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

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{{av}}{{Quality|Exceptional}}
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== how to gain weight fast ==
  
A full list of all known creature tokens.
+
our body is just capable of using numerous nutritional value at a time. With small meals, there is certainly better chance for nutrient absorption. Using the goal to build muscle fast, you need maximum storage of the nutrients required to achieve this goal.
  
__NOTOC__
 
  
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
==A==
+
Supplying the body with a complete protein source at each food may help one's body retain an anabolic, postive nitrogen balance state.
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
  
|-
 
| ADOPTS_OWNER
 
|
 
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}
 
  
|-
 
| ALCOHOL_DEPENDENT
 
 
| Creature needs alcohol to get through the working day.
 
  
|-
+
The six meals each day food plan is viewed as good at cutting down blood choleseterol levels. Studies have shown that those who split their total <span class="plainlinks">[http://how2gainweightfast.org <span style="color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">how to gain weight</span>] calories into 6 small meals daily much reduced both their total and Ldl cholesterol levels.
| 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
 
 
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}
 
  
|-
+
Also, the body one is the most very likely to store fat when it's doubtful when it can get its next feeding. Your body is incredibly shrewd and also whether you intend for the future, it can do. When it becomes utilized being fed continually, to six meals a day, it tends not to concern yourself such a lot regarding future need for energy and is particularly for that reason more unlikely to store energy as unsightly fat.
| AMPHIBIOUS
 
 
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].
 
  
|-
 
| APP_MOD_DESC_RANGE
 
|
 
*Range
 
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
 
  
|-
 
| APP_MOD_GENETIC_MODEL
 
|
 
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
 
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.
 
  
|-
+
How You Can Do It
| 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.
 
  
|-  
+
If you're accustomed to the three-meal-a-day routine, six meals a day will certainly sound a challenging task. Cook six meals a day? Hello, if you're able to do it, do it. The majority of can't. I am unable to. To aid, below are a few options:
| 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 {{L|water}}.
 
  
|-
+
Prepare yourself. Make sure the nourishment important to observe your daily diet is at reach. Plan meals at the very least a short time before.
| ARENA_RESTRICTED
 
 
| Does not appear in arena mode list
 
  
|-
+
Cook ahead of time. A lot of foods that will help you reach your nutritional goals lend by themself to being cooked in large quantities then portioned out as well as cooled for fast and good eating. Chicken breast and also boiled eggs are perfect examples. Have some tupperware and you can eat well with minimal kitchen time.
| ARTIFICIAL_HIVEABLE
 
|
 
| Can be kept in artificial hives by beekeepers.
 
  
|-
+
Reap the benefits of processed meals high in protein. You'll realize that tuna is available in a can creating a quick and simple meal, but did you know salmon, chicken white meat as well as other protein-rich foods appear in containers? Look at the food store.
| AT_PEACE_WITH_WILDLIFE
 
|
 
| Does not attack or frighten wildlife.
 
  
|-
+
Additionally, the number 1 helper to sticking to a six-meal-a-day plan (drum roll please)... SUPPLEMENTS. You can preserve to your fat gain diet without needing <span class="plainlinks">[http://www.how2gainweightfast.org/ <span style="color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">how to gain weight</span>] supplements but it will likely be extremely more challenging.
| ATTACK
 
|
 
*token
 
*bodypart
 
*selection criteria
 
*location
 
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
 
'''Example:'''<br />
 
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br />
 
''GORE'' : name of the attack<br />
 
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)
 
  
|-
 
| ATTACK_TRIGGER
 
| pop:exported wealth:created wealth
 
| Specifies when a {{L|megabeast}} will attack the fortress.
 
  
|}
 
  
<div align="center">
+
There are meal alternative powders or shakes, whey protein powders, weight gainers and various supplements which may have good food content and can make your meal planning much simpler. To read more, go to the Bodybuilding Supplement Information.
{{alphabetical TOC}}
 
</div>
 
  
==B==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
|-
 
| BABY
 
| integer
 
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
 
  
|-
 
| BABYNAME
 
| singular:plural
 
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
 
  
|-
+
Whilst it could be unrealistic by sitting and consume six times on a daily basis, considering that some of your diet can be a little quick gulp of a protein shake this diet plan can be functional even for the busiest of people.
| BEACH_FREQUENCY
 
 
| {{L|Whale}}s and {{L|Sea nettle jellyfish|jellyfish}} have this. Controls the beaching frequency of the creature.  
 
  
|-
+
With only a few smarts as well as a little creativity, you will discover your meal planning isn't as tough as it might first appear.
| BENIGN
 
 
| Determines whether creature can show up on "tame" maps (includes {{L|elephant}}s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
 
 
 
|-
 
| BIOME
 
|
 
* {{L|biome token}}
 
| Select a {{L|Biome}} the creature may appear in.
 
