https://dwarffortresswiki.org/api.php?action=feedcontributions&user=Kabocca&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T09:47:49ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=Creature_token&diff=259510Creature token2021-10-31T14:48:18Z<p>Kabocca: FotF info regarding MAGICAL and VEGETATION</p>
<hr />
<div>{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}<br />
{{av}}<br />
<br />
A full list of all known [[creature]] [[token]]s.<br />
<br />
__NOTOC__<br />
<br />
<div align="center"><br />
{| {{prettytable}} <br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Caste<br />
|<br />
*Range<br />
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Caste<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*CV TEMPLATE NAME <br />
| Applies the specified [[creature variation token|creature variation]].<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*bodypart<br />
*selection criteria<br />
*location <br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{verify}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><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.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.<br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| Caste-specific {{token|SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Spec<br />
| <br />
*CREATURE NAME<br />
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.<br />
<br />
The full list of tokens that use creature classes is: <br />
<br />
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}<br />
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}<br />
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}<br />
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}<br />
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information.<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| 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.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are:<br />
*COLLECT_TROPHIES<br />
*COOK_PEOPLE<br />
*COOK_VERMIN<br />
*GRIND_VERMIN<br />
*COOK_BLOOD<br />
*GRIND_BONE_MEAL<br />
*EAT_BONE_PORRIDGE<br />
*USE_ANY_MELEE_WEAPON<br />
*GIANT_NEST<br />
*COLLECT_WEALTH.<br />
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}} or {{token|NIGHT_CREATURE_HUNTER|c}}.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HFID}}<br />
| Creature<br />
| <br />
*Integer (generic token?)<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby [[vermin]].<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:<br />
*SIMPLE_BURROW<br />
*SIMPLE_MOUND<br />
*WILDERNESS_LOCATION<br />
*SHRINE<br />
*LABYRINTH<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| Creature can spawn as a wild animal in the appropriate biomes.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays [[egg]]s instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays the specified item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new material.{{verify}}<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag may periodically "perform horrible experiments" offscreen, during which they can use ''any'' interaction with an <code>[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]</code> tag on creatures in their area. Worlds are generated with a list of procedurally-generated experiment interactions, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]]. You can mod in your own custom experiment interactions, but you cannot specify which experiments a given NIGHT_CREATURE_EXPERIMENTER performs.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. <br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not drop meat when [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature can be smelt. Zero is odorless, default is 50.<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*lover-possible chance<br />
*commitment-possible chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Currently only used by [[trading|merchants]] without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| 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 {{token|CASTE_PROFESSION_NAME|c}} instead.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What the creature's [[remains]] are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's [[remains]] are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from the creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from the creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| 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.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPEECH}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.<br />
<br />
|-<br />
| {{text anchor|SPEECH_FEMALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing females of this creature.<br />
<br />
|-<br />
| {{text anchor|SPEECH_MALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing males of this creature.<br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]]. Also prevents it from becoming a [[vampire]] or a [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's [[web]]s can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
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<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
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:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. <br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[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. Could not be specified in user-defined raws prior to version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| 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."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Caste<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| 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).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Tissue Layer Tokens==<br />
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].<br />
<br />
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the "actual" skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.<br />
<br />
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Begins a selection of tissue layers. <br />
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds tissue layers to those selected.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. <br />
<br />
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as "functional" tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| 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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
*[[Creature examples]]<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome&diff=257897Syndrome2021-05-05T14:32:46Z<p>Kabocca: /* Special Effects */ add FotF info about the effect of CE_CHANGE_PERSONALITY on goals.</p>
<hr />
<div>{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}<br />
{{av}}<br />
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]<br />
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. <br />
<br />
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''<br />
<br />
==List of syndromes==<br />
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion.<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Syndrome<br />
! Venom<br />
! Acquired<br />
! Short-term Symptoms<br />
! Long-term Symptoms<br />
! Chronic Symptoms <br />
|-<br />
| Adder bite<br />
| adder venom (injected)<br />
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]<br />
| Strong pain<br />
| Swelling<br>Blisters<br>Nausea<br />
| None<br />
|-<br />
| Bark scorpion sting<br />
| bark scorpion venom (injected)<br />
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]<br />
| Strong pain<br />
| None<br />
| None<br />
|-<br />
| Black mamba bite<br />
| black mamba venom (injected)<br />
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]<br />
| Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Blob blisters<br />
| cave blob fluid<br />(contact or ingested)<br />
| Touching a [[cave blob]]<br />
| Mild pain<br/>Mild blisters<br />
| None<br />
| None<br />
|-<br />
| Brown recluse spider bite<br />
| brown recluse spider venom (injected)<br />
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]<br />
| Nausea<br>Fever<br>Pain<br><br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Bumblebee sting<br />
| bumblebee venom (injected)<br />
| Being stung by a [[bumblebee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Bushmaster bite<br />
| bushmaster venom (injected)<br />
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]<br />
| Strong pain<br>Mild bleeding<br>Dizziness<br>Nausea<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Cave floater sickness<br />
| cave floater gas<br />(inhaled or ingested)<br />
| Expelled from [[cave floater]]<br />
| Mild nausea<br />
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)<br />
| None<br />
|-<br />
| Cave spider bite<br />
| cave spider venom<br />(injected)<br />
| Being bitten by a [[cave spider]]<br />
| None<br />
| None<br />
| Very mild dizziness<br />
|-<br />
| Copperhead snake bite<br />
| copperhead snake venom (injected)<br />
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]<br />
| Pain<br>Swelling<br>Nausea<br />
| None<br />
| None<br />
|-<br />
| Giant cave spider bite<br />
| giant cave spider venom<br />(injected)<br />
| Being bitten by a [[giant cave spider]]<br />
| Size-dependant paralysis.<br />
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.<br />
| None, not that it really matters.<br />
|-<br />
| Gila monster bite<br />
| gila monster venom (injected)<br />
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]<br />
| Pain<br>Mild swelling<br />
| None<br />
| None<br />
|-<br />
| Gnomeblight<br />
| [[gnomeblight]]<br />(contact, inhaled, injected, or ingested)<br />
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.<br />
| None<br />
| Severe systemic necrosis<sup>2</sup><br />
| None<br />
|-<br />
| Giant desert scorpion sting<br />
| giant desert scorpion venom<br />(injected)<br />
| Being stung by a [[giant desert scorpion]] <br />
| Necrosis of the brain and nervous system<br />
| '''Certain death'''<br />
| None, not that it really matters.<br />
|- <br />
| Helmet snake bite<br />
| helmet snake venom<br />(injected)<br />
| Being bitten by a [[helmet snake]]<br />
| Minor bleeding<br />
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb <br />
| None<br />
|-<br />
| Honey bee sting<br />
| honey bee venom (injected)<br />
| Being stung by a [[honey bee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Inebriation{{version|0.42.01}}<br />
| [[Alcohol]] (consumed/injected)<br />
| Consuming alcoholic drinks<br />
| Nausea<br>Dizziness<br>Unconsciousness<br>Personality changes<br>Euphoria<br>Erratic behavior<br>Trouble breathing<br />
| None<br />
| None<br />
|-<br />
| Iron man cough<br />
| iron man gas<br />(inhaled)<br />
| Expelled by [[iron man]]<br />
| Coughing blood<br />
| None<br />
| None<br />
|-<br />
| King cobra bite<br />
| king cobra venom<br />(injected)<br />
| Being bitten by a [[king cobra]]<br />
| Complete paralysis<sup>1</sup><br/>Pain, dizziness, drowsiness<br />
| None<br />
| None<br />
|-<br />
| Phantom spider bite<br />
| phantom spider venom<br />(injected)<br />
| Being bitten by a [[phantom spider]]<br />
| None<br />
| Numbness and mild dizziness<br />
| None<br />
|-<br />
| Platypus sting<br />
| platypus venom<br />(injected)<br />
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]<br />
| Pain and swelling<br />
| Extreme pain, swelling possibly to the point of necrosis<br />
| None<br />
|-<br />
| Rattlesnake bite<br />
| rattlesnake venom<br />(injected)<br />
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]<br />
| Pain, nausea, blisters, swelling, bruising<br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Serpent man bite<br />
| serpent man venom<br />(injected)<br />
| Being bitten by a [[serpent man]]<br />
| Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Mummy's curse<br />
| [[DF2014:Mummy|Disturbance interaction]].<br />
| Being cursed by a [[mummy]], when caught raiding their tombs<br />
| None<br />
| None<br />
| 20% chance of any skill roll failing, regardless of skill.<br />
|-<br />
| Vampirism<br />
| [[Deity|Divine]] curse<br />
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[vampire]].<br />
|-<br />
| Werebeast curse<br />
| [[Deity|Divine]] curse<br />
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[werebeast]].<br />
|-<br />
| Necromancy<br />
| [[Deity|Divine]] 'curse'<br />
| Reading a book/slab that contains the secrets of life and death.<br />
| None<br />
| None<br />
| Reader becomes a [[necromancer]].<br />
|-<br />
| evil rain sickness<sup>3</sup><br />
|rowspan=7| Random<br />
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|-<br />
| evil cloud sickness<sup>4</sup><br />
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]<br />
|-<br />
| beast sickness<sup>5</sup><br />
| Encounters with [[forgotten beast]]s<br />
|-<br />
| titan sickness<sup>5</sup><br />
| Encounters with [[titan]]s<br />
|-<br />
| night sickness<sup>5</sup><br />
| Encounters with [[nightmare]]s or [[experiment]]s<br />
|-<br />
| demon sickness<sup>5</sup><br />
| Encounters with [[demon]]s<br />
|-<br />
| divine sickness<sup>5</sup><br />
| Encounters with [[angel]]s<br />
|}<br />
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.<br />
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. <br />
