with that sub-region. These lists then determine the creatures that can actually appear within that sub-region during gameplay.
{{alphabetical TOC}}
+
 
</div>
+
There are some exceptions to the above. If the game was not capable of filling all seven entries in a list, it will drop the overlapping territory requirement, and simply pull the nearest creature which has the correct token and biome availability. Conversely, if a creature has an epicenter but has not appeared on any of the list for any of the world map's sub-regions, the creature will be assigned to the relevant list for the nearest appropriate sub-region - meaning it is occasionally possible to have lists of eight creatures or more. This is more common in smaller worlds where there are less possible sub-regions to be assigned towards. Creatures with the {{token|GOOD|c}} and {{token|EVIL|c}} tokens ignore the epicenter distribution system altogether. They are always capable of appearing in appropriate biomes which are {{token|GOOD|b}} or {{token|EVIL|b}} respectively. This is not true for {{token|SAVAGE|c}}, which acts more like the biome tokens. Creatures with {{token|UBIQUITOUS|c}} have a "territory" which covers the entire map, regardless of their epicenter (although they can still fail to be chosen if there are 7 creatures which are eligible and have nearer epicenters to the sub-region in question).
 +
 
 +
The second use for {{token|FREQUENCY|c}} is to determine how often a creature actually appears on map. In Fortress Mode, the game will try and spawn large wildlife (creatures with {{token|LARGE_ROAMING|c}} or {{token|LARGE_PREDATOR|c}} in fairly regular waves. These waves include {{token|LARGE_ROAMING|c}}, {{token|LARGE_ROAMING|c}} combined with {{token|FLIER|c}}, {{token|LARGE_PREDATOR|c}}, and {{token|CURIOUS_BEAST|c}} - so a [[lion]] does not compete for selection with a [[gazelle]]. When the game decides it needs to spawn in a fresh wave of e.g. {{token|LARGE_ROAMING|c}} creatures, it will select one of the creatures available to it from the lists for that sub-region at random, with all creatures weighted equally. Once it has selected a creature, it then effectively rolls a d100 against the relevant creature's {{token|FREQUENCY|c}}. If the d100 is equal to the creature's {{token|FREQUENCY|c}} or less, that creature is then spawned in. If the d100 is above the creature's {{token|FREQUENCY|c}}, the game returns to the relevant list and selects again. {{token|UBIQUITOUS|c}} acts as {{token|FREQUENCY:100|c}} for these purposes - in other words, the creature cannot fail the d100 check and will always be spawned in if it is selected from the list.
 +
 
 +
|}
 +
 
 +
{{alphabetical TOC|style=margin: 1em auto;}}
  
 
==G==
 
==G==
Line 813: Line 897:
 
| Caste
 
| Caste
 
|  
 
|  
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)
+
* <gait type>
* gait name
+
* <gait name>
* full speed
+
* <max [[Gait#Speed|speed]]>
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)
+
* <build up time>
* energy use
+
* <max turning [[Gait#Speed|speed]]>
* Optional flags:
+
* <start [[Gait#Speed|speed]]>
** LAYERS_SLOW - if gait is slowed by increased weight
+
* <energy expenditure>
** STRENGTH - if gait is affected by Strength stat
+
* <gait flag(s)>
** AGILITY - if gait is affected by Agility stat
+
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].
** STEALTH_SLOWS:penalty - if gait is slowed by being stealthed
+
 
| Defines a gait at which the creature can move. See [[Gait]] for more information.
+
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait
 +
* <start speed> indicates the creature's speed when it starts moving using this gait
 +
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.
 +
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.
 +
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].
 +
 
 +
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.
 +
 
 +
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.
 +
 
 +
 
 +
'''valid gait types:'''
 +
*'''WALK'''<br>
 +
Used for moving normally over ground tiles.
 +
 
 +
*'''CRAWL'''<br>
 +
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].
 +
 
 +
*'''SWIM'''<br>
 +
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7.
 +
 
 +
*'''FLY'''<br>
 +
Used for moving through [[open space]].
 +
 
 +
*'''CLIMB'''<br>
 +
Used for moving whilst [[Climber|climbing]].
 +
 
 +
 
 +
'''valid gait flags:'''
 +
* '''AGILITY'''<br>
 +
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.
 +
 