 
 
|-
 
| BLOOD
 
|
 
* {{L|material token}}
 
*matter state (LIQUID, GAS, SOLID)
 
| Specifies what the creature's blood is made of.
 
 
 
|-
 
| BODY
 
| body parts
 
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
 
'''Example:'''<br />
 
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
 
This is the body from a {{L|Purring maggot}}. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.
 
 
 
|-
 
| 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:'''<br />
 
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br />
 
''HEIGHT'' : marks the height to be changed <br />
 
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.
 
 
 
|-
 
| BODY_DETAIL_PLAN
 
| 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:'''<br />
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
 
This creates the detailed body of a {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
 
A {{L|Purring maggot|maggot}} would only need:<br />
 
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''
 
 
 
|-
 
| BODY_SIZE
 
| years:days:size
 
| sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.
 
'''Example:'''<br />
 
[BODY_SIZE:0:0:10000]<br />
 
[BODY_SIZE:1:168:50000]<br />
 
[BODY_SIZE:12:0:220000]<br />
 
This describes the size of a {{L|minotaur}}. His birth size would be 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg
 
 
 
|-
 
| BODYGLOSS
 
| gloss
 
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
 
 
 
|-
 
| BONECARN
 
 
| Creature 'eats' bones. 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.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==C==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
 
|-
 
| CAN_LEARN
 
 
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.
 
 
 
|-
 
| CAN_SPEAK
 
 
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}
 
 
 
|-
 
| CANNOT_UNDEAD
 
 
| Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.
 
 
 
|-
 
| CANOPENDOORS
 
 
| Allows the creature to open doors.
 
 
 
|-
 
| CARNIVORE
 
 
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.
 
 
 
|-
 
| CASTE
 
|
 
*name
 
| defines a caste
 
 
 
|-
 
| CASTE_ALTTILE
 
|
 
*tile number or "letter"
 
| Caste-specific alternate tile. Expects CASTE_TILE
 
 
 
|-
 
| CASTE_COLOR
 
|
 
*fg
 
*bg
 
*brightness
 
| Creature tile color of the caste.
 
 
 
|-
 
| CASTE_GLOWCOLOR
 
|
 
*fg
 
*bg
 
*brightness
 
| GLOWTILE color of the caste.
 
 
 
|-
 
| CASTE_GLOWTILE
 
|
 
*tile value or "letter"
 
| Caste-specific glowtile
 
 
 
|-
 
| CASTE_NAME
 
| singular:plural:adjective
 
| The name of the caste of the creature in the game.
 
 
 
|-
 
| CASTE_PROFESSION_NAME
 
|
 
*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]].
 
 
 
|-
 
| CHANGE_BODY_SIZE_PERC
 
|
 
|
 
 
 
|-
 
| CHILD
 
| integer
 
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
 
 
 
|-
 
| CHILDNAME
 
| singular:plural
 
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
 
 
 
|-
 
| CLUSTER_NUMBER
 
|
 
*min
 
*max
 
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.
 
e.g. [CLUSTER_NUMBER:1:3]
 
 
 
|-
 
|CLUTCH_SIZE
 
|
 
*min
 
*max
 
|Number of eggs laid in one sitting.
 
 
 
|-
 
| COLONY_EXTERNAL
 
|
 
| Caste hovers around colony.
 
 
 
|-
 
| COLOR
 
| foreground:background:brightness
 
| Color  of the creature's tile.
 
 
 
|-
 
| COMMON_DOMESTIC
 
 
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL
 
 
 
|-
 
| CONVERTED_SPOUSE
 
|
 
| Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
 
 
 
|-
 
| COOKABLE_LIVE
 
 
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
 
 
 
|-
 
| COPY_TAGS_FROM
 
|
 
*CREATURE NAME
 
| Copies tags from another specified creature.
 
 
 
|-
 
| CREATURE_CLASS
 
|
 
*classname
 
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.
 
 
 
|-
 
| CREATURE_SOLDIER_TILE
 
| 'character' or tile number
 
| Creatures active in their civilization's military will use this tile instead.
 
 
 
|-
 
| CREATURE_TILE
 
| 'character' or tile number
 
| The symbol of the creature in ASCII mode.
 
 
 
|-
 
| CREPUSCULAR
 
 
| Sets if the creature is active at twilight.
 
