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

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(added that TLCM_IMPORTANCE not working.)
(Clarified the entry for APP_MOD_RATE to explain that there are start day and end day tokens as well, and added a bit about NO_END which is paraphrased from the explanation in CREATURE_STANDARD)
Line 64: Line 64:
 
*Scale (DAILY,  YEARLY)
 
*Scale (DAILY,  YEARLY)
 
*min:max  of growth
 
*min:max  of growth
*start year:end year  
+
*start year:start day
| setting the growth rate of the modifier
+
*end year:end day
 +
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.
  
 
|-  
 
|-  

Revision as of 00:41, 19 December 2010

This article is about an older version of DF.

Tentative at best in some cases.


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A

Token Arguments Description
ALCOHOL_DEPENDENT Creature needs alcohol to get through the working day.
ALL_ACTIVE Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.
ALTTILE If set, the creature will blink between its [TILE] and its [ALTTILE].
AMBUSHPREDATOR Makes the creature start out hidden. Used by Template:Ls. May make Template:Ls hidden too.
AMPHIBIOUS Allows a creature to breathe with or without Template:L. Implies [AQUATIC].
APP_MOD_GENETIC_MODEL
APP_MOD_IMPORTANCE
  • number
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify]
APP_MOD_NOUN
  • noun
  • SINGULAR or PLURAL
creates a noun for the appearance and whether it is singular or plural
APP_MOD_RATE
  • Rate (integer)
  • Scale (DAILY, YEARLY)
  • min:max of growth
  • start year:start day
  • end year:end day
setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.
APPLY_CREATURE_VARIATION
  • CV TEMPLATE NAME
Loads the Creature Variation Template specified.
APPLY_CURRENT_CREATURE_VARIATION Applies loaded Creature Variation
AQUATIC Allows a creature to breathe underwater, but causes it to "drown" out of Template:L.
ARENA_RESTRICTED Does not appear in arena mode list
ATTACK
  • token
  • bodypart
  • selection criteria
  • location
Defines the attack name, and the body part used.

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

ATTACK_CONTACT_PERC
  • % value
amount of available tissue used in attack
ATTACK_FLAG_CANLATCH Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in it's definition is made.
ATTACK_FLAG_EDGE attack type
ATTACK_FLAG_WITH In adventure mode, displays the name of the body part used by an attack when announcing the attack.
ATTACK_PENETRATION_PERC
  • % value
probably amount of material that makes contact when penetration is done
ATTACK_PRIORITY
  • MAIN or SECOND
use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
ATTACK_SKILL defines the attack skill used
ATTACK_TRIGGER pop:exported wealth:created wealth[Verify] stages when a megabeast will attack a site
ATTACK_VERB 2nd person:3rd person descriptive text for the attack
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B

Token Arguments Description
BABY integer age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
BABYNAME singular:plural name at caste level
BEACH_FREQUENCY Template:Ls and Template:L have this. Controls the beaching frequency of the creature.
BENIGN Determines whether creature can show up on "tame" maps (includes Template:L), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
BIOME
  • biome token
Select a Template:L the creature may appear in.
BLOOD, PUS, OTHER MATERIAL state definition
  • selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
  • selected material
  • matter state (LIQUID, GAS, ALL_SOLID)
Controls bleeding behaviour
BODY body parts Draws body parts from OBJECT:BODY files (such as body_default.txt)

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

BODY_APPEARANCE_MODIFIER
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest
These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.

Example:
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
HEIGHT : marks the height to be changed
90:95:98:100:102:105:110 : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.

BODY_DETAIL_PLAN PlanName, PlanName:type:type:type:etc loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.

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

BODY_SIZE years:days:size sets up size at a given time. Size is roughly equal to the creature's average weight in grams.

