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Editing User:JT/Token Wishlist

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: APPLY_CREATURE_VARIATION currently affects all castes, which doesn't suit gender dimorphism too well.  It would be great if there were a way to apply a creature variation to the currently selected caste instead of implicitly affecting the "all" caste.
 
: APPLY_CREATURE_VARIATION currently affects all castes, which doesn't suit gender dimorphism too well.  It would be great if there were a way to apply a creature variation to the currently selected caste instead of implicitly affecting the "all" caste.
 
=== Thought Tokens ===
 
 
=====''[MELANCHOLY:weight]'' / ''[BERSERKNESS:weight]'' / ''[MADNESS:weight]''=====
 
 
: '''Arguments:'''
 
:* ''weight'': The odds that when the being suffers this form of insanity when pushed to depression.
 
 
: This is designed to influence how exactly a given species behaves when it hits insanity.  The possible insanity forms are rolled against with weighted throws to determine which form of insanity takes hold.
 
 
: Additional insanity types, as they are added, would also have corresponding weighting tokens added.  Gaining disturbing fetishes, becoming sociopathic (i.e., covert murder instead of overt murder when found alone with a potential victim), and acquiring debilitating phobias are all potential insanity forms that could be added to DF.
 
 
: If a token for a corresponding insanity type does not appear, it takes on the default weighting of 100.
 
 
=====''[LIMIT_HAPPINESS:min:max]''=====
 
 
: '''Arguments:'''
 
:* ''min'': The minimum, default -100.
 
:* ''max'': The maximum, default 100.
 
 
: This is designed to impose caps to the creature's possible happiness.  This also allows the creation of generally emotionless races, if you were to set both values to zero.
 
 
: If the minimum is set above the unhappiness threshold, the being can never become insane due to unhappiness, so ideally there would be other penalties to unhappiness like having their work rate directly proportional to their current percentage of happiness or some such.
 
 
: Mostly this token would be used to impose a maximum cap while leaving the minimum as -100, so certain beings are simply more prone to insanity.
 
 
=====''[HAPPYMULT:percent]'' / ''[SADMULT:percent]''=====
 
 
: '''Arguments:'''
 
:* ''percent'': The percentage by which thought modify the current happiness level.
 
 
: This token makes some beings naturally more prone to becoming happy or to becoming sad as a result of unhappy thoughts.  If a being has HAPPYMULT 50 and SADMULT 100, for instance, then happy thoughts are one half as effective at making the being happy and sad thoughts are of normal effectiveness.
 
 
: With high values for each, this makes beings have greater mood swings.  With low values for each, this makes beings more steady.  With low values for HAPPYMULT and high values for SADMULT, this makes the creatures tend towards depression.  The converse is true for high HAPPYMULT and low SADMULT.
 
 
=====''[BAD_EMOTION:emotion]''=====
 
 
: '''Arguments:'''
 
:* ''emotion'': The type of emotion that upsets the being when it is experienced.
 
 
: '''Emotion Parameters:'''
 
:* FEAR: Causes the being to receive an unhappy thought every time it is forced to flee from an enemy.
 
:* ATTACK : Causes the being to receive an unhappy thought every time it is forced to fight.
 
:* KILL : Causes the being to receive an unhappy thought every time it is credited with a kill.
 
 
: This token causes the being to receive a small unhappy thought each and every time it performs the indicated activity.  This can rapidly lead to insanity.
 
 
: This is hard to quantify in human terms and would mostly be used to give certain behaviour to animals when they are otherwise experiencing unusual circumstances.  For instance, a normal being (who flees from conflict instead of stays and fights) with BERSERKNESS:500, SADMULT:500 and BAD_EMOTION:FEAR is being chased by a hunter.  The being will attempt to flee, and if the aggressor continually chases after it the being will be rapidly driven to go berserk and lash out at its attacker.
 
  
 
===Examples===
 
===Examples===

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