 +
* '''STRENGTH'''<br>
 +
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.
 +
 
 +
* '''LAYERS_SLOW'''<br>
 +
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.
 +
 
 +
* '''STEALTH_SLOWS:'''<percentage><br>
 +
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].
  
 
|-
 
|-
 
| {{text anchor|GENERAL_BABY_NAME}}
 
| {{text anchor|GENERAL_BABY_NAME}}
 
| Creature
 
| Creature
| singular:plural  
+
|  
| BABYNAME applied regardless of caste.
+
*singular
 +
*plural  
 +
| Like {{token|BABYNAME|c}}, but applied regardless of caste.
  
 
|-
 
|-
 
| {{text anchor|GENERAL_CHILD_NAME}}
 
| {{text anchor|GENERAL_CHILD_NAME}}
 
| Creature
 
| Creature
| singular:plural  
+
|  
| CHILDNAME applied regardless of caste.
+
*singular
 +
*plural  
 +
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.
  
 
|-
 
|-
 
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}
 
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}
 
| Caste
 
| Caste
| A:B
+
|  
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}
+
*value A
 +
*value B
 +
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).
  
 
|-
 
|-
Line 847: Line 976:
 
| Creature
 
| Creature
 
|   
 
|   
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.
+
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.
  
 
|-
 
|-
Line 853: Line 982:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature can get infections from necrotic tissue.
+
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.
  
 
|-
 
|-
Line 859: Line 988:
 
| Caste
 
| Caste
 
|   
 
|   
| This creature's wounds can become infected if left untreated for too long.
+
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.
  
 
|-
 
|-
Line 868: Line 997:
 
*background
 
*background
 
*brightness  
 
*brightness  
| The colour of the creature's GLOWTILE.
+
| The colour of the creature's {{token|GLOWTILE|c}}.
  
 
|-
 
|-
 
| {{text anchor|GLOWTILE}}
 
| {{text anchor|GLOWTILE}}
 
| Creature
 
| Creature
| ascii character  
+
|  
| If present, the being glows in the dark (generally used for Adventurer 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.
+
*ascii character  
 +
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.
  
 
|-
 
|-
 
| {{text anchor|GNAWER}}
 
| {{text anchor|GNAWER}}
 
| Caste
 
| Caste
| verb
+
|  
 +
*verb
 
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).
 
| 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 (normally wood).
  
Line 885: Line 1,016:
 
| {{text anchor|GOBBLE_VERMIN_CLASS}}
 
| {{text anchor|GOBBLE_VERMIN_CLASS}}
 
| Caste
 
| Caste
| class
+
|  
 +
*class
 
| The creature eats vermin of the specified class.
 
| The creature eats vermin of the specified class.
  
Line 891: Line 1,023:
 
| {{text anchor|GOBBLE_VERMIN_CREATURE}}
 
| {{text anchor|GOBBLE_VERMIN_CREATURE}}
 
| Caste
 
| Caste
| creature:caste
+
|  
| The creature eats a specified vermin.
+
*creature
 +
*caste
 +
| The creature eats a specified [[vermin]].
  
 
|-
 
|-
Line 910: Line 1,044:
 
| Special
 
| Special
 
|   
 
|   
| When using tags from an existing creature, inserts new tags after the specified tag.
+
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.
  
 
|-
 
|-
Line 916: Line 1,050:
 
| Creature
 
| Creature
 
|   
 
|   
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.
+
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.
  
 
|-
 
|-
 
| {{text anchor|GRASSTRAMPLE}}
 
| {{text anchor|GRASSTRAMPLE}}
 
| Caste
 
| Caste
| value  
+
|  
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.
+
*value  
 +
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.
  
 
|-
 
|-
 
| {{text anchor|GRAVITATE_BODY_SIZE}}
 
| {{text anchor|GRAVITATE_BODY_SIZE}}
 
| Caste
 
| Caste
| target value
+
|  
 +
*target value
 
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.
 