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. <br />
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. <br />
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).<br />
<br />
==The anatomy of a syndrome==<br />
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.<br />
<br />
<br />
'''1) Transmission via Materials'''<br />
<br />
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.<br />
<br />
<br />
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:<br />
<br />
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_NAME:LIQUID:giant cave spider venom]<br />
[STATE_ADJ:LIQUID:giant cave spider venom]<br />
[STATE_NAME:GAS:boiling giant cave spider venom]<br />
[STATE_ADJ:GAS:boiling giant cave spider venom]<br />
[PREFIX:NONE]<br />
[ENTERS_BLOOD]<br />
'''[SYNDROME]'''<br />
'''[SYN_NAME:giant cave spider bite]'''<br />
'''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''<br />
'''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''<br />
'''[SYN_INJECTED]'''<br />
'''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''<br />
<br />
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.<br />
<br />
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.<br />
<br />
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).<br />
<br />
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).<br />
<br />
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.<br />
<br />
<br />
'''2) Transmission via Interactions'''<br />
<br />
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.<br />
<br />
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.<br />
<br />
==Basic syndrome tokens==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|SYNDROME}}<br />
| <br />
| Used to begin defining a new syndrome.<br />
<br />
|-<br />
| {{text anchor|SYN_NAME}}<br />
| <your text><br />
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.<br />
<br />
|-<br />
| {{text anchor|SYN_CLASS}}<br />
| <your text><br />
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.<br />
<br />
|-<br />
| {{text anchor|SYN_CONTACT}}<br />
| <br />
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.<br />
<br />
Methods of getting a material contaminant onto a creature's body include: <br />
* [[Creature token#SECRETION|secretions]]<br />
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)<br />
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust clouds]] (contaminate all external body parts, even if covered)<br />
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])<br />
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)<br />
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)<br />
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)<br />
* striking the creature's body with a contaminated item (see below)<br />
<br />
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.<br />
<br />
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).<br />
<br />
|-<br />
| {{text anchor|SYN_INGESTED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.<br />
<br />
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.<br />
<br />
|-<br />
| {{text anchor|SYN_INHALED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.<br />
<br />
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.<br />
<br />
|-<br />
| {{text anchor|SYN_INJECTED}}<br />
| <br />
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. <br />
<br />
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon "lodged into the wound" isn't a requirement.<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.<br />
<br />
DWARF:FEMALE is an example of a valid <creature>:<caste> combination; "ALL" can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, "ALL" can be used in place of a specific caste.<br />
<br />
|-<br />
| {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}}<br />
| <br />
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.<br />
<br />
|-<br />
| {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}}<br />
| <your text><br />
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.<br />
<br />
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.<br />
<br />
A creature can only possess a single syndrome with a particular identifier at any given time. As such, if a creature contracts a syndrome with a particular identifier and is subsequently exposed to another syndrome with a matching identifier whilst that first syndrome is still active, then this later obtained syndrome will '''not''' be contracted. If the latter comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will instead adjust the first syndrome's concentration as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would only increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated.<br />
<br />
|-<br />
| {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}}<br />
| <amount>:<max><br />
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level.<br />
<br />
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by <amount> whenever the creature is exposed to it, until its specified <max> concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher <max> value, the concentration will of course increase further.<br />
<br />
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with <code>[SYN_IDENTIFIER:INEBRIATION]</code> and <code>[SYN_CONCENTRATION_ADDED:100:1000]</code>. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, "Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off."<br />
<br />
Some of the generated interaction-derived syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
|}<br />
<br />
==Creature effect tokens==<br />
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows:<br />
<br />
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]<br />
<br />
<br />
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.<br />
<br />
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.<br />
<br />
*CE_X<br />
The effect type. This can be a number of different tokens, as detailed in the table below this list.<br />
*SEV:X<br />
The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.<br />
*PROB:X<br />
The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance.<br />
*LOCALIZED (Overwrites BP tokens)<br />
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. <br />
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)<br />
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!<br />
*VASCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the VASCULAR token.<br />
*MUSCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the MUSCULAR token. Are you seeing a trend here?<br />
*SIZE_DILUTES (Optional)<br />
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.<br />
*SIZE_DELAYS (Optional)<br />
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.<br />
*DWF_STRETCH:X{{version|0.42.01}} (Optional)<br />
Multiplies the duration of the syndrome by X in Fortress mode. If X is 144, syndrome will last the same amount of ticks in fortress and adventure mode.<br />
*ABRUPT{{version|0.42.01}} (Optional)<br />
Makes the symptom begin immediately rather than ramping up. {{verify}}<br />
*CAN_BE_HIDDEN (Optional)<br />
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}<br />
*RESISTABLE (Optional)<br />
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.<br />
<br />
<br />
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.<br />
<br />
<br />
===Symptomatic Effects===<br />
<br />
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.<br />
<br />
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.<br />
<br />
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_BRUISING}}<br />
| Yes<br />
| Causes the targeted bodypart to undergo bruising.<br />
|-<br />
| {{text anchor|CE_BLISTERS}}<br />
| Yes<br />
| Covers the targeted bodypart with blisters.<br />
|-<br />
| {{text anchor|CE_OOZING}}<br />
| Yes<br />
| Causes pus to ooze from the afflicted bodypart.<br />
|-<br />
| {{text anchor|CE_BLEEDING}}<br />
| Yes<br />
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.<br />
|-<br />
| {{text anchor|CE_SWELLING}}<br />
| Yes<br />
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.<br />
|-<br />
| {{text anchor|CE_NECROSIS}}<br />
| Yes<br />
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.<br />
|-<br />
| {{text anchor|CE_NUMBNESS}}<br />
| Yes<br />
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.<br />
|-<br />
| {{text anchor|CE_PAIN}}<br />
| Yes<br />
| Afflicts the targeted bodypart with intense pain.<br />
|-<br />
| {{text anchor|CE_PARALYSIS}}<br />
| Yes<br />
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.<br />
|-<br />
| {{text anchor|CE_IMPAIR_FUNCTION}}<br />
| Yes<br />
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.<br />
|-<br />
| {{text anchor|CE_DIZZINESS}}<br />
| No<br />
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.<br />
|-<br />
| {{text anchor|CE_DROWSINESS}}<br />
| No<br />
| Causes the Drowsiness condition.<br />
|-<br />
| {{text anchor|CE_UNCONSCIOUSNESS}}<br />
| No<br />
| Renders unconscious.<br />
|-<br />
| {{text anchor|CE_FEVER}}<br />
| No<br />
| Causes the Fever condition.<br />
|-<br />
| {{text anchor|CE_NAUSEA}}<br />
| No<br />
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.<br />
|-<br />
| {{text anchor|CE_COUGH_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|-<br />
| {{text anchor|CE_VOMIT_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|}<br />
<br />
===Healing Effects===<br />
As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_REDUCE_PAIN}}<br />
| Yes<br />
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.<br />
|-<br />
| {{text anchor|CE_REDUCE_SWELLING}}<br />
| Yes<br />
| Decreases the severity of swelling on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_PARALYSIS}}<br />
| Yes<br />
| Decreases the severity of any paralysis effects on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_DIZZINESS}}<br />
| No<br />
| Decreases the severity of any dizziness the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_NAUSEA}}<br />
| No<br />
| Decreases the severity of any nausea the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_FEVER}}<br />
| No<br />
| Decreases the severity of any fever the creature has.<br />
|-<br />
| {{text anchor|CE_STOP_BLEEDING}}<br />
| Yes<br />
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.<br />
|-<br />
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}<br />
| Yes<br />
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_CURE_INFECTION}}<br />
| Yes?<br />
| Probably decreases the severity of the infection from infected wounds over time.<br />
|-<br />
| {{text anchor|CE_HEAL_TISSUES}}<br />
| Yes<br />
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_HEAL_NERVES}}<br />
| Yes<br />
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_REGROW_PARTS}}<br />
| Yes<br />
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.<br />
|}<br />
<br />
===Special Effects===<br />
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Arguments<br />
! Description<br />
|-<br />
| {{text anchor|CE_ADD_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:<br />
<br />
<br />
'''Special tags:'''<br />
<br />
*NO_AGING<br />
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].<br />
<br />
*STERILE<br />
Makes the creature unable to produce [[children|offspring]].<br />
<br />
*HAS_BLOOD<br />
*MORTAL<br />
*FIT_FOR_ANIMATION<br />
*FIT_FOR_RESURRECTION<br />
Adding these tags to a creature doesn't appear to do anything.<br />
<br />
<br />
'''Creature tokens:'''<br />
<br />
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]<br />
*[[Creature_token#CAN_LEARN|CAN_LEARN]]<br />
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]<br />
*[[Creature_token#CRAZED|CRAZED]]<br />
*[[Creature_token#EXTRAVISION|EXTRAVISION]]<br />
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]<br />
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])<br />
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]<br />
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]<br />
*[[Creature_token#NO_DRINK|NO_DRINK]]<br />
*[[Creature_token#NO_EAT|NO_EAT]]<br />
*[[Creature_token#NO_FEVERS|NO_FEVERS]]<br />
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]<br />
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]<br />
*[[Creature_token#NO_SLEEP|NO_SLEEP]]<br />
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]<br />
*[[Creature_token#NOBREATHE|NOBREATHE]]<br />
*[[Creature_token#NOEMOTION|NOEMOTION]]<br />
*[[Creature_token#NOEXERT|NOEXERT]]<br />
*[[Creature_token#NOFEAR|NOFEAR]]<br />
*[[Creature_token#NONAUSEA|NONAUSEA]]<br />
*[[Creature_token#NOPAIN|NOPAIN]]<br />
*[[Creature_token#NOSTUN|NOSTUN]]<br />
*[[Creature_token#NOT_LIVING|NOT_LIVING]]<br />
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]<br />
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]<br />
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]<br />
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]<br />
*[[Creature_token#TRANCES|TRANCES]]<br />
*[[Creature_token#UTTERANCES|UTTERANCES]]<br />
<br />
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.<br />
<br />
|-<br />
| {{text anchor|CE_REMOVE_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.<br />
<br />
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.<br />
<br />
Removing tags will cause the creature to fail/pass any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).<br />
<br />
<br />
'''Special tags:'''<br />
<br />