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

BODYGLOSS gloss Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
BONECARN Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation)[Verify]. Implies CARNIVORE.
BP_APPEARANCE_MODIFIER
  • QUALITY
  • lowest:lower:low:median:high:higher:highest
sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)
BUILDINGDESTROYER 1 or 2 Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands.
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C

Token Arguments Description
CAN_LEARN Probably means the creature gets skills and professions. Not recommended for uncivilized monsters.
CAN_SPEAK Can talk. Note that it is not necessary for a creature to gain social skills.
CANNOT_UNDEAD Cannot be turned into a zombie or skeletal undead
CANOPENDOORS Allows the creature to open doors.
CARNIVORE Creature eats meat
CASTE
  • name
defines a caste
CASTE_ALTTILE
  • tile number or "letter"
Caste-specific alternate tile. Expects CASTE_TILE
CASTE_COLOR
  • fg
  • bg
  • brightness
Creature tile color of the caste.
CASTE_GLOWCOLOR
  • fg
  • bg
  • brightness
GLOWTILE color of the caste.
CASTE_GLOWTILE
  • tile value or "letter"
Caste-specific glowtile
CASTE_NAME singular:plural:adjective The name of the caste of the creature in the game.
CASTE_PROFESSION_NAME
  • Profession
  • singular
  • plural
alters the name of the given profession, caste-specific
CASTE_SOLDIER_ALTTILE 'character' or tile number Creatures of this caste active in their civilization's military will blink between their default tile and this one.
CASTE_SOLDIER_TILE 'character' or tile number Creatures of this caste active in their civilization's military will use this tile instead.
CASTE_SPEECH speech file? Possibly a caste-specific instance of the SPEECH token
CASTE_TILE
  • tile number or "letter"
Caste-specific creature tile.
CAVE_ADAPT Gives the creature a bonus in caves. Also causes Cave adaptation.
CE_X
  • SEV:<value> (severity, higher is worse)
  • PROB:<value(1-100)> (probability)
  • RESISTABLE (optional) allows resistance
  • SIZE_DILUTES (optional) lessens effect based on size

Place effected:

  • LOCALIZED (optional)
  • VASCULAR_ONLY (optional)
  • MUSCULAR_ONLY (optional)
  • BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)

Timeline:

  • Start:effect start time
  • Peak:effect peak time
  • End:effect end time
Specifies the way that a syndrome affects a creature -- more detail can be found on the Syndromes page
CHANGE_BODY_SIZE_PERC
CHILD integer age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
CHILD_BODYPART_GROUP
  • master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
  • master location
  • specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
  • specific location
selects all parts of a group to be used.
CHILDNAME singular:plural name at caste level
CLUSTER_NUMBER
  • min
  • max
The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.

e.g. [CLUSTER_NUMBER:1:3]

COLDDAM_POINT value The minimum temperature limit before the currently selected material will start receiving damage from freezing. Used mostly in material templates.
COLOR foreground:background:brightness Color of the creature's tile.
COMMON_DOMESTIC Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT. In addition, the creature must be NATURAL rather than FANCIFUL
CONVERTED_SPOUSE Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
COOKABLE_LIVE Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
COPY_TAGS_FROM
  • CREATURE NAME
Copies tags from another specified creature.
CREATURE name begins defining a new creature with the specified name.
CREATURE_CLASS
  • classname
Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.
CREATURE_SOLDIER_TILE 'character' or tile number Creatures active in their civilization's military will use this tile instead.
CREATURE_TILE 'character' or tile number The symbol of the creature in ASCII mode.
CREPUSCULAR Sets if the creature is active at twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL.
CURIOUSBEAST_EATER Allows a creature to steal and eat edible items from a site.
CURIOUSBEAST_GUZZLER Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.
CURIOUSBEAST_ITEM Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.
CV_ADD_TAG
  • TAG NAME
Adds a tag. Used in conjunction with creature variation templates.
CV_REMOVE_TAG
  • TAG NAME
Removes a tag. Used in conjunction with creature variation templates.
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D

Token Arguments Description
DEMON Typically found on genned demons; sets the creature as a potential spawn for Hidden Fun Stuff
DEMON_UNIQUE Typically found on genned demons; sets the creature as capable of "emerging from the underworld" and taking over during worldgen.
DESCRIPTION text A brief description of the creature type.
DIFFICULTY integer Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.
DIURNAL Sets if the creature is active in day.
DOES_NOT_EXIST Creature does not actually exist; used for fanciful creatures.
DRAGONFIREBREATH Creature breathes fire in a cone.
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E