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.
  
Line 935: Line 1,071:
 
|
 
|
 
*number
 
*number
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.
+
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==H==
 
==H==
Line 953: Line 1,087:
 
| {{text anchor|HABIT}}
 
| {{text anchor|HABIT}}
 
| Caste
 
| Caste
| type:probability
+
|  
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.
+
*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
 +
*COLLECT_WEALTH.
 +
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.
  
 
|-
 
|-
 
| {{text anchor|HABIT_NUM}}
 
| {{text anchor|HABIT_NUM}}
 
| Caste
 
| Caste
| number or TEST_ALL
+
|  
 +
*number or TEST_ALL
 
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
 
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
  
Line 966: Line 1,114:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.
+
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves, disabling the limb.
  
 
|-
 
|-
Line 973: Line 1,121:
 
|   
 
|   
 
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
 
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
 
|-
 
| {{text anchor|HFID}}
 
| Creature
 
| Integer (generic token?)
 
| Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated.
 
  
 
|-
 
|-
Line 992: Line 1,134:
 
| {{text anchor|HOMEOTHERM}}
 
| {{text anchor|HOMEOTHERM}}
 
| Caste
 
| Caste
| number or NONE
+
|  
 +
*number or NONE
 
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.
 
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.
  
Line 999: Line 1,142:
 
| Caste
 
| Caste
 
|
 
|
| Creature hunts and kills nearby vermin.
+
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.
  
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==I==
 
==I==
Line 1,019: Line 1,160:
 
| Caste
 
| Caste
 
|  
 
|  
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)
+
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE; no breeding will happen).
  
 
|-
 
|-
Line 1,025: Line 1,166:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land.
+
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.
  
 
|-
 
|-
Line 1,031: Line 1,172:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.
+
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).
  
 
|-
 
|-
Line 1,037: Line 1,178:
 
| Caste
 
| Caste
 
|   
 
|   
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during worldgen and post-gen. In fortress mode, CAN_LEARN is enough.
+
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.
  
 
|-
 
|-
Line 1,045: Line 1,186:
 
* [[item token]]
 
* [[item token]]
 
* [[material token]]
 
* [[material token]]
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).
+
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.
  
 
|-
 
|-
Line 1,055: Line 1,196:
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==L==
 
==L==
Line 1,070: Line 1,209:
 
| {{text anchor|LAIR}}
 
| {{text anchor|LAIR}}
 
| Caste
 
| Caste
| type:probability
+
|  
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
+
*type
 +
*probability
 +
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:
 +
*SIMPLE_BURROW
 +
*SIMPLE_MOUND
 +
*WILDERNESS_LOCATION
 +
*SHRINE
 +
*LABYRINTH
  
 
|-
 
|-
 
| {{text anchor|LAIR_CHARACTERISTIC}}
 
| {{text anchor|LAIR_CHARACTERISTIC}}
 
| Caste
 
| Caste
| characteristic:probability
+
|  
 +
*characteristic
 +
*probability
 
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
 
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
  
Line 1,088: Line 1,236:
 
| {{text anchor|LAIR_HUNTER_SPEECH}}
 
| {{text anchor|LAIR_HUNTER_SPEECH}}
 
| Caste
 
| Caste
| speech file
+
|  
 +
*speech file
 
| What this creature says while hunting adventurers in its lair.
 
| What this creature says while hunting adventurers in its lair.
  