 
 
|-
 
| 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.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==D==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
 
|-
 
| DEMON
 
 
| Found on generated {{L|demon}}s; sets the creature as potential {{L|hell}} spawn
 
 
 
|-
 
| DESCRIPTION
 
| text
 
| A brief description of the creature type.
 
 
 
|-
 
| DIE_WHEN_VERMIN_BITE
 
|
 
| Dies upon attacking.  Used for bee stings.
 
 
 
|-
 
| DIFFICULTY
 
| integer
 
| Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.
 
 
 
|-
 
| DIURNAL
 
 
| 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.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==E==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
 
|-
 
| EGG_MATERIAL
 
|
 
* {{L|material token}}
 
*state (SOLID, LIQUID, or GAS)
 
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
 
 
 
|-
 
| EGG_SIZE
 
|
 
*size
 
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.
 
 
 
|-
 
| EQUIPMENT_WAGON
 
 
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
 
 
 
|-
 
| EQUIPS
 
 
| Allows the creature to wear or wield items.
 
 
 
|-
 
| EVIL
 
 
| Determines whether creature can show up on "evil" maps
 
 
 
 
 
|-
 
| EXTRACT
 
|
 
* {{L|material token}}
 
| Defines a creature extract which can be obtained via {{L|small animal dissection}}.
 
 
 
|-
 
| EXTRAVISION
 
 
| Creature can see regardless of whether it has working eyes.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==F==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | 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.
 
 
 
|-
 
| FEATURE_BEAST
 
|
 
| Found on {{L|forgotten beast}}s.
 
 
 
|-
 
| 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
 
 
| ?
 
 
 
|-
 
| 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]. Not to be confused with POP_RATIO
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==G==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | 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 {{L|Forgotten beast}}s, (biome name) {{L|titan}}s, {{L|Demon}}s, and {{L|night creature}}s.
 
 
 
|-
 
| GETS_INFECTIONS_FROM_ROT
 
 
| Creature can get infections from necrotic tissue.
 
 
 
|-
 
| GETS_WOUND_INFECTIONS
 
 
| Creature's wounds can become infected.
 
 
 
|-
 
| GLOWCOLOR
 
|
 
*foreground
 
*background
 
*brightness
 
| The colour of the GLOWTILE of the creature.
 
 
 
|-
 
| GLOWTILE
 
| ascii character
 
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.
 
 
 
|-
 
| GNAWER
 
| verb (gnawed)
 
| The creature chews on food barrels and bags.
 
 
 
|-
 
| GO_TO_END
 
 
| When using tags from an existing creature, inserts new tags at the end of the creature.
 
 
 
|-
 
| GO_TO_START
 
 
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
 
 
 
|-
 
| GO_TO_TAG
 
 
| When using tags from an existing creature, inserts new tags after the specified tag.
 
 
 
|-
 
| GOOD
 
 
| Determines whether creature can show up on "good" areas. Eg. unicorn.
 
 
 
|-
 
| GRASSTRAMPLE
 
| value
 
| Determines the percentage chance (or possibly wait time until next trample) of trampling and killing grass when a creature steps on it. Delete the tag to make the creature never trample grass.
 
 
 
|-
 
| GRAVITATE_BODY_SIZE
 
| target value
 
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.
 
 
 
|-
 
| GRAZER
 
|
 
*number
 
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==H==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
|-
 
| HABIT
 
| type:probability
 
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.
 
 
 
|-
 
| HABIT_NUM
 
| number or TEST_ALL
 
| 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.
 
 
 
|-
 
| HASSHELL
 
 
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
 
 
 
|-
 
| HIVE_PRODUCT
 
|
 
*number
 
*{{L|time}}
 
*{{L|item token}}s
 
| What product is harvested from {{L|Beekeeping industry|beekeeping}}.
 
 
 
|-
 
| HOMEOTHERM
 
 
| Default 'NONE'. The creature's normal body {{L|temperature}}
 
 
 
|-
 
| HUNTS_VERMIN
 
|
 
| Creature hunts and kills nearby vermin.
 
 
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==I==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
 
|-
 
| IMMOBILE_LAND
 
 
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breath on land.
 
 
 
|-
 
| IMMOLATE
 
 
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.
 
 
 
|-
 
| INTELLIGENT
 
 
| Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills - including social skills - and professions. Not recommended for uncivilized monsters.
 