Token Arguments Description
EQUIPMENT_WAGON Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
EQUIPS Allows the creature to wear or wield items.
EVIL Determines whether creature can show up on "evil" maps
EXTRAVISION Creature can see regardless of whether it has working eyes.
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F

Token Arguments Description
FANCIFUL Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.
FEATURE_ATTACK_GROUP Found on subterranean animalmen.
FEMALE Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
FIREBREATH The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
FIREIMMUNE As of version v0.28.181.40d, the FIREIMMUNE token had no effect on a creature's resistance to flame or heat. However, it did affect ability to swim in magma in adventure mode, as well as display of "You are caught in a pool of magma!" warning messages. It is unknown if these effects persist in DF 2010.
FIREIMMUNE_SUPER The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.
FISHITEM Needs to be cleaned at a fishery
FIXED_TEMP temperature The natural heat generated by the creature.
FLEEQUICK Determines how soon a creature flees in a losing battle.
FLIER Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
FREQUENCY
  • number, max 100
Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].
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G

Token Arguments Description
GENERAL_BABY_NAME singular:plural name at creature level
GENERAL_CHILD_NAME singular:plural name at creature level
GENERATED Found on procedurally generated creatures like Forgotten beasts, (biome name) titans and Demons.
GETS_INFECTIONS_FROM_ROT creature can be infected by rot
GETS_WOUND_INFECTIONS creature can get infections from wounds
GLOWCOLOR
  • foreground
  • background
  • brightness
The colour of the GLOWTILE of the creature.
GLOWTILE ascii character If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.
GNAWER verb (gnawed) The creature chews on food barrels and bags.
GO_TO_END uncertain use, definitely refers to Creature Variants template
GO_TO_START uncertain use, definitely refers to Creature Variants template
GOOD Determines whether creature can show up on "good" areas. Eg. unicorn.
GRASSTRAMPLE value Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.
GRAVITATE_BODY_SIZE Creature Variants template command, alter body size.
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H

Token Arguments Description
HABIT type:probability Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.
HABIT_NUM number or TEST_ALL Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
HAS_NERVES This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.
HEATDAM_POINT value The maximum temperature limit before the currently selected material will start receiving damage from heat. Used mostly in material templates.
HOMEOTHERM Default 'NONE'. The creature's normal body temperature
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I

Token Arguments Description
IF_EXISTS_SET_BOILING_POINT value The temperature at which the creature boils into gases.
IF_EXISTS_SET_MELTING_POINT value The temperature at which the creature will melt into goo.
IGNITE_POINT value The temperature at which the creature will burst into flames.
IMMOBILE_LAND The creature is immobile while on land
IMMOLATE Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.
INSULATION value increases the insulation of a selected material (usually hair, feathers or skin)
INTELLIGENT Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills and professions. Not recommended for uncivilized monsters.
ITEMCORPSE
   * subtype 

NO_SUBTYPE

   * matgloss token
   * NO_RACEGLOSS 

USE_RACEGLOSS USE_SHARPSTONE

Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. ""IRON"" if the corpse type is ""STATUE""). USE_RACEGLOSS applies if the creature has a material glossary assigned by the ""HAS_RACEGLOSS:"" flag and will select necessary adjectives and material from that glossary.

As of 31_01, RACEGLOSS may no longer be in the game.[Verify]

ITEMCORPSE_QUALITY The quality of an item-type corpse left behind; 5 is masterpiece-level.
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L

Token Arguments Description
LAIR type:probability Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, SHRINE, and LABYRINTH.
LAIR_CHARACTERISTIC characteristic:probability Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS.
LAIR_HUNTER This creature will actively hunt adventurers in its lair.
LAIR_HUNTER_SPEECH speech file What this creature says while hunting adventurers in its lair.
LARGE_PREDATOR Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
LARGE_ROAMING In Fortress Mode, spawns outdoors and is not a vermin creature.
LIGAMENTS
  • selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
  • selected material. Almost always SINEW of the creature's materials.
  • healing rate
defines the material and healing rate of ligaments.
LIGHT_GEN The creature will generate light, such as in adventurer mode at night.
LIKES_FIGHTING The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.
LISP Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."
LITTERSIZE
  • minumum
  • maximum
Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
LOCKPICKER Lets a creature open doors that are set to forbidden in Fortress Mode.
LOOSE_CLUSTERS The creatures will scatter if they have this tag, or form tight packs if they don't.
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M

Token Arguments Description
MAGMA_VISION Creature's able to see while covered in magma.
MALE all male
MANNERISM_??
  • occassionally body part
Adds a possible mannerism to the creature's profile.