Line 1,095: Line 1,244:
 
| Caste
 
| Caste
 
|   
 
|   
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."  
+
| Will attack other creatures that are smaller than it. Tamed large predators will still attack wildlife. In [[fortress mode]], only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
 +
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.
 +
 
 +
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.
  
 
|-
 
|-
Line 1,101: Line 1,253:
 
| Creature
 
| Creature
 
|   
 
|   
| Creature can spawn as a wild animal in the appropriate biomes.
+
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.
 +
 
 +
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.
  
 
|-
 
|-
Line 1,107: Line 1,261:
 
| Caste
 
| Caste
 
|
 
|
| Creature lays eggs instead of giving birth to live young.
+
| Creature lays [[egg]]s instead of giving birth to live young.
  
 
|-
 
|-
Line 1,115: Line 1,269:
 
* [[item token]]
 
* [[item token]]
 
* [[material token]]
 
* [[material token]]
| Creature lays a particular item instead of regular eggs.
+
| Creature lays the specified item instead of regular eggs.
  
 
|-
 
|-
Line 1,129: Line 1,283:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature will generate light, such as in adventurer mode at night.  
+
| A vermin featuring this tag will remain visible to an adventurer even at night.
 +
 
 +
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.
  
 
|-
 
|-
Line 1,135: Line 1,291:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.
+
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.
  
 
|-
 
|-
Line 1,141: Line 1,297:
 
| Caste
 
| Caste
 
|  
 
|  
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game.
+
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.
  
 
|-
 
|-
Line 1,149: Line 1,305:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| Determines the number of offspring per one birth.
+
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.
  
 
|-
 
|-
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}
+
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}
 
| Creature
 
| Creature
 
|
 
|
Line 1,158: Line 1,314:
  
 
|-
 
|-
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}
+
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}
|
+
| Creature
 
|
 
|
 
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.
 
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.
Line 1,167: Line 1,323:
 
| Caste
 
| Caste
 
|   
 
|   
| Lets a creature open doors that are set to forbidden in Fortress Mode.
+
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.
  
 
|-
 
|-
Line 1,178: Line 1,334:
 
| {{text anchor|LOW_LIGHT_VISION}}
 
| {{text anchor|LOW_LIGHT_VISION}}
 
| Caste
 
| Caste
| number
+
|  
| Determines how well a creature can see in the dark. Higher is better. Dwarves have 10000, which amounts to perfect nightvision.
+
*number
 +
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==M==
 
==M==
Line 1,198: Line 1,353:
 
| Caste
 
| Caste
 
|   
 
|   
| No function, presumably a placeholder.
+
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]
  
 
|-
 
|-
Line 1,204: Line 1,359:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is able to see while covered in magma.  
+
| The creature is able to see while submerged in [[magma]].  
  
 
|-
 
|-
Line 1,210: Line 1,365:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is male. Usually declared inside a caste.
+
| Makes the creature biologically male. Usually declared inside a caste.
  
 
|-  
 
|-  
Line 1,217: Line 1,372:
 
|  
 
|  
 
*occasionally body part  
 
*occasionally body part  
| Adds a possible mannerism to the creature's profile.
+
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.
See [[Creature mannerism token]] for further info.
 
  
 
|-
 
|-
Line 1,225: Line 1,379:
 
|
 
|
 
*material id
 
*material id
| Begins defining a new material.{{verify}}
+
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.
  
 
|-
 
|-
Line 1,232: Line 1,386:
 
|  
 
|  
 
*[[Material token]]
 
*[[Material token]]
*A:B
+
*value A
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}
+
*value B
 +
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.
  
 
|-
 
|-
Line 1,239: Line 1,394:
 
| Caste
 
| Caste
 
|  
 
|  
| Sets the creature to be active at dawn in Adventurer Mode.  
+
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in [[Adventurer mode]].
  
 
|-
 
|-
 
| {{text anchor|MAXAGE}}
 
| {{text anchor|MAXAGE}}
 
| Caste
 
| Caste
| min:max  
+
|  
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. The chance does not increase with further age [http://i.imgur.com/A1A4aA9.png]. Note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.
+
*min
 +
*max  
 +
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png].  
 +
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.
  
 
|-
 
|-
Line 1,251: Line 1,409:
 
| Caste
 
| Caste
 
|   
 
|   
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with CAN_LEARN, will severely impact their pathfinding and lead the creature to move extremely slowly when not performing any task.
+
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.
  
 
|-
 
|-
Line 1,257: Line 1,415:
 
| Caste
 
| Caste
 
|   
 
|   
| A 'boss' creature. A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in Fortress Mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details.  
+
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details.  
  