 
 
|-
 
| ITEMCORPSE
 
|   
 
* {{L|item token}}:subtype
 
* {{L|material token}}
 
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
 
 
 
|-
 
| ITEMCORPSE_QUALITY
 
 
| The quality of an item-type corpse left behind; 5 is masterpiece-level.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==L==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
|-
 
| LAIR
 
| type:probability
 
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
 
 
 
|-
 
| LAIR_CHARACTERISTIC
 
| characteristic:probability
 
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
 
 
 
|-
 
| LAIR_HUNTER
 
|
 
| This creature will actively hunt adventurers in its lair.
 
 
 
|-
 
| LAIR_HUNTER_SPEECH
 
| speech file
 
| What this creature says while hunting adventurers in its lair.
 
 
 
|-
 
| LARGE_PREDATOR
 
 
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
 
 
 
|-
 
| LARGE_ROAMING
 
 
| In Fortress Mode, spawns outdoors and is not a vermin creature.
 
 
 
|-
 
| LAYS_EGGS
 
|
 
| Creature lays eggs instead of giving birth to live young.
 
 
 
|-
 
| LAYS_UNUSUAL_EGGS
 
|
 
* {{L|item token}}
 
* {{L|material token}}
 
| Creature lays a particular item instead of regular eggs.
 
 
 
|-
 
| LIGAMENTS
 
|
 
* {{L|material token}}
 
*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 uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
 
 
 
|-
 
| LITTERSIZE
 
|
 
* minumum
 
* maximum
 
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
 
 
 
|-
 
| LOCKPICKER
 
 
| Lets a creature open doors that are set to forbidden in Fortress Mode.
 
 
 
|-
 
| LOOSE_CLUSTERS
 
 
| The creatures will scatter if they have this tag, or form tight packs if they don't.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==M==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
 
|-
 
| MAGICAL
 
 
| Unknown.
 
 
 
|-
 
| MAGMA_VISION
 
 
| Creature's able to see while covered in magma.
 
 
 
|-
 
| MALE
 
 
| The species or caste is all male.
 
 
 
|-
 
| MANNERISM_??
 
|
 
*occassionally body part
 
| Adds a possible mannerism to the creature's profile.
 
Refer to {{L|Creature mannerism token}}s
 
 
 
|-
 
| MATERIAL
 
|
 
*material id
 
| Begins defining a new material.{{verify}}
 
 
 
|-
 
| MATERIAL_BREATH_ATTACK
 
|
 
* {{L|material token}}
 
* breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)
 
| Creates an attack referencing a material, using a given type of breath attack.
 
 
 
|-
 
| MATUTINAL
 
|
 
| Sets if the creature is active in dawn.
 
 
 
|-
 
| MAXAGE
 
| min:max
 
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.
 
 
 
|-
 
| MEANDERER
 
 
| Gives a creature random movement.
 
 
 
|-
 
| MEGABEAST
 
 
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.
 
 
 
|-
 
|MENT_ATT_CAP_PERC
 
|
 
*ATTRIBUTE Token
 
*Cap %
 
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
 
 
 
|-
 
| MENT_ATT_RANGE
 
|
 
*ATTRIBUTE
 
*lowest:lower:low:median:high:higher:highest
 
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
 
 
 
|-
 
| MENT_ATT_RATES
 
|
 
*ATTRIBUTE Token
 
*cost to improve
 
*unused counter rate
 
*rust counter rate
 
*demotion counter rate
 
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
 
 
 
|-
 
| MILKABLE
 
|
 
* {{L|material token}}
 
* frequency
 
| Allows the creature to be milked.
 
 
 
|-
 
| MISCHIEVIOUS
 
 
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."
 
 
 
|-
 
| MODVALUE
 
 
| Seemingly no longer used - holdover from previous versions.
 
 
 
|-
 
| MOUNT
 
 
| Creature may be used as a mount.
 
 
 
|-
 
| MOUNT_EXOTIC
 
 
| You need the Dungeon master noble to mount the creature.
 
 
 
|-
 
| MULTIPLE_LITTER_RARE
 
 
| Makes litters with more than one offspring rare.
 
 
 
|-
 
| MULTIPLY_VALUE
 
|
 
*Multiplier
 
| Multiplies value of materials.
 
 
 
|-
 
| MUNDANE
 
 
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==N==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
|-
 
| NAME
 
| singular:plural:adjective
 
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.
 
 
 
|-
 
| NATURAL
 
 
| Animal is considered to be natural.
 
 
 
|-
 
| NATURAL_SKILL
 
| skill:value
 
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).
 
 
 
|-
 
| NIGHT_CREATURE_BOGEYMAN
 
|
 
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.
 