* HAS_BLOOD<br />
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.<br />
<br />
* NO_AGING<br />
* STERILE<br />
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.<br />
<br />
* MORTAL<br />
* FIT_FOR_ANIMATION<br />
* FIT_FOR_RESURRECTION<br />
Removing these tags doesn't appear to do anything.<br />
<br />
|- a<br />
| {{text anchor|CE_DISPLAY_NAME}}<br />
| No<br />
| NAME:singular:plural:adjective<br />
| Attaches the specified name to the creature's normal name.<br />
<br />
|-<br />
| {{text anchor|CE_DISPLAY_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Causes the creature to display the specified tile instead of its normal one.<br />
<br />
|-<br />
| {{text anchor|CE_FLASH_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile><br />
| Causes the creature to flash between its normal tile and the one specified here.<br />
<br />
|-<br />
| {{text anchor|CE_PHYS_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_MENT_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_SPEED_CHANGE}}<br />
| No<br />
| speed modifier:number<br />
| Changes the creature's speed.<br />
Speed modifier contains one or both of:<br />
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)<br />
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)<br />
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.<br />
<br />
|-<br />
| {{text anchor|CE_SKILL_ROLL_ADJUST}}<br />
| No<br />
| PERC:percentage:PERC_ON:percentage<br />
| Alters the creature's specified skill level. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}<br />
| No<br />
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) <br />
| Alters the size of the creature.<br />
<br />
|-<br />
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}<br />
| Yes<br />
| body part:APPEARANCE_MODIFIER:attribute:number<br />
| Alters the characteristics (height, width etc.) of a body part.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_TRANSFORMATION}}<br />
| No<br />
|<br />
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the additional tokens listed below (of which multiple may be specified).<br />
<br />
Note that transformation into or out of the target form causes the creature to drop all items in its inventory and instantly heals all of its wounds. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.<br />
<br />
<br />
'''Specific transformation:'''<br />
<br />
* '''CE:CREATURE:'''<creature>:<caste><br><br />
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. <br />
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] <br />
<br />
<br />
'''Random transformation:'''<br />
<br />
* '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Excludes creatures with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.<br />
<br />
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''<minimum [[Gait#Speed|gait speed]]>{{version|0.47.01}}<br><br />
Narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] less than or equal to the specified <minimum gait speed> ("less than" because lower is faster in the scale used for [[Gait#Speed|gait speed]]). This is used in generated [[Die#Adventurer_Mode|divination curses]] to prevent the player from being transformed into a creature that is frustratingly slow to play as. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''<maximum [[Gait#Speed|gait speed]]>{{version|0.47.01}}<br><br />
Excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] value less than or equal to the specified <maximum gait speed> (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
|-<br />
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}<br />
| No<br />
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B><br />
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.<br />
<br />
|-<br />
| {{text anchor|CE_CAN_DO_INTERACTION}}<br />
| No<br />
| <br />
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.<br />
|-<br />
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}}<br />
| Yes<br />
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts><br />
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example<br />
<br />
|-<br />
| {{text anchor|CE_BODY_MAT_INTERACTION}}<br />
| No<br />
| MAT_TOKEN:<body material token><br />
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.<br />
<br />
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.<br />
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.<br />
<br />
The following tokens should be placed after this effect:<br />
* '''CE:SYNDROME_TAG:'''<transmission method> is used to specify what must be done with the body material to trigger the interaction. Replace "<transmission method>" with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''<br />
* '''CE:INTERACTION:'''<[[Interaction_token#INTERACTION|interaction ID]]> is used to specify which interaction is to be run (replace "<interaction ID>" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.<br />
<br />
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood".<br />
<br />
|-<br />
| {{text anchor|CE_SENSE_CREATURE_CLASS}}<br />
| No<br />
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:<br />
[[Tilesets|<tile value or character>]]:<br />
[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}<br />
| No<br />
| EMOTION:<[[emotion]]><br />
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.<br />
<br />
|-<br />
| {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}}<br />
| No<br />
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount><br />
| Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative. For example, generated [[necromancer]] syndromes come with the following effect:<br><br />
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code><br />
<br />
According to Toady, CE_CHANGE_PERSONALITY effects can cause creatures to re-evaluate their [[Personality_trait#Goals|goals]] in worldgen; the boost to anxiety and distrust given to necromancers makes it more likely for them to develop the goal of [[Personality_trait#RULE_THE_WORLD|ruling the world]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8275328#msg8275328]<br />
<br />
|-<br />
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}<br />
| No<br />
|<br />
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]<br />
|}<br />
<br />
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.<br />
<br />
===Periodic Triggers===<br />
<br />
'''[CE:{{text anchor|PERIODIC}}:<period_type>:<min_value>:<max_value>]'''<br />
<br />
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.<br />
<br />
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with <code>[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]</code>, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).<br />
<br />
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.<br />
<br />
MOON_PHASE is currently the only valid period type:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Period<br />
! Description<br />
|-<br />
| {{text anchor|MOON_PHASE}}<br />
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:<br />
* '''0''' = full moon<br />
* '''1-4''' = waning gibbous<br />
* '''5-8''' = waning half<br />
* '''9-12''' = waning crescent<br />
* '''13-14''' = new moon<br />
* '''15-18''' = waxing crescent<br />
* '''19-22''' = waxing half<br />
* '''23-26''' = waxing gibbous<br />
* '''27''' = full moon<br />
|}<br />
<br />
===Counter Triggers===<br />
<br />
'''[CE:{{text anchor|COUNTER_TRIGGER}}:<counter_name>:<min_value>:<max_value>:REQUIRED]'''<br />
<br />
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.<br />
<br />
For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.<br />
<br />
Note that <code>NONE</code> can be used in place of <max_value> to indicate that any value above <min_value> is valid. <code>NONE</code> can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.<br />
<br />
<code>REQUIRED</code> implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with <code>NONE</code> doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.<br />
<br />
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying <code>0</code> or <code>NONE</code> as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.<br />
<br />
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.<br />
<br />
The following is a list of valid counter types including a couple of notable values:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Counter<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ALCOHOLIC}}<br />
| For {{token|ALCOHOL_DEPENDENT|c}} creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values:<br />
* 100800 (3 months) = and is starting to work slowly due to its scarcity<br />
* 201600 (6 months) = and really wants a drink<br />
* 302400 (9 months) = and has gone without a drink for far, far too long<br />
* 403200 (1 year) = and can't even remember the last time (s)he had some<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| For creatures with the {{token|CAVE_ADAPT|c}} token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.<br />
* 403200 (1 year) = going outside causes irritation<br />
* 604800 (1.5 years) = going outside causes nausea<br />
<br />
|-<br />
| {{text anchor|MILK_COUNTER}}<br />
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's {{token|MILKABLE|c}} token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is immediately removed, making the creature available for milking again.<br />
<br />
|-<br />
| {{text anchor|EGG_SPENT}}<br />
| This counter is created and set to 100800 (3 months' worth of [[time|tick]]s in fortress mode) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point it is removed and the creature regains the ability to lay eggs.<br />
<br />
|-<br />
| {{text anchor|GROUNDED_ANIMAL_ANGER}}<br />
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.<br />
<br />
|-<br />
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}<br />
| This counter rises by 1 every [[time|tick]] for creatures with the {{token|BLOODSUCKER|c}} token. When it rises high enough (generally around 100800; 3 months in fortress mode time), the creature will seek an [[sleep|unconscious]] victim to leech off of. Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.<br />
<br />
When playing as a bloodsucker in [[adventure mode]], the following bloodthirst indicators are displayed when this counter reaches the specified values:<br />
* 172800 (1 day in adventure mode time) = {{DFtext|Thirsty|4:0}}<br />
* 1209600 (1 week) = {{DFtext|Thirsty!|4:1}}<br />
* 2419200 (2 weeks) = {{DFtext|Thirsty!|5:1}}<br />
Various penalties are applied as bloodthirst increases; see the [[vampire]] article for more information.<br />
<br />
|-<br />
| {{text anchor|DRINKING_BLOOD}}<br />
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]) until it reaches 0, at which point the counter is removed.<br />
<br />
|-<br />
| {{text anchor|PARTIED_OUT}}<br />
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.<br />
|}<br />
<br />
{{mod}}<br />
<br />
==Inorganic syndromes and you!==<br />
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition. The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced. This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release. <br />
<br />
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.<br />
[MELTING_POINT:NONE]<br />
[BOILING_POINT:10000]<br />
[MAT_FIXED_TEMP:10001]<br />
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier!<br />
<br />
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.<br />
<br />
==Spreading diseases==<br />
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_CAN_DO_INTERACTION:START:1500:END:25000]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:INTERACTION:PLAGUE]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.<br />
<br />
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:<br />
<br />
[CAN_DO_INTERACTION:PLAGUE]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.<br />
<br />
===In 0.47.01===<br />
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.<br />
<br />
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]<br />
<br />
<br />
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.<br />
<br />
==Multi-caste/multi-creature body transformations==<br />
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:<br />
[SYNDROME]<br />
[SYN_NAME:draconic curse]<br />
[SYN_CLASS:DRACONIC_CURSE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:FEMALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:FEMALE]<br />
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it.<br />
<br />
==See Also==<br />
<br />
* [[Syndrome examples]]<br />
* [[Interaction token]]<br />
* [[Modding]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Creature attributes}}<br />
{{Category|Tokens}}<br />
[[ru:DF2012:Syndrome]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Entity_token&diff=257716Entity token2021-04-06T23:07:56Z<p>Kabocca: /* Behavior */</p>
<hr />
<div>{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}<br />
{{av}}<br />
'''Entity tokens''' define entities, or [[civilization]]s, in entity_*.txt files.<br />
<br />
<br />
== Gameplay ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|ADVENTURE_TIER}}<br />
| order<br />
| Allows adventure mode for entities with sites. Dwarves, elves, and humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.<br />
<br />
[ADVENTURE_TIER:4]<br />
<br />
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], effectively replaced by ALL_MAIN_POPS_CONTROLLABLE.<br />
<br />
|-<br />
| {{text anchor|INDIV_CONTROLLABLE}}<br />