Requires specifying a [[#BIOME|BIOME]] in which the creature will live. Subterranean biomes appear to not be allowed.
+
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.
  
 
|-
 
|-
Line 1,265: Line 1,423:
 
| Caste
 
| Caste
 
|
 
|
*[[DF2012:Attribute|ATTRIBUTE]] Token
+
*[[Attribute|ATTRIBUTE]] Token
 
*Cap %
 
*Cap %
 
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
 
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
Line 1,273: Line 1,431:
 
| Caste
 
| Caste
 
|
 
|
*[[DF2012:Attribute|ATTRIBUTE]]
+
*[[Attribute|ATTRIBUTE]]
*lowest:lower:low:median:high:higher:highest  
+
*lowest
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
+
*lower
 +
*low
 +
*median
 +
*high
 +
*higher
 +
*highest  
 +
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
  
 
|-
 
|-
Line 1,281: Line 1,445:
 
| Caste
 
| Caste
 
|  
 
|  
*[[DF2012:Attribute|ATTRIBUTE]] Token
+
*[[Attribute|ATTRIBUTE]] Token
 
*cost to improve
 
*cost to improve
 
*unused counter rate
 
*unused counter rate
 
*rust counter rate
 
*rust counter rate
 
*demotion counter rate
 
*demotion counter rate
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
+
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.
  
 
|-
 
|-
Line 1,294: Line 1,458:
 
* [[material token]]
 
* [[material token]]
 
* frequency
 
* frequency
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of time units the creature needs to "recharge".  
+
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].
  
 
|-
 
|-
Line 1,300: Line 1,464:
 
| Caste
 
| Caste
 
|
 
|
| Alias for MISCHIEVOUS.
+
| Alias for {{token|MISCHIEVOUS|c}}.
  
 
|-
 
|-
Line 1,318: Line 1,482:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature may be used as a [[mount]]. No use for the player, but enemy siegers may arrive with cavalry.
+
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.
  
 
|-
 
|-
Line 1,324: Line 1,488:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.
+
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.
  
 
|-
 
|-
 
| {{text anchor|MULTIPART_FULL_VISION}}
 
| {{text anchor|MULTIPART_FULL_VISION}}
| Caste {{Verify}}
+
| Caste
 
|   
 
|   
| Allows the creature to have all-around vision as long as it has multiple heads that can see.
+
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.
  
 
|-
 
|-
Line 1,336: Line 1,500:
 
| Caste
 
| Caste
 
|   
 
|   
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]].
+
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual. Requires {{token|FEMALE|c}}.
  
 
|-
 
|-
Line 1,345: Line 1,509:
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==N==
 
==N==
Line 1,360: Line 1,522:
 
| {{text anchor|NAME}}
 
| {{text anchor|NAME}}
 
| Creature
 
| Creature
| singular:plural:adjective  
+
|  
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as "nothing" by the game.
+
*singular
 +
*plural
 +
*adjective  
 +
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as "nothing" by the game.
 +
 
 +
Some examples of adjective use:
 +
* "super''dwarven'' strength"
 +
* "the ''dwarven'' hillocks of X"
 +
* Deity species as in "''feline'' deity"
 +
* Megabeast attacks in worldgen. One with multiple dragons being a "''draconic'' rampage"
  
 
|-
 
|-
Line 1,367: Line 1,538:
 
| Caste
 
| Caste
 
|   
 
|   
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with AT_PEACE_WITH_WILDLIFE in combat unless they are members of a hostile entity and vice-versa.
+
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.
  
 
|-
 
|-
Line 1,373: Line 1,544:
 
| Caste
 
| Caste
 
|  
 
|  
| Alias of NATURAL.
+
| Alias of {{token|NATURAL|c}}.
  
 
|-
 
|-
 
| {{text anchor|NATURAL_SKILL}}
 
| {{text anchor|NATURAL_SKILL}}
 
| Caste
 
| Caste
| [[Skill_token|Skill token]]:value
+
|  
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 15 is legendary.
+
*[[Skill_token|Skill token]]
 +
*value
 +
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.
  