 
 
|-
 
| NIGHT_CREATURE_HUNTER
 
|
 
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET <s>of the opposite sex</s>(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.
 
 
 
|-
 
| NO_AUTUMN 
 
 
| does not appear this season.
 
 
 
|-
 
| NO_DIZZINESS
 
 
| Creature cannot become dizzy
 
 
 
|-
 
| NO_DRINK
 
 
| Creature does not need to drink.
 
 
 
|-
 
| NO_EAT
 
 
| Creature does not need to eat.
 
 
 
|-
 
| NO_FEVERS
 
 
| Creature cannot suffer fevers
 
 
 
|-
 
| NO_GENDER
 
|
 
| Creature has no gender.
 
 
 
|-
 
| NO_SLEEP
 
 
| Creature does not need to sleep.
 
 
 
|-
 
| NO_SPRING
 
 
| does not appear this season.
 
 
 
|-
 
| NO_SUMMER
 
 
| does not appear this season.
 
 
 
|-
 
| NO_THOUGHT_CENTER_FOR_MOVEMENT
 
 
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.
 
 
 
|-
 
| NO_WINTER
 
 
| does not appear this season.
 
 
 
|-
 
| NOBONES
 
 
| Creature has no bones.
 
 
 
|-
 
| NOBREATHE
 
 
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.
 
 
 
|-
 
| NOCTURNAL
 
 
| 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. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.
 
 
 
|-
 
| NOT_BUTCHERABLE
 
 
| Cannot be butchered
 
 
 
|-
 
| NOTHOUGHT
 
 
| Creature doesn't think, or doesn't require a [BRAIN] body part.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==P==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
|-
 
| PACK_ANIMAL
 
 
| Allows the creature to be used as a pack animal. Currently only used by merchants.
 
 
 
|-
 
| PARALYZEIMMUNE
 
 
| The creature is immune to all paralyzing special attacks.
 
 
 
|-
 
| PATTERNFLIER
 
 
|
 
 
 
|-
 
| 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 [[DF2010:Personality_trait|Personality traits]] for more info.
 
 
 
|-
 
| PET
 
 
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.
 
 
 
|-
 
| PET_EXOTIC
 
 
| 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.
 
 
 
|-
 
| PETVALUE_DIVISOR
 
| value
 
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.
 
 
 
|-
 
|PHYS_ATT_CAP_PERC
 
|
 
*ATTRIBUTE Token
 
*Cap %
 
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
 
 
 
|-
 
| PHYS_ATT_RANGE
 
|
 
*ATTRIBUTE
 
*lowest:lower:low:median:high:higher:highest
 
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
 
 
 
|-
 
| PHYS_ATT_RATES
 
|
 
*ATTRIBUTE Token
 
*cost to improve
 
*unused counter rate
 
*rust counter rate
 
*demotion counter rate
 
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
 
 
 
|-
 
| PLUS_BP_GROUP
 
|
 
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
 
*body type, category, or token
 
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
 
 
 
|-
 
| PLUS_MATERIAL
 
|
 
*material
 
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
 
 
 
|-
 
| POP_RATIO
 
 
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
 
 
 
|-
 
| POPULATION_NUMBER
 
| min:max
 
| old guess: "The minimum/maximum numbers of how many of these creatures can show up on a map per year."<br>Toady: "Pop number is the number per square of the region, I think."
 
 
 
|-
 
| 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.
 
 
 
|-
 
| PRONE_TO_RAGE
 
| number
 
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat.  As described in file_changes.txt, creatures with this token "follow its normal behavior, but flip out on occasion, higher rate = more flipping out".
 
 
 
|-
 
| PUS
 
|
 
* {{L|material token}}
 
*matter state (LIQUID, GAS, SOLID)
 
| Specifies what the creature's wounds will ooze when infected.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==R==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
|-
 
| RELSIZE
 
|
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*body category, type, or token
 
*Relsize
 
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
 
 
 
|-
 
| REMAINS
 
| singular:plural
 
| What creature's remains are called.
 
 
 
|-
 
| REMAINS_COLOR
 
|
 
| What color creature's remains are.
 
 
 
|-
 
| REMAINS_ON_VERMIN_BITE_DEATH
 
|
 
| Leaves remains when its attack causes it to die?  Seems to go with DIE_WHEN_VERMIN_BITE.
 
 
 
|-
 
| REMAINS_UNDETERMINED
 
|
 
| Unknown.
 
 
 
|-
 
| REMOVE_MATERIAL
 
|
 
*material token
 
| Removes a material from a creature.
 