| <br />
| Allows the race to be played as an "outsider" in adventure mode. Not having this specified in one of the entities will cause the adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.<br />
<br />
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], in favor of the [[creature token]] (not entity token) [[creature token#OUTSIDER_CONTROLLABLE|OUTSIDER_CONTROLLABLE]].<br />
<br />
|-<br />
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}<br />
| <br />
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then at embark the specific civs can be chosen by + or - on the civ list screen (by pressing TAB), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token. (Replaced in [[:Category:Version 0.42.01|0.42.01]] by SITE_CONTROLLABLE.)<br />
<br />
|-<br />
| {{text anchor|CREATURE}}<br />
| creature<br />
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. <br />
<br />
|-<br />
| {{text anchor|SOURCE_HFID}}<br />
| integer (or generic token?)<br />
| Found on generated [[angel]] entities. Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].<br />
<br />
|}<br />
<br />
== Placement ==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|BIOME_SUPPORT}}<br />
|<br />
* [[Biome token|biome]]<br />
* frequency<br />
| Controls the expansion of the civilization's territory. The higher the number is relative to other BIOME_SUPPORT tokens in the entity, the faster it can spread through the biome. These numbers are evaluated relative to each other, i.e. if one biome is 1 and the other is 2, the spread will be the same as if one was 100 and the other was 200. Civs can spread out over biomes they cannot actually build in; for example, humans spread quickly over oceans but cannot actually build in them.<br />
[BIOME_SUPPORT:ANY_GRASSLAND:4]<br />
<br />
|-<br />
| {{text anchor|SETTLEMENT_BIOME}}<br />
| [[Biome token|biome]]<br />
| If the civ's territory crosses over this biome, it can build settlements here.<br />
[SETTLEMENT_BIOME:ANY_GRASSLAND]<br />
<br />
|-<br />
| {{text anchor|START_BIOME}}<br />
| [[Biome token|biome]]<br />
| Combination of EXCLUSIVE_START_BIOME and SETTLEMENT_BIOME; allows the civ to start in and create settlements in the biome.<br />
[EXCLUSIVE_START_BIOME:MOUNTAIN]<br />
<br />
|-<br />
| {{text anchor|EXCLUSIVE_START_BIOME}}<br />
| [[Biome token|biome]]<br />
| The birth of the civilization can occur in this biome, but cannot (necessarily) build in it. If the civ does not have SETTLEMENT_BIOME or START_BIOME for the biome in question, it will only construct a single settlement there.<br />
[START_BIOME:ANY_FOREST]<br />
<br />
|-<br />
| {{text anchor|DEFAULT_SITE_TYPE}}<br />
| site type<br />
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS (creates a civ of hillocks only), and MONUMENT (creates a civ without visible sites (except tombs and castles), but may cause worldgen crashes). FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]]. CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions.<br />
[DEFAULT_SITE_TYPE:CAVE_DETAILED]<br />
<br />
|-<br />
| {{text anchor|LIKES_SITE}}<br />
| site type<br />
| Most residents will try to move to this site type, unless already at one.<br />
[LIKES_SITE:CAVE_DETAILED]<br />
<br />
|-<br />
| {{text anchor|TOLERATES_SITE}}<br />
| site type<br />
| Some residents will try to move to this site type, unless already at one.<br />
[TOLERATES_SITE:CITY]<br />
<br />
|-<br />
| {{text anchor|WORLD_CONSTRUCTION}}<br />
| construction<br />
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.<br />
[WORLD_CONSTRUCTION:BRIDGE]<br />
[WORLD_CONSTRUCTION:ROAD]<br />
[WORLD_CONSTRUCTION:TUNNEL]<br />
[WORLD_CONSTRUCTION:WALL]<br />
<br />
|}<br />
<br />
== Population ==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|MAX_POP_NUMBER}}<br />
| number<br />
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.<br />
[MAX_POP_NUMBER:500]<br />
<br />
|-<br />
| {{text anchor|MAX_SITE_POP_NUMBER}}<br />
| number <br />
| Max historical population per individual site. Defaults to 50.<br />
[MAX_SITE_POP_NUMBER:200]<br />
<br />
|-<br />
| {{text anchor|MAX_STARTING_CIV_NUMBER}}<br />
| number<br />
| Max number of civ to spawn at world generation. Worldgen picks entities in some sequential order from the raws, and once it reaches the end of the list, it will begin again at the top. Setting this number lower than 100, like say, 7, will cause worldgen to skip over the civ for placement if there are already 7 civs of this type. Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.<br />
[MAX_STARTING_CIV_NUMBER:3]<br />
<br />
|}<br />
<br />
== Flavor ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|PERMITTED_BUILDING}}<br />
| building name <br />
| The named, custom building can be built by a civilization in Fortress Mode.<br />
[PERMITTED_BUILDING:SOAP_MAKER]<br />
<br />
|-<br />
| {{text anchor|PERMITTED_JOB}}<br />
| [[Unit type token|profession]]<br />
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.<br />
[PERMITTED_JOB:MINER]<br />
<br />
|-<br />
| {{text anchor|PERMITTED_REACTION}}<br />
| reaction name <br />
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allows certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token '''must''' be present or the player will not be able to use the reaction in Fortress Mode.<br />
[PERMITTED_REACTION:TAN_A_HIDE]<br />
<br />
|-<br />
| {{text anchor|CURRENCY_BY_YEAR}}<br />
| <br />
| Causes the civ's currency to be numbered with the year it was minted.<br />
<br />
|-<br />
| {{text anchor|CURRENCY}}<br />
|<br />
* inorganic material<br />
* value<br />
| What kind of metals the civ uses for coin minting as well as the value of the [[cv:coin|coin]].<br />
[CURRENCY:SILVER:5]<br />
<br />
|-<br />
| {{text anchor|ART_FACET_MODIFIER}}<br />
|<br />
* type<br />
* number<br />
| OWN_RACE, FANCIFUL, EVIL, GOOD<br />
Number goes from 0 to 25600 where 256 is the default.<br />
[ART_FACET_MODIFIER:OWN_RACE:512]<br />
<br />
|-<br />
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}<br />
|<br />
* item<br />
* number<br />
| CREATURE, PLANT, TREE, SHAPE, ITEM<br />0-25600<br />
<br />
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.<br />
<br />
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]<br />
<br />
|-<br />
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}<br />
|<br />
* item<br />
* number<br />
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE<br />0-25600<br />
<br />
Determines the chance of the entity using that particular artwork method, such as "encircled with bands" or "menaces with spikes".<br />
<br />
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]<br />
<br />
This also seems to change the amount that the entity will pay for items that are improved in these ways in their tokens.<br />
<br />
|-<br />
| {{text anchor|TRANSLATION}}<br />
| language<br />
| What language raw the entity uses.<br />
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.<br />
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.<br />
[TRANSLATION:DWARF]<br />
<br />
|-<br />
| {{text anchor|SELECT_SYMBOL}}<br />
|<br />
* noun<br />
* symbol<br />
| ALL, REMAINING, BATTLE, BRIDGE, CIV, CRAFT_GUILD, LIBRARY{{version|0.42.01}}, MERCHANT_COMPANY, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR<br />
Causes the entity to more often use these symbols in the particular SYM set.<br />
[SELECT_SYMBOL:ALL:PEACE]<br />
<br />
|-<br />
| {{text anchor|SUBSELECT_SYMBOL}}<br />
|<br />
* noun<br />
* symbol<br />
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.<br />
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]<br />
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]<br />
<br />
|-<br />
| {{text anchor|CULL_SYMBOL}}<br />
|<br />
* noun<br />
* symbol<br />
| Causes the entity to not use the words in these SYM sets.<br />
[CULL_SYMBOL:ALL:UGLY]<br />
<br />
|-<br />
| {{text anchor|FRIENDLY_COLOR}}<br />
| see [[color]]<br />
|<br />
The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.<br />
<br />
[FRIENDLY_COLOR:1:0:1]<br />
<br />
|}<br />
<br />
== Religion ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|RELIGION}}<br />
| type<br />
|<br />
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.<br />
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.<br />
<br />
[RELIGION:PANTHEON]<br />
<br />
|-<br />
| {{text anchor|RELIGION_SPHERE}}<br />
| [[Sphere#Available_spheres|sphere]]<br />
| Can be any available [[sphere]] - multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means civs of this entity will never get FIRE as a religious sphere. Note that the DEATH sphere favours the appearance of necromancers (and therefore, towers) "in" the entity.<br />
<br />
[RELIGION_SPHERE:FORTRESSES]<br />
<br />
|-<br />
| {{text anchor|SPHERE_ALIGNMENT}}<br />
|<br />
* [[Sphere#Available_spheres|sphere]]<br />
* number<br />
|<br />
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.<br />
<br />
[SPHERE_ALIGNMENT:TREES:512]<br />
<br />
|}<br />
<br />
== Leadership ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|POSITION}}<br />
| string<br />
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].<br />
<br />
|-<br />
| {{text anchor|LAND_HOLDER_TRIGGER}}<br />
|<br />
* land holder number<br />
* population<br />
* wealth exported<br />
* created wealth<br />
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress. As of version 0.44.11, however, this is obsolete due to the changes in how sites are elevated in status.<br />
<br />
|-<br />
| {{text anchor|SITE_VARIABLE_POSITIONS}}<br />
| Position responsibility or ALL<br />
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|VARIABLE_POSITIONS}}<br />
| Position responsibility or ALL<br />
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.<br />
<br />
|}<br />
<br />
== Behavior ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ETHIC}}<br />
| <br />
*behavior<br />
*reaction<br />
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE; for example) they will often go to war over it.<br />
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]<br />
<br />
|-<br />
| {{text anchor|VALUE}}<br />
| <br />
*value<br />
*number<br />
| Sets the civ's [[personality trait|cultural values]]. Numbers range from -50 (complete anathema) to 0 (neutral) to 50 (highly valued).<br />
[VALUE:CRAFTSMANSHIP:50]<br />
<br />
Certain values must be set to 15 or more for civs to create structures and form entities during history gen:<br />
* 15+ KNOWLEDGE for libraries<br />
* 15+ COOPERATION ''and'' 15+ CRAFTSMANSHIP for craft guilds<br />
** Guilds also need guild-valid professions (see [[#PERMITTED_JOB|PERMITTED_JOB]])<br />
<br />
|-<br />
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}<br />
|<br />
*value or ALL<br />
*min<br />
*max<br />
| Makes values randomized rather than specified.<br />
This tag overrides the VALUE tag. Using [VARIABLE_VALUE:ALL:x:y] and then overwriting single values with further [VARIABLE_VALUE:value:x:y] tags works.<br />
<br />
|-<br />
| {{text anchor|WILL_ACCEPT_TRIBUTE}}<br />
| <br />
| Makes the civ's traders accept offered goods.<br />
<br />
|-<br />
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}<br />
| <br />
| The civ will send out these sorts of adventurers in worldgen, which seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.<br />
<br />
If the civ sends out mercenaries, they may come to the player's fort to enlist in the military.{{version|0.42.01}}<br />
<br />
|-<br />
| {{text anchor|ABUSE_BODIES}}<br />
| <br />
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.<br />
<br />
|-<br />
| {{text anchor|ACTIVE_SEASON}}<br />
| season<br />
| The season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.<br />
[ACTIVE_SEASON:AUTUMN]<br />
<br />
|-<br />
| {{text anchor|AMBUSHER}}<br />
| <br />
| When invading, sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
|<br />
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest, and your elven ally sits back and does nothing.<br />
<br />
|-<br />
| {{text anchor|BABYSNATCHER}}<br />
|<br />
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.<br />
<br />
Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.<br />
<br />
|-<br />
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}<br />
| <br />
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}<br />
<br />
|-<br />
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}<br />
| <br />
| Makes the civilization build tombs.<br />
<br />
|-<br />
| {{text anchor|BANDITRY}}<br />
| percentage<br />
| Sets a percentage of the entity population to be used as bandits.<br />
<br />
|-<br />
| {{text anchor|DIPLOMAT_BODYGUARDS}}<br />
|<br />
| Visiting diplomats are accompanied by a pair of soldiers.<br />
|-<br />
| {{text anchor|GENERATED}}<br />
|<br />
| Found on generated divine "HF Guardian Entities". Cannot be used in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}<br />
|<br />
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}<br />
<br />
|-<br />
| {{text anchor|ITEM_THIEF}}<br />
|<br />
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the "thief" profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.<br />
<br />
Note: If the playable civ in Fortress Mode has this tag (e.g. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.<br />
<br />
|-<br />
| {{text anchor|LOCAL_BANDITRY}}<br />
|<br />
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.<br />
<br />
|-<br />
| {{text anchor|MERCHANT_BODYGUARDS}}<br />