Refer to Template:L

MATERIAL
  • material id
Begins defining a new material.[Verify]
MATERIAL_BREATH_ATTACK
  • MATERIAL TYPE (TISSUE, INORGANIC)
  • MATERIAL NAME
  • MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)
Creates an attack referencing a material, using a given type of breath attack.
MAXAGE min:max range of time in which death from old age may occur
MEANDERER Gives a creature random movement.
MEGABEAST Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped
MENT_ATT_CAP_PERC
  • ATTRIBUTE Token
  • Cap %
Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
MENT_ATT_RANGE
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.
MENT_ATT_RATES
  • ATTRIBUTE Token
  • cost to improve
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.
MILKABLE
  • LOCAL_CREATURE_MAT:MILK:amount
Allows the creature to be milked.
MISCHIEVIOUS Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."
MOUNT Creature may be used as a mount
MOUNT_EXOTIC You need the Dungeon master noble to mount the creature.
MULTIPLE_LITTER_RARE Makes litters with more than one offspring rare.
MULTIPLY_VALUE
  • Multiplier
multiplies value of materials
MUNDANE Marks if the creature is an actual real-life creature. Only used for age-names at present.
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N

Token Arguments Description
NAME singular:plural:adjective The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.
NATURAL Animal is considered to be natural.
NATURAL_SKILL skill:value The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.
NIGHT_CREATURE_BOGEYMAN Found on bogeymen. Presumably makes the creature attack the player at night in hordes like bogeymen do.
NIGHT_CREATURE_HUNTER If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET of the opposite sex, convert them, and then have children with them. NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed.
NO_AUTUMN does not appear this season.
NO_DIZZINESS Creature cannot become dizzy
NO_DRINK Creature does not need to drink.
NO_EAT Creature does not need to eat.
NO_FEVERS Creature cannot suffer fevers
NO_SLEEP Creature does not need to sleep.
NO_SPRING does not appear this season.
NO_SUMMER does not appear this season.
NO_THOUGHT_CENTER_FOR_MOVEMENT Probably shorthand for movement being unaffected by damage in general.
NO_WINTER does not appear this season.
NOBONES Creature has no bones.
NOBREATHE Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.
NOCTURNAL Sets if the creature is active in night.
NOEMOTION The creature has no emotions, and does not rage.
NOEXERT Creature can't become tired or over-exerted.
NOFEAR Creature doesn't feel fear and will never run away from battle.
NOMEAT Creature will not drop meat on butcher.
NONAUSEA Creature can't vomit.
NOPAIN Creature doesn't feel pain.
NOSKIN Creature will not drop skin on butcher.
NOSKULL Creature will not drop skull on butcher, rot, or decay of severed head.
NOSMELLYROT Does not produce miasma when rotting
NOSTUCKINS Weapons can't be stuck in creature.
NOSTUN Creature can't be stunned. Evidence suggests creatures with this tag never wake up from sleep in Fortress Mode.
NOT_BUTCHERABLE Cannot be butchered
NOTHOUGHT Creature doesn't think, or doesn't require a [BRAIN] body part.
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P