 
 
|-
 
| REMOVE_TISSUE
 
|
 
*material token
 
| Removes a tissue from a creature.
 
 
 
|-
 
| RETURNS_VERMIN_KILLS_TO_OWNER
 
|
 
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.
 
 
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==S==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
|-
 
| SAVAGE
 
 
| Allows creature to show up on (and limits it to) "savage" maps.
 
 
 
|-
 
| SECRETION
 
|
 
* {{L|material token}}
 
*Material State
 
*location secreted from (by_type, by_category, by_token)
 
*body part
 
*tissue layer
 
| creates a secreted material on given tissue on a given part of the body.
 
 
 
|-
 
| SELECT_ADDITIONAL_CASTE
 
|
 
*caste name
 
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.
 
 
 
|-
 
| SELECT_CASTE
 
|
 
*caste name, or ALL
 
| selects a previously defined caste
 
 
 
|-
 
| SELECT_MATERIAL
 
|
 
*Material token
 
| Selects a locally defined material. Can be ALL.
 
 
 
|-
 
| SEMIMEGABEAST
 
|
 
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.
 
 
 
|-
 
| SET_BP_GROUP
 
|
 
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*category, type, or token
 
| Begins a selection of body parts.
 
 
 
|-
 
| SET_TL_GROUP
 
|
 
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
*tissue
 
| begins a selection of tissue layers
 
 
 
|-
 
| SHEARABLE_TISSUE_LAYER
 
|
 
* tissue modifier
 
* required value
 
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).
 
 
 
|-
 
| SKILL_LEARN_RATE
 
| {{L|skill_token}}:percentage
 
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.
 
 
 
|-
 
| SKILL_LEARN_RATES
 
| percentage
 
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.
 
 
 
|-
 
| SKILL_RATE
 
| {{L|skill_token}}:percentage:value:value:value
 
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.
 
 
 
|-
 
| SKILL_RATES
 
 
*% of improvement points you get
 
*unused counter rate
 
*rust counter rate
 
*demotion counter rate
 
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.
 
Default is [SKILL_RATES:100:8:16:16].  [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.
 
 
 
|-
 
| SKILL_RUST_RATE
 
| {{L|skill_token}}:value:value:value
 
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
 
 
 
|-
 
| SKILL_RUST_RATES
 
| value:value:value
 
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
 
 
 
|-
 
| SLOW_LEARNER
 
 
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races.
 
 
 
|-
 
| SMALL_REMAINS
 
 
| If a creature has this token, it'll leave "remains" instead of a corpse.
 
 
 
|-
 
| SOLDIER_ALTTILE
 
| 'character' or tile number
 
| If this creature is active in its civilization's military, it will blink between its default tile and this one.
 
 
 
|-
 
| SOUND
 
|
 
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
 
* Sound range (in tiles)
 
* Sound delay (lower values = sound is produced more often)
 
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)
 
* First-person description
 
* Third-person description
 
* Description when out of sight
 
| Creature makes sounds periodically, which can be heard in Adventure mode.
 
 
 
|-
 
| SPECIFIC_FOOD
 
|
 
* PLANT or CREATURE
 
* Plant/creature ID
 
| Indicates that the creature is only capable of eating a particular type of food.
 
 
 
|-
 
| SPEECH
 
| speech file
 
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
 
 
 
|-
 
| SPEECH_FEMALE
 
| speech file
 
| Boasting speeches relating to killing females of this creature.
 
 
 
|-
 
| SPEECH_MALE
 
| speech file
 
| Boasting speeches relating to killing males of this creature.
 
 
 
|-
 
| SPEED
 
| value
 
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See {{L|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.
 
 
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==T==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
|-
 
| TENDONS
 
|
 
* {{L|material token}}
 
*healing rate
 
| Defines the material and healing rate of tendons.
 
 
 
|-
 
| THICKWEB
 
 
| The creature's webs can catch larger creatures.
 
 
 
|-
 
| TISSUE
 
| name
 
| Begins defining a tissue in the creature file.
 
 
 
|-
 
| TITAN
 
|
 
| Found on {{L|titan}}s.
 
 
 
|-
 
| TL_COLOR_MODIFIER
 
| COLOR:freq:COLOR:freq etc
 
| Creates a list of color patterns, giving each a frequency.
 
 
 
|-
 
| TLCM_GENETIC_MODEL
 
|
 
| tissue layer color modifier is passed to offspring genetically?
 
 
 
|-
 
| TLCM_IMPORTANCE
 
|
 
*number
 
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.
 