 
|-
 
|-
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}
+
| {{text anchor|NIGHT_CREATURE}}
 
| Caste
 
| Caste
 
|
 
|
| Found on [[Bogeyman|bogeymen]]. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.
+
| Creatures with this token can appear as [[experiment|experiments]]. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of "hero" reputation. Adds the creature's description as part of the initial summary of their historical figure in legends mode. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say "Night creature!" instead of "Ambush!"
 +
 
 +
Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}
 +
 
 +
Prevents the AI from using ANIMATE interactions, unless the newly-animated{{token|OPPOSED_TO_LIFE|c}}undead will not attack them. The check for this is specifically whether the unit is:
 +
*a ghost
 +
*an animated unit
 +
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)
 +
 
 +
 
 +
 
 +
<small>''This token should not be confused with other NIGHT_CREATURE_X tokens.''</small>
 +
<small>''This token is not well understood at the present time.''</small>
  
 
|-
 
|-
| {{text anchor|NIGHT_CREATURE_HUNTER}}
+
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}
 
| Caste
 
| Caste
 
|
 
|
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.
+
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.
 +
 
 +
|-
 +
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}
 +
| Caste
 +
|
 +
| Found on some [[necromancer]]s. Creatures with this tag may periodically "perform horrible experiments" offscreen, during which they can use creature-targeting interactions with an <code>[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]</code> tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.
 +
 
 +
|-
 +
| {{text anchor|NIGHT_CREATURE_HUNTER}}
 +
| Caste
 +
|
 +
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.
 +
 
 +
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.
  
 
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).
 
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).
 +
 +
|-
 +
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}
 +
| Caste
 +
|
 +
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.
  
 
|-
 
|-
Line 1,411: Line 1,616:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature cannot become dizzy.
+
| Creature cannot become [[Symptom#Dizziness|dizzy]].
  
 
|-
 
|-
Line 1,423: Line 1,628:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature does not need to eat.  
+
| Creature does not need to [[food|eat]].
  
 
|-
 
|-
Line 1,429: Line 1,634:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature cannot suffer fevers.
+
| Creature cannot suffer [[Symptom#Fever|fevers]].
  
 
|-
 
|-
Line 1,435: Line 1,640:
 
| Caste
 
| Caste
 
|
 
|
| Creature has no gender and is unable to breed.
+
| The creature is biologically sexless, making it unable to [[breeding|breed]].
  
 
|-
 
|-
Line 1,441: Line 1,646:
 
| Caste
 
| Caste
 
|
 
|
| The affected caste cannot gain any physical skills.
+
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].
  
 
|-
 
|-
Line 1,447: Line 1,652:
 
| Caste
 
| Caste
 
|  
 
|  
| The affected caste cannot lose any physical skills.
+
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].
  
 
|-
 
|-
Line 1,453: Line 1,658:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature does not need to sleep. Can still be rendered unconscious by other means.
+
| Creature does not need to sleep, but can still be rendered unconscious by other means.
  
 
|-
 
|-
Line 1,471: Line 1,676:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.
+
| The bodyparts of this creature don't need to be connected to an organ with the {{token|THOUGHT|body}} tag in order to have motor function. Generally used on creatures that don't have brains. If a creature doesn't have a thought part and doesn't have this token, it will be unable to grasp or stand. Nautilus men experience this issue in vanilla.
  
 
|-
 
|-
Line 1,501: Line 1,706:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.
+
| Creature doesn't need to breathe or have {{token|BREATHE|body}}parts in its body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.
  
 
|-
 
|-
Line 1,507: Line 1,712:
 
| Caste
 
| Caste
 
|   
 
|   
| Sets the creature to be active at night in Adventurer Mode.  
+
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in [[Adventurer mode]].
  
 
|-
 
|-
Line 1,513: Line 1,718:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in vanilla game.
+
| Creature has no emotions, thus; it is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.
  
 
|-
 
|-
Line 1,519: Line 1,724:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time.  
+
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time.  
  