Token Arguments Description
PACK_ANIMAL Allows the creature to be used as a pack animal. Currently only used by merchants.
PARALYZEIMMUNE The creature is immune to all paralyzing special attacks.
PATTERNFLIER
PEARL Creature will generate pearls.
PENETRATEPOWER value Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.
PERSONALITY
  • ATTRIBUTE
  • lowest:median:highest
Determines the range and chance of personality traits. Standard is 0:50:100. See Personality traits for more info.
PET Allows the creature to be tamed.
PET_EXOTIC You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming).
PETVALUE value How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.
PHYS_ATT_CAP_PERC
  • ATTRIBUTE Token
  • Cap %
Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
PHYS_ATT_RANGE
  • ATTRIBUTE
  • lowest
  • lower
  • low
  • median
  • high
  • higher
  • highest
sets up a physical attribute's range of values. Max of 5000.
PHYS_ATT_RATES
  • ATTRIBUTE Token
  • cost to improve
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.
PLUS_BP_GROUP
  • BY_TYPE, BY_CATEGORY, or BY_TOKEN
  • body type, category, or token
Adds a body part group to selected body part group.
PLUS_MATERIAL
  • material
Adds a material to selected materials.
PLUS_TISSUE_LAYER
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
Adds a tissue to those selected
PLUS_TL_GROUP
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
continues a selection of tissue layers
POP_RATIO Weighted population of caste
POPULATION_NUMBER min:max The minimum/maximum numbers of how many of these creatures can show up on a map per year.
POWER Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
PREFSTRING string Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
PROFESSION_NAME
  • Profession
  • singular
  • plural
The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.
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R

Token Arguments Description
RELSIZE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • body category, type, or token
  • Relsize
Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
REMAINS_COLOR
REMAINS_UNDETERMINED
REMOVE_MATERIAL
  • material token
Removes a material from a creature
REMOVE_TISSUE
  • material token
Removes a tissue from a creature.
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S

Token Arguments Description
SAVAGE Allows creature to show up on (and limits it to) "savage" maps.
SECRETION
  • MATERIAL REF (eg LOCAL_CREATURE_MAT
  • Material name
  • Material State
  • location secreted from (by_type, by_category, by_token)
  • body part
  • tissue layer
creates a secreted material on given tissue on a given part of the body."
SELECT_ADDITIONAL_CASTE
  • caste name
adds an additional previously defined caste to the selection
SELECT_CASTE
  • caste name, or ALL
selects a previously defined caste
SELECT_MATERIAL
  • MATERIAL NAME
Selects the material. Can be ALL.
SELECT_TISSUE
  • tissue token
Selects a tissue for editing.
SELECT_TISSUE_LAYER
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token | Selects a tissue at a location
  • (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
Selects a tissue layer for descriptor and cosmetic purposes.
SEMIMEGABEAST Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.
SET_BP_GROUP
  • selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
  • category, type, or token
selection token"
SET_TL_GROUP
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
begins a selection of tissue layers
SKILL_LEARN_RATE skill:percentage The rate at which this creature learns this skill.
SKILL_LEARN_RATES percentage The rate at which this creature learns all skills.
SKILL_RATE skill:percentage:value:value:value As SKILL_RATES for individual skills.
SKILL_RATES
  • % of improvement points you get
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.

Default is [SKILL_RATES:100:8:8:16]. [SLOW_LEARNER] changes the 100 to a 50.

SKILL_RUST_RATE skill:value:value:value The rate at which this skill decays. Lower values cause the skill to decay faster.
SKILL_RUST_RATES skill:value:value:value The rate at which all skills decay. Lower values cause the skills to decay faster.
SLOW_LEARNER Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races.
SMALL_REMAINS If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.
SOLDIER_ALTTILE 'character' or tile number If this creature is active in its civilization's military, it will blink between its default tile and this one.
SPEC_HEAT value Amount of energy required for the creature to heat up or cool down.
SPECIALATTACK_INJECT_EXTRACT
  • LOCAL_CREATURE_MAT
  • MATERIAL eg.POISON
  • MATTERSTATE (ALL_SOLID, LIQUID, GAS)
  • min:max
attack type addition that injects a material into the victim.
SPECIALATTACK_SUCK_BLOOD min:max Successful attack draws out an amount of blood randomized between the min and max value.
SPEECH speech file Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u
SPEED value Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed for more information.
SPHERE
  • sphere name
Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.
SPOUSE_CONVERSION_TARGET This creature can be converted by a night creature with SPOUSE_CONVERTED.
SPOUSE_CONVERTER Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.
SWIM_SPEED
  • speed
How fast the creature swims. Typically 2500 (0.38 times the default speed).
SWIMS_INNATE The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
SWIMS_LEARNED The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.
SYN_AFFECTED_CLASS adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON
SYN_AFFECTED_CREATURE Creature Name adds a specific creature to those affected.
SYN_CONTACT syndrome can be contracted on contact.
SYN_IMMUNE_CREATURE creates an exception for the creature so that it not affected by the syndrome.
SYN_INHALED syndrome can be contracted by inhalation, eg. poison dust.
SYN_INJECTED syndrome can be contracted by injection, eg. snake bite.
SYN_NAME text defines the name of the syndrome
SYNDROME begins definition of a syndrome for poison use
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T