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
 
 
 
|-
 
| TLCM_NOUN
 
|
 
*name
 
*SINGULAR or PLURAL
 
| names the tissue layer color modifier, and determines the noun
 
 
 
|-
 
| TLCM_TIMING
 
|
 
*ROOT
 
*start change window years:days:end change window years:days
 
| determines the point in the creature's life where the color change begins
 
 
 
|-
 
| TRADE_CAPACITY
 
 
| How much the creature can carry when used by merchants.
 
 
 
|-
 
| TRAINABLE
 
 
| 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.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==U==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
 
|-
 
| UBIQUITOUS
 
|
 
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.
 
 
 
|-
 
| 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}}
 
 
 
|-
 
| UNIQUE_DEMON
 
 
| Typically found on generated {{L|demon}}s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be used for modder-defined creatures.
 
 
 
|-
 
| USE_CASTE
 
|
 
*new caste token
 
*old caste token
 
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
 
 
 
|-
 
| USE_MATERIAL
 
|
 
*new material token
 
*old material id
 
| Defines a new local creature material and populates it with all properties defined in the specified material. Old material id accepts any valid material id, including INORGANIC:X, CREATURE_MAT:C:X, LOCAL_CREATURE_MAT:X, and others (where X is a material id from that set, and C is a valid creature id).{{verify}}
 
 
 
|-
 
| USE_MATERIAL_TEMPLATE
 
|
 
*new material token
 
*material template
 
| Defines a new local creature material and populates it with all properties defined in the specified template.
 
 
 
|-
 
| USE_TISSUE
 
|
 
*new tissue token
 
*old tissue id
 
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
 
 
 
|-
 
| USE_TISSUE_TEMPLATE
 
|
 
*new tissue token
 
*tissue template
 
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.
 
 
 
|-
 
| UTTERANCES
 
 
| Changes the language of the creature into an unintelligible mess.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==V==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
|-
 
| VEGETATION
 
 
| unknown
 
 
 
|-
 
| VERMIN_BITE
 
|
 
*chance of occurance{{verify}}
 
*verb (bitten, stung, etc)
 
* {{L|material token}}
 
| Vermin bites, and injects something.
 
 
 
|-
 
| VERMIN_EATER
 
|
 
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
 
 
 
|-
 
| VERMIN_FISH
 
 
| The vermin appears in water and will attempt to swim around.
 
 
 
|-
 
| VERMIN_GROUNDER
 
 
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
 
 
 
|-
 
| VERMIN_HATEABLE
 
|
 
| Some dwarves will hate the creature and get unhappy thoughts when around it.
 
 
 
|-
 
| VERMIN_MICRO
 
 
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.
 
 
 
|-
 
| VERMIN_NOFISH
 
 
| The creature cannot be caught by fishing.
 
 
 
|-
 
| VERMIN_NOROAM
 
 
| The creature will not be observed randomly roaming about the map.
 
 
 
|-
 
| VERMIN_NOTRAP
 
 
| The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
 
 
 
|-
 
| VERMIN_ROTTER
 
 
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.
 
 
 
|-
 
| VERMIN_SOIL
 
 
| The creature randomly appears near dirt or mud.
 
 
 
|-
 
| VERMIN_SOIL_COLONY
 
 
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
 
 
 
|-
 
| VERMINHUNTER
 
 
| Implies AT_PEACE_WITH_WILDLIFE, RETURNS_VERMIN_KILLS_TO_OWNER, HUNTS_VERMIN, and ADOPTS_OWNER.
 
 
 
|-
 
| VESPERTINE
 
 
| Sets if the creature is active in evening.
 
 
 
|-
 
| VIEWRANGE
 
| value
 
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==W==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
|-
 
| WAGON_PULLER
 
 
| Allows the creature to pull caravan wagons.
 
 
 
|-
 
| WEBBER
 
|
 
* {{L|material token}}
 
| Allows the creature to create webs, and defines what the webs are made of.
 
 
 
|-
 
| WEBIMMUNE
 
 
| The creature will not get caught in thick webs.
 
|}
 
 
 
==Attack Tokens==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
 
|-
 
| ATTACK_SKILL
 
|
 
*skill used ({{L|Skill token}})
 
| defines the attack skill used
 
 
 
|-
 
| ATTACK_VERB
 
| 2nd person:3rd person
 
| descriptive text for the attack
 
 
 
|-
 
| ATTACK_CONTACT_PERC
 
|
 
*% value
 
| amount of available tissue used in attack
 
 
 
|-
 
| 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_VELOCITY_MODIFIER
 
| number
 
| Modifies the attack velocity.  Believed to be percent based (so 100 would be "normal").  May be on same scale as weapon velocity (where 1000 is "normal").
 