|<br />
| Caravan merchants are accompanied by soldiers.<br />
<br />
|-<br />
| {{text anchor|MERCHANT_NOBILITY}}<br />
|<br />
| Merchants will engage in cross-civ trading and form companies.<br />
<br />
In previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}<br />
| level<br />
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that this be fulfilled as well as at least one other non-siege trigger before visiting for non-siege activities.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}<br />
| level<br />
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_TRADE}}<br />
| level<br />
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}<br />
| level<br />
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.<br />
<br />
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}<br />
| level<br />
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}<br />
| level<br />
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.<br />
<br />
|-<br />
| {{text anchor|SIEGER}}<br />
|<br />
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for "first contact" are reached.<br />
<br />
|-<br />
| {{text anchor|SITE_GUARDIAN}}<br />
|<br />
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]]. Used in generated divine entities. <br />
<br />
|-<br />
| {{text anchor|SKULKING}}<br />
|<br />
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER. Prevents the civ from engaging in diplomacy or ending up at war.<br />
<br />
|-<br />
| {{text anchor|TREE_CAP_DIPLOMACY}}<br />
|<br />
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.<br />
<br />
|-<br />
| {{text anchor|LAYER_LINKED}}<br />
| <br />
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of the three caverns, in groups of 5-10 soldiers who will hunt down nearby cavern creatures. If you embark as this civ, you have access to pets and trees from all three layers, not only the first. <br />
<br />
|-<br />
| {{text anchor|UNDEAD_CANDIDATE}}<br />
|<br />
| Does nothing in the current version. [http://www.bay12forums.com/smf//index.php?topic=169696.msg8265542#msg8265542]<br />
<br />
|-<br />
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}<br />
|<br />
| Makes civilizations generate the given instruments/forms.<br />
<br />
|-<br />
| {{text anchor|SCHOLAR}}{{version|0.42.01}}<br />
| scholar type<br />
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER<br />
<br />
|-<br />
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}<br />
|<br />
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.<br />
<br />
|-<br />
| {{text anchor|NO_ARTIFACT_CLAIMS}}{{version|0.44.01}}<br />
|<br />
| Used for kobolds.<br />
<br />
|-<br />
| {{text anchor|MINING_UNDERWORLD_DISASTERS}}{{version|0.47.02}}<br />
|<br />
| The civilization can breach the [[Underworld]] during world generation.<br />
<br />
|}<br />
<br />
== Available resources ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|AMMO}}<br />
| item token<br />
| <br />
[AMMO:ITEM_AMMO_BOLTS]<br />
<br />
|-<br />
| {{text anchor|ARMOR}}<br />
|<br />
* item token<br />
* rarity<br />
|Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).<br />
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]<br />
<br />
|-<br />
| {{text anchor|DIGGER}}<br />
| item token<br />
| Causes the selected weapon to fall under the "digging tools" section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal - for those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING].<br />
[DIGGER:ITEM_WEAPON_PICK]<br />
<br />
|-<br />
| {{text anchor|GLOVES}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).<br />
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]<br />
<br />
|-<br />
| {{text anchor|HELM}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).<br />
[HELM:ITEM_HELM_HELM:COMMON]<br />
<br />
|-<br />
| {{text anchor|INSTRUMENT}}<br />
| item token<br />
| No longer used as of [[:Category:Version 0.42.01|Version 0.42.01]] due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.<br />
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]<br />
<br />
|-<br />
| {{text anchor|PANTS}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).<br />
[PANTS:ITEM_PANTS_PANTS:COMMON]<br />
<br />
|-<br />
| {{text anchor|SHIELD}}<br />
| item token<br />
| <br />
[SHIELD:ITEM_SHIELD_SHIELD]<br />
<br />
|-<br />
| {{text anchor|SHOES}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).<br />
[SHOES:ITEM_SHOES_SHOES:COMMON]<br />
<br />
|-<br />
| {{text anchor|SIEGEAMMO}}<br />
| item token<br />
| <br />
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]<br />
<br />
|-<br />
| {{text anchor|TOOL}}<br />
| item token<br />
| <br />
[TOOL:ITEM_TOOL_NEST_BOX]<br />
<br />
|-<br />
| {{text anchor|TOY}}<br />
| item token<br />
| <br />
[TOY:ITEM_TOY_PUZZLEBOX]<br />
<br />
|-<br />
| {{text anchor|TRAPCOMP}}<br />
| item token<br />
| <br />
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]<br />
<br />
|-<br />
| {{text anchor|WEAPON}}<br />
| item token<br />
| <br />
[WEAPON:ITEM_WEAPON_AXE_BATTLE]<br />
<br />
|-<br />
| {{text anchor|USE_ANIMAL_PRODUCTS}}<br />
|<br />
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.<br />
<br />
|-<br />
| {{text anchor|USE_ANY_PET_RACE}}<br />
| <br />
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or [[:Category:DF2014:Exotic pet|PET_EXOTIC]] will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), or siege minion (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]). This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well. All common domestic and equipment creatures are also added to the initial list.<br />
<br />
|-<br />
| {{text anchor|USE_CAVE_ANIMALS}}<br />
|<br />
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]).<br />
<br />
|-<br />
| {{text anchor|USE_EVIL_ANIMALS}}<br />
|<br />
| Don't have it -> EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] or SLOW_LEARNER), even the normally untameable species.<br />
<br />
|-<br />
| {{text anchor|USE_EVIL_PLANTS}}<br />
|<br />
| As EVIL creatures for all uses of plants.<br />
<br />
|-<br />
| {{text anchor|USE_EVIL_WOOD}}<br />
|<br />
| As EVIL creatures for all uses of wood.<br />
<br />
|-<br />
| {{text anchor|USE_GOOD_ANIMALS}}<br />
|<br />
| Don't have it -> GOOD creatures skipped. If they have it, good creatures ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]]), even the normally untameable species.<br />
<br />
|-<br />
| {{text anchor|USE_GOOD_PLANTS}}<br />
|<br />
| As GOOD creatures for all uses of plants.<br />
<br />
|-<br />
| {{text anchor|USE_GOOD_WOOD}}<br />
|<br />
| As GOOD creatures for all uses of wood.<br />
<br />
|-<br />
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}<br />
|<br />
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).<br />
<br />
|-<br />
| {{text anchor|USE_NON_EXOTIC_PET_RACE}}{{version|0.47.01}}<br />
|<br />
| Makes the civilization use all locally available non-exotic pets.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC_MOUNT}}<br />
|<br />
| Gives the civilization access to creatures with COMMON_DOMESTIC and [[:Category:DF2014:Mount|MOUNT]]. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with [[:Category:DF2014:Mount|MOUNT]] and PET will be allowed for use as mounts during combat.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC_PACK}}<br />
|<br />
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC_PET}}<br />
|<br />
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC_PULL}}<br />
|<br />
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.<br />
<br />
|-<br />
| {{text anchor|RIVER_PRODUCTS}}<br />
|<br />
| Allow civ to use river products in the goods it has available for trade.<br />
<br />
|-<br />
| {{text anchor|OCEAN_PRODUCTS}}<br />
|<br />
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).<br />
<br />
|-<br />
| {{text anchor|INDOOR_FARMING}}<br />
| <br />
| Allow civ to use underground plant products in the goods it has available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s.<br />
<br />
|-<br />
| {{text anchor|OUTDOOR_FARMING}}<br />
|<br />
| Allow civ to use outdoor plant products in the goods it has available for trade. Lack of suitable vegetation in the civ's starting area will cause [[World generation#Rejections|worldgen rejection]]s.<br />
<br />
|-<br />
| {{text anchor|INDOOR_GARDENS}}<br />
| <br />
| Allow civ to use underground plant growths (quarry bush leaves, in unmodded games) in the goods it has available for trade.<br />
<br />
|-<br />
| {{text anchor|OUTDOOR_GARDENS}}<br />
|<br />
| Allow civ to use outdoor plant growths in the goods it has available for trade.<br />
<br />
|-<br />
| {{text anchor|INDOOR_ORCHARDS}}<br />
|<br />
| Allows civ to use indoor tree growths in the goods it has available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit.<br />
<br />
|-<br />
| {{text anchor|OUTDOOR_ORCHARDS}}<br />
|<br />
| Allows civ to use outdoor tree growths in the goods it has available for trade.<br />
<br />
|-<br />
| {{text anchor|CLOTHING}}<br />
|<br />
| Civ members will attempt to wear clothing.<br />
<br />
|-<br />
| {{text anchor|SUBTERRANEAN_CLOTHING}}<br />
|<br />
| Will wear things made of spider silk and other subterranean materials. <br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}<br />
|<br />
| Adds decorations to equipment based on the level of the generated unit. Also improves item quality.<br />
<br />
|-<br />
| {{text anchor|IMPROVED_BOWS}}<br />
|<br />
| Adds decorations to weapons generated for bowman and master bowman. An elf hack.<br />
<br />
|-<br />
| {{text anchor|METAL_PREF}}<br />
|<br />
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.<br />
<br />
|-<br />
| {{text anchor|STONE_PREF}}<br />
|<br />
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.<br />
<br />
|-<br />
| {{text anchor|WOOD_WEAPONS}}<br />
|<br />
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.<br />
<br />
|-<br />
| {{text anchor|WOOD_ARMOR}}<br />
|<br />
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.<br />
<br />
|-<br />
| {{text anchor|GEM_PREF}}<br />
|<br />
| Enables creatures of this entity to bring gems in trade.<br />
<br />
|-<br />
| {{text anchor|INDOOR_WOOD}}<br />
| <br />
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.<br />
<br />
|-<br />
| {{text anchor|OUTDOOR_WOOD}}<br />
|<br />
| Allow civ to use outdoor wood types, such as mangrove and oak.<br />
<br />
|-<br />
| {{text anchor|GEM_SHAPE}}<br />
| [[Descriptor shape token|shape]]<br />
| Precious gems cut by this civilization's jewelers can be of this shape.<br />
<br />
|-<br />
| {{text anchor|STONE_SHAPE}}<br />
| [[Descriptor shape token|shape]]<br />
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.<br />
<br />
|-<br />
| {{text anchor|DIVINE_MAT_CLOTHING}}<br />
|<br />
| Allows civ to use materials with [DIVINE] for clothing. Used for generated divine entities.<br />
<br />
|-<br />
| {{text anchor|DIVINE_MAT_CRAFTS}}<br />
|<br />
| Allows civ to use materials with [DIVINE] for crafts.{{verify}} Used for generated divine entities.<br />
<br />
|-<br />
| {{text anchor|DIVINE_MAT_WEAPONS}}<br />
|<br />
| Allows civ to use metals with [DIVINE] for weapons. Used for generated divine entities.<br />
<br />
|-<br />
| {{text anchor|DIVINE_MAT_ARMOR}}<br />
|<br />
| Allows civ to use metals with [DIVINE] for armour. Used for generated divine entities.<br />
<br />
|}<br />
<br />
== Animal definitions ==<br />
<br />
{{version|0.44.01}}<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ANIMAL}}<br />
|<br />
| Start an animal definition.<br />
<br />
|-<br />
| {{text anchor|ANIMAL_TOKEN}}<br />
| [[creature token]]<br />
| Select specific creature.<br />
<br />
|-<br />
| {{text anchor|ANIMAL_CASTE_TOKEN}}<br />
| [[Caste|creature caste token]]<br />
| Select specific creature caste (requires ANIMAL_TOKEN). Sites with animal populations will still include all castes, but only the selected ones will be used for specific roles.<br />
<br />
|-<br />
| {{text anchor|ANIMAL_CLASS}}<br />
| [[Creature token#CREATURE_CLASS|creature class]]<br />
| Select creature castes with this creature class (multiple uses allowed).<br />
<br />
|-<br />
| {{text anchor|ANIMAL_FORBIDDEN_CLASS}}<br />
| [[Creature token#CREATURE_CLASS|creature class]]<br />
| Forbid creature castes with this creature class (multiple uses allowed).<br />
<br />
|-<br />
| {{text anchor|ANIMAL_ALWAYS_PRESENT}}<br />
|<br />
| Animal will be present even if it does not naturally occur in the entity's terrain. All creatures, including [[demon]]s, night trolls and other generated ones will be used if no specific creature or class is selected. <br />
<br />
|-<br />
|<br />
* {{text anchor|ANIMAL_NEVER_MOUNT}}, {{text anchor|ANIMAL_ALWAYS_MOUNT}}<br />
* {{text anchor|ANIMAL_NEVER_WAGON_PULLER}}, {{text anchor|ANIMAL_ALWAYS_WAGON_PULLER}}<br />
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}<br />
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}<br />
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}}<br />
|<br />
| Override creature usage tokens. Respectively:<br />
* [[Creature token#MOUNT|MOUNT]] and [[Creature token#MOUNT_EXOTIC|MOUNT_EXOTIC]]<br />
* [[Creature token#WAGON_PULLER|WAGON_PULLER]]<br />
* [[Creature token#TRAINABLE_WAR|TRAINABLE_WAR]] and not [[Creature token#CAN_LEARN|CAN_LEARN]]<br />
* [[Creature token#PET|PET]] and [[Creature token#PET_EXOTIC|PET_EXOTIC]]<br />
* [[Creature token#PACK_ANIMAL|PACK_ANIMAL]]<br />