Token Arguments Description
TENDONS
  • selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
  • selected tissue
  • healing rate
Defines the material and healing rare of tendons.
THICKWEB The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR].
TISSUE name Begins defining a tissue in the creature file.
TISSUE_LAYER
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
  • LOCATION
Adds the tissue layer to wherever it is required.

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

TISSUE_LAYER_UNDER
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
  • LOCATION
Adds the tissue layer under a given part ex. is Iron Man he has a gaseous poison within him and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature) sample [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man
       [TISSUE:GAS]

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

TISSUE_LAYER_APPEARANCE_MODIFIER
  • QUALITY
  • lowest:lower:low:median:high:higher:highest
sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
TISSUE_STYLE_UNIT
  • tissue
  • shaping
sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
TL_COLOR_MODIFIER COLOR:freq:COLOR:freq etc Creates a list of color patterns, giving each a frequency.
TL_MAJOR_ARTERIES Gives Major Artery attribute to selected layers.
TLCM_GENETIC_MODEL tissue layer color modifier is passed to offspring genetically?
TLCM_IMPORTANCE
  • number
Presumably modifies the importance of the tissue layer color modifier, for description purposes.

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

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

Token Arguments Description
UNDERGROUND_DEPTH
  • mindepth
  • maxdepth
Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max. Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
UNDERSWIM Creature swims under the water and can't be seen.[Verify]
USE_CASTE
  • caste token
USE_MATERIAL
  • new material token
  • old material id
Uses a local creature mat to define a new material?[Verify]
USE_MATERIAL_TEMPLATE
  • new material token
  • material template
Loads a material, and gives it a shortname for later reference
USE_TISSUE
  • new tissue token
  • old tissue id
Uses a local creature mat to define a new material?[Verify]
USE_TISSUE_TEMPLATE
  • new tissue token
  • tissue template
Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.
UTTERANCES Changes the language of the creature into an unintelligible mess.
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V

Token Arguments Description
VEGETATION unknown
VIEWRANGE value Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.
VERMIN_BITE
  • amount
  • verb (bitten, stung)
  • LOCAL_CREATURE_MAT
  • MATERIAL
vermin bites, and injects something.
VERMIN_EATER Vermin can nibble food?[Verify]
VERMIN_FISH Acts like a fish
VERMIN_GROUNDER The creature can be picked up if you stand over it. (Requires confirmation)

'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'

VERMIN_HATEABLE Some dwarves will hate the creature and get unhappy thoughts when around it.
VERMIN_MICRO This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.
VERMIN_NOFISH The creature cannot be caught by fishing.
VERMIN_NOROAM The creature will not be observed randomly roaming about the map.
VERMIN_NOTRAP The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf 04:45, 15 June 2009 (UTC))
VERMIN_ROTTER Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.
VERMIN_SOIL The creature randomly appears near dirt or mud.
VERMIN_SOIL_COLONY The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
VERMINHUNTER A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.
VESPERTINE Sets if the creature is active in evening.
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W

Token Arguments Description
WAGON_PULLER Allows the creature to pull caravan wagons.
WEBBER
  • LOCAL_CREATURE_MAT
  • MATERIAL (eg SILK)
allows the creature to web, and defines what the webs are made of.
WEBIMMUNE The creature will not get caught in webs.