 
 
|-
 
| ATTACK_FLAG_CANLATCH
 
 
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.
 
 
 
|-
 
| ATTACK_FLAG_WITH
 
 
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
 
 
 
|-
 
| ATTACK_FLAG_EDGE
 
 
| attack type
 
 
 
|-
 
| SPECIALATTACK_INJECT_EXTRACT
 
|
 
* {{L|material token}}
 
*state (SOLID, LIQUID, GAS)
 
*min:max
 
| attack type addition that injects a material into the victim.
 
 
 
|-
 
| SPECIALATTACK_SUCK_BLOOD
 
| min:max
 
| Successful attack draws out an amount of blood randomized between the min and max value.
 
|}
 
 
 
==Important Related Tokens==
 
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)
 
 
 
===Tissue Modification===
 
This next group of tokens deals setting and modifying tissue properties. (See also {{L|Tissue definition token}})
 
 
 
 
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
 
|-
 
| INSULATION
 
|
 
*value
 
| Tissue supplies the creature with heat insulation. Higher values result in more insulation.
 
 
 
|-
 
| PLUS_TISSUE_LAYER
 
|
 
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
| Adds a tissue to those selected
 
 
 
|-
 
| PLUS_TL_GROUP
 
|
 
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
*tissue
 
| continues a selection of tissue layers
 
 
 
|-
 
| SELECT_TISSUE
 
|
 
*tissue token
 
| Selects a tissue for editing.
 
 
 
|-
 
| SELECT_TISSUE_LAYER
 
|
 
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token | Selects a tissue at a location
 
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 
| Selects a tissue layer for descriptor and cosmetic purposes.
 
 
 
|-
 
| SET_LAYER_TISSUE
 
|
 
| Sets a tissue layer to be made of a different tissue.
 
 
 
|-
 
| TISSUE_LAYER
 
|
 
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*TYPE,CATEGORY, or TOKEN
 
*TISSUE
 
*LOCATION
 
| Adds the tissue layer to wherever it is required.
 
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing
 
 
 
|-
 
| TISSUE_LAYER_OVER
 
|
 
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*TYPE,CATEGORY, or TOKEN
 
*TISSUE
 
*LOCATION
 
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
 
 
 
|-
 
| TISSUE_LAYER_UNDER
 
|
 
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*TYPE,CATEGORY, or TOKEN
 
*TISSUE
 
| Adds the tissue layer under a given part.
 
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man
 
      [TISSUE:GAS]
 
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]
 
 
 
|-
 
| TISSUE_LAYER_APPEARANCE_MODIFIER
 
|
 
*QUALITY
 
*lowest:lower:low:median:high:higher:highest
 
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 
 
 
|-
 
| TISSUE_LEAKS
 
|
 
| The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.
 
 
 
|-
 
| TISSUE_MATERIAL
 
|
 
*VALUE (material)
 
*MATERIAL (material subtype)
 
| Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]
 
 
 
|-
 
| TISSUE_STYLE_UNIT
 
|
 
*tissue
 
*shaping
 
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
 
 
 
|-
 
| TL_COLOR_MODIFIER
 
| COLOR:freq:COLOR:freq etc
 
| Creates a list of color patterns, giving each a frequency.
 
 
 
|-
 
| TL_CONNECTS
 
|
 
| Presumably gives the CONNECTS attribute to selected layers.
 
 
 
|-
 
| TL_HEALING_RATE
 
|
 
| Presumably changes the HEALING_RATE of the selected tissue layers.
 
 
 
|-
 
| TL_MAJOR_ARTERIES
 
|
 
| Gives Major Artery attribute to selected layers.
 
 
 
|-
 
| TL_PAIN_RECEPTORS
 
|
 
| Seems to set new number of pain receptors for selected tissue layers.
 
 
 
|-
 
| TL_RELATIVE_THICKNESS
 
|
 
| Seems to set new relative thickness for selected tissue layers.
 
 
 
|-
 
| TL_VASCULAR
 
|
 
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.
 
 
 
|}
 
 
 
==See Also==
 
*{{L|Body detail plan token}}
 
*{{L|Body token}}
 
*{{L|Material definition token}}
 
*{{L|Syndrome}}
 
*{{L|Tissue definition token}}
 
 
 
{{Category|Modding}}
 
{{Category|Tokens}}
 

Revision as of 20:31, 21 September 2011

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