ALWAYS overrides NEVER if a caste is matched by more than one animal definition.<br />
<br />
|}<br />
<br />
== Tissue styling-related tokens ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE}}<br />
| tissue style unit ID<br />
| Select a tissue layer which has the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for the selected tissue layer.<br />
<br />
|-<br />
| {{text anchor|TS_MAINTAIN_LENGTH}}<br />
|<br />
* minimum length?<br />
* maximum length?<br />
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.<br />
Dwarves have their beards set to 100:NONE by default.<br />
<br />
|-<br />
| {{text anchor|TS_PREFERRED_SHAPING}}<br />
| styling token<br />
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.<br />
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.<br />
<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Entity token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome&diff=257714Syndrome2021-04-06T07:21:35Z<p>Kabocca: /* Special Effects */</p>
<hr />
<div>{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}<br />
{{av}}<br />
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]<br />
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. <br />
<br />
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''<br />
<br />
==List of syndromes==<br />
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion.<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Syndrome<br />
! Venom<br />
! Acquired<br />
! Short-term Symptoms<br />
! Long-term Symptoms<br />
! Chronic Symptoms <br />
|-<br />
| Adder bite<br />
| adder venom (injected)<br />
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]<br />
| Strong pain<br />
| Swelling<br>Blisters<br>Nausea<br />
| None<br />
|-<br />
| Bark scorpion sting<br />
| bark scorpion venom (injected)<br />
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]<br />
| Strong pain<br />
| None<br />
| None<br />
|-<br />
| Black mamba bite<br />
| black mamba venom (injected)<br />
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]<br />
| Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Blob blisters<br />
| cave blob fluid<br />(contact or ingested)<br />
| Touching a [[cave blob]]<br />
| Mild pain<br/>Mild blisters<br />
| None<br />
| None<br />
|-<br />
| Brown recluse spider bite<br />
| brown recluse spider venom (injected)<br />
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]<br />
| Nausea<br>Fever<br>Pain<br><br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Bumblebee sting<br />
| bumblebee venom (injected)<br />
| Being stung by a [[bumblebee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Bushmaster bite<br />
| bushmaster venom (injected)<br />
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]<br />
| Strong pain<br>Mild bleeding<br>Dizziness<br>Nausea<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Cave floater sickness<br />
| cave floater gas<br />(inhaled or ingested)<br />
| Expelled from [[cave floater]]<br />
| Mild nausea<br />
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)<br />
| None<br />
|-<br />
| Cave spider bite<br />
| cave spider venom<br />(injected)<br />
| Being bitten by a [[cave spider]]<br />
| None<br />
| None<br />
| Very mild dizziness<br />
|-<br />
| Copperhead snake bite<br />
| copperhead snake venom (injected)<br />
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]<br />
| Pain<br>Swelling<br>Nausea<br />
| None<br />
| None<br />
|-<br />
| Giant cave spider bite<br />
| giant cave spider venom<br />(injected)<br />
| Being bitten by a [[giant cave spider]]<br />
| Size-dependant paralysis.<br />
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.<br />
| None, not that it really matters.<br />
|-<br />
| Gila monster bite<br />
| gila monster venom (injected)<br />
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]<br />
| Pain<br>Mild swelling<br />
| None<br />
| None<br />
|-<br />
| Gnomeblight<br />
| [[gnomeblight]]<br />(contact, inhaled, injected, or ingested)<br />
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.<br />
| None<br />
| Severe systemic necrosis<sup>2</sup><br />
| None<br />
|-<br />
| Giant desert scorpion sting<br />
| giant desert scorpion venom<br />(injected)<br />
| Being stung by a [[giant desert scorpion]] <br />
| Necrosis of the brain and nervous system<br />
| '''Certain death'''<br />
| None, not that it really matters.<br />
|- <br />
| Helmet snake bite<br />
| helmet snake venom<br />(injected)<br />
| Being bitten by a [[helmet snake]]<br />
| Minor bleeding<br />
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb <br />
| None<br />
|-<br />
| Honey bee sting<br />
| honey bee venom (injected)<br />
| Being stung by a [[honey bee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Inebriation{{version|0.42.01}}<br />
| [[Alcohol]] (consumed/injected)<br />
| Consuming alcoholic drinks<br />
| Nausea<br>Dizziness<br>Unconsciousness<br>Personality changes<br>Euphoria<br>Erratic behavior<br>Trouble breathing<br />
| None<br />
| None<br />
|-<br />
| Iron man cough<br />
| iron man gas<br />(inhaled)<br />
| Expelled by [[iron man]]<br />
| Coughing blood<br />
| None<br />
| None<br />
|-<br />
| King cobra bite<br />
| king cobra venom<br />(injected)<br />
| Being bitten by a [[king cobra]]<br />
| Complete paralysis<sup>1</sup><br/>Pain, dizziness, drowsiness<br />
| None<br />
| None<br />
|-<br />
| Phantom spider bite<br />
| phantom spider venom<br />(injected)<br />
| Being bitten by a [[phantom spider]]<br />
| None<br />
| Numbness and mild dizziness<br />
| None<br />
|-<br />
| Platypus sting<br />
| platypus venom<br />(injected)<br />
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]<br />
| Pain and swelling<br />
| Extreme pain, swelling possibly to the point of necrosis<br />
| None<br />
|-<br />
| Rattlesnake bite<br />
| rattlesnake venom<br />(injected)<br />
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]<br />
| Pain, nausea, blisters, swelling, bruising<br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Serpent man bite<br />
| serpent man venom<br />(injected)<br />
| Being bitten by a [[serpent man]]<br />
| Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Mummy's curse<br />
| [[DF2014:Mummy|Disturbance interaction]].<br />
| Being cursed by a [[mummy]], when caught raiding their tombs<br />
| None<br />
| None<br />
| 20% chance of any skill roll failing, regardless of skill.<br />
|-<br />
| Vampirism<br />
| [[Deity|Divine]] curse<br />
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[vampire]].<br />
|-<br />
| Werebeast curse<br />
| [[Deity|Divine]] curse<br />
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[werebeast]].<br />
|-<br />
| Necromancy<br />
| [[Deity|Divine]] 'curse'<br />
| Reading a book/slab that contains the secrets of life and death.<br />
| None<br />
| None<br />
| Reader becomes a [[necromancer]].<br />
|-<br />
| evil rain sickness<sup>3</sup><br />
|rowspan=7| Random<br />
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|-<br />
| evil cloud sickness<sup>4</sup><br />
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]<br />
|-<br />
| beast sickness<sup>5</sup><br />
| Encounters with [[forgotten beast]]s<br />
|-<br />
| titan sickness<sup>5</sup><br />
| Encounters with [[titan]]s<br />
|-<br />
| night sickness<sup>5</sup><br />
| Encounters with [[nightmare]]s or [[experiment]]s<br />
|-<br />
| demon sickness<sup>5</sup><br />
| Encounters with [[demon]]s<br />
|-<br />
| divine sickness<sup>5</sup><br />
| Encounters with [[angel]]s<br />
|}<br />
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.<br />
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. <br />
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. <br />
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. <br />
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).<br />
<br />
==The anatomy of a syndrome==<br />
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.<br />
<br />
<br />
'''1) Transmission via Materials'''<br />
<br />
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.<br />
<br />
<br />
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:<br />
<br />
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_NAME:LIQUID:giant cave spider venom]<br />
[STATE_ADJ:LIQUID:giant cave spider venom]<br />
[STATE_NAME:GAS:boiling giant cave spider venom]<br />
[STATE_ADJ:GAS:boiling giant cave spider venom]<br />
[PREFIX:NONE]<br />
[ENTERS_BLOOD]<br />
'''[SYNDROME]'''<br />
'''[SYN_NAME:giant cave spider bite]'''<br />
'''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''<br />
'''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''<br />
'''[SYN_INJECTED]'''<br />
'''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''<br />
<br />
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.<br />
<br />
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.<br />
<br />
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).<br />
<br />
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).<br />
<br />
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.<br />
<br />
<br />
'''2) Transmission via Interactions'''<br />
<br />
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.<br />
<br />
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.<br />
<br />
==Basic syndrome tokens==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|SYNDROME}}<br />
| <br />
| Used to begin defining a new syndrome.<br />
<br />
|-<br />
| {{text anchor|SYN_NAME}}<br />
| <your text><br />
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.<br />
<br />
|-<br />
| {{text anchor|SYN_CLASS}}<br />
| <your text><br />
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.<br />
<br />
|-<br />
| {{text anchor|SYN_CONTACT}}<br />
| <br />
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.<br />
<br />
Methods of getting a material contaminant onto a creature's body include: <br />
* [[Creature token#SECRETION|secretions]]<br />
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)<br />
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust clouds]] (contaminate all external body parts, even if covered)<br />
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])<br />
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)<br />
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)<br />
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)<br />
* striking the creature's body with a contaminated item (see below)<br />
<br />
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.<br />
<br />
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).<br />
<br />
|-<br />
| {{text anchor|SYN_INGESTED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.<br />
<br />
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.<br />
<br />
|-<br />
| {{text anchor|SYN_INHALED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.<br />
<br />
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.<br />
<br />
|-<br />
| {{text anchor|SYN_INJECTED}}<br />
| <br />
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. <br />
<br />
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon "lodged into the wound" isn't a requirement.<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.<br />
<br />
DWARF:FEMALE is an example of a valid <creature>:<caste> combination; "ALL" can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, "ALL" can be used in place of a specific caste.<br />
<br />
|-<br />
| {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}}<br />
| <br />
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.<br />
<br />
|-<br />
| {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}}<br />
| <your text><br />
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.<br />
<br />
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.<br />
<br />
A creature can only possess a single syndrome with a particular identifier at any given time. As such, if a creature contracts a syndrome with a particular identifier and is subsequently exposed to another syndrome with a matching identifier whilst that first syndrome is still active, then this later obtained syndrome will '''not''' be contracted. If the latter comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will instead adjust the first syndrome's concentration as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would only increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated.<br />
<br />
|-<br />
| {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}}<br />
| <amount>:<max><br />
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level.<br />
<br />
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by <amount> whenever the creature is exposed to it, until its specified <max> concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher <max> value, the concentration will of course increase further.<br />
<br />
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with <code>[SYN_IDENTIFIER:INEBRIATION]</code> and <code>[SYN_CONCENTRATION_ADDED:100:1000]</code>. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, "Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off."<br />
<br />
Some of the generated interaction-derived syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
|}<br />
<br />
==Creature effect tokens==<br />
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows:<br />
<br />
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]<br />
<br />