 
|-
 
|-
Line 1,525: Line 1,730:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature doesn't feel fear and will never run away from battle. Additionally, it causes [[bogeyman|bogeymen]] to become friendly towards the creature.
+
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.
  
 
|-
 
|-
Line 1,531: Line 1,736:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature will not drop meat when butchered.
+
| Creature will not be hunted or fed to wild beasts.
  
 
|-
 
|-
Line 1,549: Line 1,754:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature will not drop a hide when butchered.  
+
| Creature will not drop a hide when [[butcher|butchered]].  
  
 
|-
 
|-
Line 1,555: Line 1,760:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature will not drop a skull on butcher, rot, or decay of severed head.
+
| Creature will not drop a skull on butchering, rot, or decay of severed head.
  
 
|-
 
|-
Line 1,561: Line 1,766:
 
| Caste
 
| Caste
 
|   
 
|   
| Does not produce miasma when rotting.
+
| Does not produce [[miasma]] when rotting.
  
 
|-
 
|-
Line 1,567: Line 1,772:
 
| Caste
 
| Caste
 
|   
 
|   
| Weapons can't get stuck in creature.  
+
| Weapons can't get stuck in the creature.  
  
 
|-
 
|-
Line 1,579: Line 1,784:
 
| Caste
 
| Caste
 
|   
 
|   
| Cannot be butchered.
+
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.
  
 
|-
 
|-
Line 1,585: Line 1,790:
 
| Caste
 
| Caste
 
|  
 
|  
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by vampires, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are OPPOSED_TO_LIFE (undead) will be docile towards creatures with this token.
+
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.
  
 
|-
 
|-
Line 1,591: Line 1,796:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature doesn't require a [THOUGHT] body part to survive. Has the added effect of preventing speech.
+
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==O==
 
==O==
Line 1,609: Line 1,812:
 
| {{text anchor|ODOR_LEVEL}}
 
| {{text anchor|ODOR_LEVEL}}
 
| Caste
 
| Caste
| number
+
|  
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.
+
*number
 +
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).
  
 
|-
 
|-
 
| {{text anchor|ODOR_STRING}}
 
| {{text anchor|ODOR_STRING}}
 
| Caste
 
| Caste
| string
+
|  
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.
+
*string
 +
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.
  
 
|-
 
|-
Line 1,622: Line 1,827:
 
| Caste
 
| Caste
 
|  
 
|  
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the NOT_LIVING token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.
+
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.
  
 
|-
 
|-
 
| {{text anchor|ORIENTATION}}
 
| {{text anchor|ORIENTATION}}
 
| Caste
 
| Caste
| MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance
+
|  
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.
+
*MALE/FEMALE
 +
*disinterested chance
 +
*casual chance
 +
*strong chance
 +
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.
  
 
|-
 
|-
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}
+
| {{text anchor|OUTSIDER_CONTROLLABLE}}
 
| Caste
 
| Caste
 
|
 
|
| Lets you play as an outsider of this species in adventure mode.
+
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.
  
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==P==
 
==P==
Line 1,654: Line 1,861:
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!
+
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.
 +
 
 +
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.
  
 
|-
 
|-
Line 1,660: Line 1,869:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is immune to all paralyzing special attacks.
+
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.
  
 
|-
 
|-
Line 1,667: Line 1,876:
 
|   
 
|   
 
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.
 
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.
 +
 +
|-
 +
| {{text anchor|PCG_LAYERING}}
 +
| Creature
 +
|
 +
*[[Procedural graphics layer|Layering type]]
 +
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition.
  
 
|-
 
|-
Line 1,672: Line 1,888:
 
| Caste
 
| Caste
 
|   
 
|   
| In earlier versions, creature would generate pearls. Does nothing in the current version.
+
| Does nothing.
  
 
|-
 
|-
 
| {{text anchor|PENETRATEPOWER}}
 
| {{text anchor|PENETRATEPOWER}}
 
| Caste
 
| Caste
| value  
+
|  
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version range from 1 to 3. A higher value is better at penetrating containers.
+
*value  
 +
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.
 +
 