<br />
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.<br />
<br />
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.<br />
<br />
*CE_X<br />
The effect type. This can be a number of different tokens, as detailed in the table below this list.<br />
*SEV:X<br />
The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.<br />
*PROB:X<br />
The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance.<br />
*LOCALIZED (Overwrites BP tokens)<br />
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. <br />
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)<br />
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!<br />
*VASCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the VASCULAR token.<br />
*MUSCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the MUSCULAR token. Are you seeing a trend here?<br />
*SIZE_DILUTES (Optional)<br />
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.<br />
*SIZE_DELAYS (Optional)<br />
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.<br />
*DWF_STRETCH:X{{version|0.42.01}} (Optional)<br />
Multiplies the duration of the syndrome by X in Fortress mode. If X is 144, syndrome will last the same amount of ticks in fortress and adventure mode.<br />
*ABRUPT{{version|0.42.01}} (Optional)<br />
Makes the symptom begin immediately rather than ramping up. {{verify}}<br />
*CAN_BE_HIDDEN (Optional)<br />
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}<br />
*RESISTABLE (Optional)<br />
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.<br />
<br />
<br />
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.<br />
<br />
<br />
===Symptomatic Effects===<br />
<br />
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.<br />
<br />
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.<br />
<br />
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_BRUISING}}<br />
| Yes<br />
| Causes the targeted bodypart to undergo bruising.<br />
|-<br />
| {{text anchor|CE_BLISTERS}}<br />
| Yes<br />
| Covers the targeted bodypart with blisters.<br />
|-<br />
| {{text anchor|CE_OOZING}}<br />
| Yes<br />
| Causes pus to ooze from the afflicted bodypart.<br />
|-<br />
| {{text anchor|CE_BLEEDING}}<br />
| Yes<br />
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.<br />
|-<br />
| {{text anchor|CE_SWELLING}}<br />
| Yes<br />
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.<br />
|-<br />
| {{text anchor|CE_NECROSIS}}<br />
| Yes<br />
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.<br />
|-<br />
| {{text anchor|CE_NUMBNESS}}<br />
| Yes<br />
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.<br />
|-<br />
| {{text anchor|CE_PAIN}}<br />
| Yes<br />
| Afflicts the targeted bodypart with intense pain.<br />
|-<br />
| {{text anchor|CE_PARALYSIS}}<br />
| Yes<br />
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.<br />
|-<br />
| {{text anchor|CE_IMPAIR_FUNCTION}}<br />
| Yes<br />
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.<br />
|-<br />
| {{text anchor|CE_DIZZINESS}}<br />
| No<br />
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.<br />
|-<br />
| {{text anchor|CE_DROWSINESS}}<br />
| No<br />
| Causes the Drowsiness condition.<br />
|-<br />
| {{text anchor|CE_UNCONSCIOUSNESS}}<br />
| No<br />
| Renders unconscious.<br />
|-<br />
| {{text anchor|CE_FEVER}}<br />
| No<br />
| Causes the Fever condition.<br />
|-<br />
| {{text anchor|CE_NAUSEA}}<br />
| No<br />
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.<br />
|-<br />
| {{text anchor|CE_COUGH_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|-<br />
| {{text anchor|CE_VOMIT_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|}<br />
<br />
===Healing Effects===<br />
As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_REDUCE_PAIN}}<br />
| Yes<br />
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.<br />
|-<br />
| {{text anchor|CE_REDUCE_SWELLING}}<br />
| Yes<br />
| Decreases the severity of swelling on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_PARALYSIS}}<br />
| Yes<br />
| Decreases the severity of any paralysis effects on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_DIZZINESS}}<br />
| No<br />
| Decreases the severity of any dizziness the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_NAUSEA}}<br />
| No<br />
| Decreases the severity of any nausea the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_FEVER}}<br />
| No<br />
| Decreases the severity of any fever the creature has.<br />
|-<br />
| {{text anchor|CE_STOP_BLEEDING}}<br />
| Yes<br />
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.<br />
|-<br />
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}<br />
| Yes<br />
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_CURE_INFECTION}}<br />
| Yes?<br />
| Probably decreases the severity of the infection from infected wounds over time.<br />
|-<br />
| {{text anchor|CE_HEAL_TISSUES}}<br />
| Yes<br />
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_HEAL_NERVES}}<br />
| Yes<br />
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_REGROW_PARTS}}<br />
| Yes<br />
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.<br />
|}<br />
<br />
===Special Effects===<br />
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Arguments<br />
! Description<br />
|-<br />
| {{text anchor|CE_ADD_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:<br />
<br />
<br />
'''Special tags:'''<br />
<br />
*NO_AGING<br />
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].<br />
<br />
*STERILE<br />
Makes the creature unable to produce [[children|offspring]].<br />
<br />
*HAS_BLOOD<br />
*MORTAL<br />
*FIT_FOR_ANIMATION<br />
*FIT_FOR_RESURRECTION<br />
Adding these tags to a creature doesn't appear to do anything.<br />
<br />
<br />
'''Creature tokens:'''<br />
<br />
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]<br />
*[[Creature_token#CAN_LEARN|CAN_LEARN]]<br />
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]<br />
*[[Creature_token#CRAZED|CRAZED]]<br />
*[[Creature_token#EXTRAVISION|EXTRAVISION]]<br />
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]<br />
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])<br />
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]<br />
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]<br />
*[[Creature_token#NO_DRINK|NO_DRINK]]<br />
*[[Creature_token#NO_EAT|NO_EAT]]<br />
*[[Creature_token#NO_FEVERS|NO_FEVERS]]<br />
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]<br />
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]<br />
*[[Creature_token#NO_SLEEP|NO_SLEEP]]<br />
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]<br />
*[[Creature_token#NOBREATHE|NOBREATHE]]<br />
*[[Creature_token#NOEMOTION|NOEMOTION]]<br />
*[[Creature_token#NOEXERT|NOEXERT]]<br />
*[[Creature_token#NOFEAR|NOFEAR]]<br />
*[[Creature_token#NONAUSEA|NONAUSEA]]<br />
*[[Creature_token#NOPAIN|NOPAIN]]<br />
*[[Creature_token#NOSTUN|NOSTUN]]<br />
*[[Creature_token#NOT_LIVING|NOT_LIVING]]<br />
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]<br />
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]<br />
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]<br />
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]<br />
*[[Creature_token#TRANCES|TRANCES]]<br />
*[[Creature_token#UTTERANCES|UTTERANCES]]<br />
<br />
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.<br />
<br />
|-<br />
| {{text anchor|CE_REMOVE_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.<br />
<br />
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.<br />
<br />
Removing tags will cause the creature to fail/pass any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).<br />
<br />
<br />
'''Special tags:'''<br />
<br />
* HAS_BLOOD<br />
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.<br />
<br />
* NO_AGING<br />
* STERILE<br />
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.<br />
<br />
* MORTAL<br />
* FIT_FOR_ANIMATION<br />
* FIT_FOR_RESURRECTION<br />
Removing these tags doesn't appear to do anything.<br />
<br />
|- a<br />
| {{text anchor|CE_DISPLAY_NAME}}<br />
| No<br />
| NAME:singular:plural:adjective<br />
| Attaches the specified name to the creature's normal name.<br />
<br />
|-<br />
| {{text anchor|CE_DISPLAY_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Causes the creature to display the specified tile instead of its normal one.<br />
<br />
|-<br />
| {{text anchor|CE_FLASH_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile><br />
| Causes the creature to flash between its normal tile and the one specified here.<br />
<br />
|-<br />
| {{text anchor|CE_PHYS_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_MENT_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_SPEED_CHANGE}}<br />
| No<br />
| speed modifier:number<br />
| Changes the creature's speed.<br />
Speed modifier contains one or both of:<br />
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)<br />
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)<br />
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.<br />
<br />
|-<br />
| {{text anchor|CE_SKILL_ROLL_ADJUST}}<br />
| No<br />
| PERC:percentage:PERC_ON:percentage<br />
| Alters the creature's specified skill level. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}<br />
| No<br />
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) <br />
| Alters the size of the creature.<br />
<br />
|-<br />
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}<br />
| Yes<br />
| body part:APPEARANCE_MODIFIER:attribute:number<br />
| Alters the characteristics (height, width etc.) of a body part.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_TRANSFORMATION}}<br />
| No<br />
|<br />
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the additional tokens listed below (of which multiple may be specified).<br />
<br />
Note that transformation into or out of the target form causes the creature to drop all items in its inventory and instantly heals all of its wounds. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.<br />
<br />
<br />
'''Specific transformation:'''<br />
<br />
* '''CE:CREATURE:'''<creature>:<caste><br><br />
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. <br />
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] <br />
<br />
<br />
'''Random transformation:'''<br />
<br />
* '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Excludes creatures with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.<br />
<br />
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''<minimum [[Gait#Speed|gait speed]]>{{version|0.47.01}}<br><br />
Narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] less than or equal to the specified <minimum gait speed> ("less than" because lower is faster in the scale used for [[Gait#Speed|gait speed]]). This is used in generated [[Die#Adventurer_Mode|divination curses]] to prevent the player from being transformed into a creature that is frustratingly slow to play as. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''<maximum [[Gait#Speed|gait speed]]>{{version|0.47.01}}<br><br />
Excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] value less than or equal to the specified <maximum gait speed> (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
|-<br />
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}<br />
| No<br />
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B><br />
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.<br />
<br />
|-<br />
| {{text anchor|CE_CAN_DO_INTERACTION}}<br />
| No<br />
| <br />
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.<br />
|-<br />
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}}<br />
| Yes<br />
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts><br />
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example<br />
<br />
|-<br />
| {{text anchor|CE_BODY_MAT_INTERACTION}}<br />
| No<br />
| MAT_TOKEN:<body material token><br />
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.<br />
<br />
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.<br />
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.<br />
<br />
The following tokens should be placed after this effect:<br />
* '''CE:SYNDROME_TAG:'''<transmission method> is used to specify what must be done with the body material to trigger the interaction. Replace "<transmission method>" with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''<br />
* '''CE:INTERACTION:'''<[[Interaction_token#INTERACTION|interaction ID]]> is used to specify which interaction is to be run (replace "<interaction ID>" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.<br />
<br />
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood".<br />
<br />
|-<br />
| {{text anchor|CE_SENSE_CREATURE_CLASS}}<br />
| No<br />
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:<br />
[[Tilesets|<tile value or character>]]:<br />
[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}<br />
| No<br />
| EMOTION:<[[emotion]]><br />
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.<br />
<br />
|-<br />
| {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}}<br />
| No<br />
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount><br />
| Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative - for example, generated [[necromancer]] syndromes come with the following effect:<br><br />
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code><br />
<br />
|-<br />