 +
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.
  
 
|-
 
|-
Line 1,685: Line 1,904:
 
|  
 
|  
 
*ATTRIBUTE
 
*ATTRIBUTE
*lowest:median:highest  
+
*lowest
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.
+
*median
 +
*highest  
 +
| Determines the range and chance of personality facets. Standard is 0:50:100. See [[personality facet]] for more info.
  
 
|-
 
|-
Line 1,692: Line 1,913:
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.
+
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.
  
 
|-
 
|-
Line 1,698: Line 1,919:
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.
+
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).
  
 
|-
 
|-
 
| {{text anchor|PETVALUE}}
 
| {{text anchor|PETVALUE}}
 
| Caste
 
| Caste
| value  
+
|  
 +
*value  
 
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one.  
 
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one.  
  
Line 1,709: Line 1,931:
 
| {{text anchor|PETVALUE_DIVISOR}}
 
| {{text anchor|PETVALUE_DIVISOR}}
 
| Caste
 
| Caste
| value
+
|  
| Divides the creature's PETVALUE by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.
+
*value
 +
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.
  
 
|-
 
|-
Line 1,716: Line 1,939:
 
| Caste
 
| Caste
 
|
 
|
*[[DF2012:Attribute|ATTRIBUTE]] Token
+
*[[Attribute|ATTRIBUTE]] Token
 
*Cap %
 
*Cap %
 
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
 
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
Line 1,724: Line 1,947:
 
| Caste
 
| Caste
 
|  
 
|  
*[[DF2012:Attribute|ATTRIBUTE]]
+
*[[Attribute|ATTRIBUTE]]
*lowest:lower:low:median:high:higher:highest  
+
*lowest
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
+
*lower
 +
*low
 +
*median
 +
*high
 +
*higher
 +
*highest  
 +
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
  
 
|-
 
|-
Line 1,732: Line 1,961:
 
| Caste
 
| Caste
 
|  
 
|  
*[[DF2012:Attribute|ATTRIBUTE]] Token
+
*[[Attribute|ATTRIBUTE]] Token
 
*cost to improve
 
*cost to improve
 
*unused counter rate
 
*unused counter rate
 
*rust counter rate
 
*rust counter rate
 
*demotion counter rate
 
*demotion counter rate
| 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.
+
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
  
 
|-
 
|-
Line 1,745: Line 1,974:
 
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
 
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
 
*body type, category, or token
 
*body type, category, or token
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
+
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.
  
 
|-
 
|-
Line 1,752: Line 1,981:
 
|  
 
|  
 
*material
 
*material
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
+
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.
  
 
|-
 
|-
Line 1,758: Line 1,987:
 
| Caste
 
| Caste
 
|   
 
|   
*number
+
*number (max 100000)
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
+
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will{{version|51.06 experimental}} prevent a caste from spawning naturally. Regardless of pop ratio, [[Position token|Position]]s that only allow a certain caste can force it to spawn.
  
 
|-
 
|-
 
| {{text anchor|POPULATION_NUMBER}}
 
| {{text anchor|POPULATION_NUMBER}}
 
| Creature
 
| Creature
| min:max  
+
|  
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.
+
*min
 +
*max  
 +
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified. If the creature's chosen {{token|CLUSTER_NUMBER|c}} happens to be larger, it will be used instead.
  
 
|-
 
|-
Line 1,771: Line 2,002:
 
| Caste
 
| Caste
 
|
 
|
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Beings with this token behave like civilized leaders and will sometimes make journeys to the wilds and tame creatures for their civilization to use; above-ground beings domesticate above-ground animals, while demons domesticate subterranean wildlife.
+
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Not used by any creatures in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).
  
 
|-
 
|-
 
| {{text anchor|PREFSTRING}}
 
| {{text anchor|PREFSTRING}}
 
| Creature
 
| Creature
| string
+
|  
 +
*string
 
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.
 
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.
  
 
|-
 
|-
| {{text anchor|PROFESSION_NAME}}
+
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}