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}<br />
| No<br />
|<br />
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]<br />
|}<br />
<br />
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.<br />
<br />
===Periodic Triggers===<br />
<br />
'''[CE:{{text anchor|PERIODIC}}:<period_type>:<min_value>:<max_value>]'''<br />
<br />
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.<br />
<br />
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with <code>[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]</code>, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).<br />
<br />
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.<br />
<br />
MOON_PHASE is currently the only valid period type:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Period<br />
! Description<br />
|-<br />
| {{text anchor|MOON_PHASE}}<br />
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:<br />
* '''0''' = full moon<br />
* '''1-4''' = waning gibbous<br />
* '''5-8''' = waning half<br />
* '''9-12''' = waning crescent<br />
* '''13-14''' = new moon<br />
* '''15-18''' = waxing crescent<br />
* '''19-22''' = waxing half<br />
* '''23-26''' = waxing gibbous<br />
* '''27''' = full moon<br />
|}<br />
<br />
===Counter Triggers===<br />
<br />
'''[CE:{{text anchor|COUNTER_TRIGGER}}:<counter_name>:<min_value>:<max_value>:REQUIRED]'''<br />
<br />
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.<br />
<br />
For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.<br />
<br />
Note that <code>NONE</code> can be used in place of <max_value> to indicate that any value above <min_value> is valid. <code>NONE</code> can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.<br />
<br />
<code>REQUIRED</code> implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with <code>NONE</code> doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.<br />
<br />
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying <code>0</code> or <code>NONE</code> as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.<br />
<br />
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.<br />
<br />
The following is a list of valid counter types including a couple of notable values:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Counter<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ALCOHOLIC}}<br />
| For {{token|ALCOHOL_DEPENDENT|c}} creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values:<br />
* 100800 (3 months) = and is starting to work slowly due to its scarcity<br />
* 201600 (6 months) = and really wants a drink<br />
* 302400 (9 months) = and has gone without a drink for far, far too long<br />
* 403200 (1 year) = and can't even remember the last time (s)he had some<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| For creatures with the {{token|CAVE_ADAPT|c}} token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.<br />
* 403200 (1 year) = going outside causes irritation<br />
* 604800 (1.5 years) = going outside causes nausea<br />
<br />
|-<br />
| {{text anchor|MILK_COUNTER}}<br />
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's {{token|MILKABLE|c}} token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is immediately removed, making the creature available for milking again.<br />
<br />
|-<br />
| {{text anchor|EGG_SPENT}}<br />
| This counter is created and set to 100800 (3 months' worth of [[time|tick]]s in fortress mode) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point it is removed and the creature regains the ability to lay eggs.<br />
<br />
|-<br />
| {{text anchor|GROUNDED_ANIMAL_ANGER}}<br />
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.<br />
<br />
|-<br />
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}<br />
| This counter rises by 1 every [[time|tick]] for creatures with the {{token|BLOODSUCKER|c}} token. When it rises high enough (generally around 100800; 3 months in fortress mode time), the creature will seek an [[sleep|unconscious]] victim to leech off of. Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.<br />
<br />
When playing as a bloodsucker in [[adventure mode]], the following bloodthirst indicators are displayed when this counter reaches the specified values:<br />
* 172800 (1 day in adventure mode time) = {{DFtext|Thirsty|4:0}}<br />
* 1209600 (1 week) = {{DFtext|Thirsty!|4:1}}<br />
* 2419200 (2 weeks) = {{DFtext|Thirsty!|5:1}}<br />
Various penalties are applied as bloodthirst increases; see the [[vampire]] article for more information.<br />
<br />
|-<br />
| {{text anchor|DRINKING_BLOOD}}<br />
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]) until it reaches 0, at which point the counter is removed.<br />
<br />
|-<br />
| {{text anchor|PARTIED_OUT}}<br />
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.<br />
|}<br />
<br />
{{mod}}<br />
<br />
==Inorganic syndromes and you!==<br />
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition. The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced. This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release. <br />
<br />
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.<br />
[MELTING_POINT:NONE]<br />
[BOILING_POINT:10000]<br />
[MAT_FIXED_TEMP:10001]<br />
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier!<br />
<br />
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.<br />
<br />
==Spreading diseases==<br />
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_CAN_DO_INTERACTION:START:1500:END:25000]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:INTERACTION:PLAGUE]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.<br />
<br />
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:<br />
<br />
[CAN_DO_INTERACTION:PLAGUE]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.<br />
<br />
===In 0.47.01===<br />
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.<br />
<br />
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]<br />
<br />
<br />
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.<br />
<br />
==Multi-caste/multi-creature body transformations==<br />
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:<br />
[SYNDROME]<br />
[SYN_NAME:draconic curse]<br />
[SYN_CLASS:DRACONIC_CURSE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:FEMALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:FEMALE]<br />
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it.<br />
<br />
==See Also==<br />
<br />
* [[Syndrome examples]]<br />
* [[Interaction token]]<br />
* [[Modding]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Creature attributes}}<br />
{{Category|Tokens}}<br />
[[ru:DF2012:Syndrome]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Interaction_token&diff=257713Interaction token2021-04-06T07:03:35Z<p>Kabocca: /* Definitions */</p>
<hr />
<div>{{av}}<br />
<br />
The following [[token]]s can be used to define and use interactions.<br />
<br />
==Definitions==<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Context<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|INTERACTION}}<br />
| Global<br />
| ID<br />
| Used to start defining a new interaction. The term "interaction ID" refers to the text specified within this token; this is used to make reference to the interaction in various other places.<br />
<br />
|-<br />
| {{text anchor|EXPERIMENT_ONLY}}{{version|0.47.01}}<br />
| Global<br />
| <br />
| This disallows use of the interaction in play, and also encourages usage specifically to create experimental populations. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
<br />
|-<br />
| {{text anchor|I_SOURCE}}<br />
| Global<br />
| type<br />
| Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values:<br />
* '''CREATURE_ACTION''' - Specifies that the interaction may be used in conjunction with [[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION]]] and [[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]], but it isn't actually necessary for this. It might exist simply to allow for the inclusion of IS_ tokens (detailed below) to be applied when the interaction is used in this context.<br />
* '''ATTACK''' - Allows the interaction to be used in conjunction with [[Creature_token#SPECIALATTACK_INTERACTION|[SPECIALATTACK_INTERACTION]]] and [[Syndrome#Special_Effects|[CE_SPECIAL_ATTACK_INTERACTION]]].<br />
* '''INGESTION''' - Allows the interaction to be used in conjunction with [[Syndrome#CE_BODY_MAT_INTERACTION|[CE_BODY_MAT_INTERACTION]]].<br />
* '''DEITY''' - Allows the interaction to be inflicted upon mortals by the gods, for reasons dictated by [[Interaction_token#IS_USAGE_HINT|[IS_USAGE_HINT]]].<br />
* '''SECRET''' - Allows the interaction to act as a secret which can be learnt and passed on to others, as specified via [[Interaction_token#IS_SECRET|[IS_SECRET]]]. Appropriate [[Interaction_token#I_EFFECT|interaction effects]] with a [[Interaction_token#IE_TARGET|creature target]] will be applied to individuals who learn the secret. It is possible to set restrictions on who may learn the secret by using creature target tokens as described below. Also see [[Interaction_token#IS_SECRET_GOAL|[IS_SECRET_GOAL]]] and [[Interaction_token#IS_SPHERE|[IS_SPHERE]]].<br />
* '''REGION''' - Allows the interaction to take place spontaneously in regions specified using [[Interaction_token#IS_REGION|[IS_REGION]]]. Also see [[Interaction_token#IS_FREQUENCY|[IS_FREQUENCY]]] and [[Interaction_token#IE_INTERMITTENT|[IE_INTERMITTENT]]].<br />
* '''DISTURBANCE''' - Allows the interaction to take place spontaneously in disturbed [[tomb|tombs]]; generated interactions with this token are used to create [[mummy|mummies]].<br />
* '''UNDERGROUND_SPECIAL''' - Allows the interaction to take place spontaneously in [[Demonic fortress|curious underground structures]] (which have since been removed {{version|0.40.01}}); generated interactions with this token used to be used to produce [[undead|zombies]] when creating the structure's inhabitants.<br />
* '''EXPERIMENT''' - Allows the interaction to be used when experimenting on creatures. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8083510#msg8083510]<br />
<br />
|-<br />
| {{text anchor|IS_HIST_STRING_1}}<br />
| Within I_SOURCE<br />
| text<br />
| Describes what the interaction did to a historical figure; this is displayed in legends mode following the name of the historical figure who performed the interaction and preceding the name of the targeted historical figure (or, in the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], the historical figure from whom the consumed material was extracted).<br />
<br />
[IS_HIST_STRING_1: cursed]<br />
<br />
|-<br />
| {{text anchor|IS_HIST_STRING_2}}<br />
| Within I_SOURCE<br />
| text<br />
| Describes what the interaction did to a historical figure; this is displayed in legends mode after the name of the historical figure who was targeted by the interaction. In the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], it is displayed after the name of the historical figure from whom the consumed material was extracted.<br />
<br />
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING}}{{version|0.47.01}}<br />
| Within I_SOURCE<br />
| text<br />
| Displayed as an announcement when the interaction is carried out during play. The text follows the name of the target unit, and is preceded by [[Interaction_token#IS_TRIGGER_STRING_SECOND|IS_TRIGGER_STRING_SECOND]] or [[Interaction_token#IS_TRIGGER_STRING_THIRD|IS_TRIGGER_STRING_THIRD]]. May be limited to [[Interaction_token#I_SOURCE|[I_SOURCE:DEITY]]] and [[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]] interactions at present; this still needs to be tested.<br />
<br />
[IS_TRIGGER_STRING: been infected with a contagious ghoulish condition]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING_SECOND}}{{version|0.47.01}}<br />
| Within I_SOURCE<br />
| text<br />
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the second person.<br />
<br />
[IS_TRIGGER_STRING_SECOND: have]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING_THIRD}}{{version|0.47.01}}<br />
| Within I_SOURCE<br />
| text<br />
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the third person.<br />
<br />
[IS_TRIGGER_STRING_THIRD: has]<br />
<br />
|-<br />
| {{text anchor|IS_NAME}}<br />
| Within I_SOURCE<br />
| string<br />
| Generally used with [[Interaction_token#I_SOURCE|[I_SOURCE:SECRET]]] interactions to describe what the secret is about (though it may be used to name any I_SOURCE). This name is engraved onto the appropriate secret-containing slabs from worldgen, and is used in legends mode when describing the secret being learnt by historical figures.<br />
<br />
[IS_NAME:the secrets of life and death]<br />
<br />
|-<br />
| {{text anchor|IS_SPHERE}}<br />
| Within I_SOURCE:SECRET<br />
| [[Sphere#Available_spheres|sphere]]<br />
| Indicates the [[sphere]] to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, so several [I_SOURCE:SECRET] tokens are required to make a secret belong to multiple spheres.<br />
<br />
|-<br />
| {{text anchor|IS_SECRET_GOAL}}<br />
| Within I_SOURCE:SECRET<br />
| Secret Goal token<br />
| Indicates why somebody would want to learn the secret. Valid values:<br />
* '''STAY_ALIVE'''<br />
* '''MAINTAIN_ENTITY_STATUS'''<br />
* '''START_A_FAMILY'''<br />
* '''RULE_THE_WORLD'''<br />
* '''CREATE_A_GREAT_WORK_OF_ART'''<br />
* '''CRAFT_A_MASTERWORK'''<br />
* '''BRING_PEACE_TO_THE_WORLD'''<br />
* '''BECOME_A_LEGENDARY_WARRIOR'''<br />
* '''MASTER_A_SKILL'''<br />
* '''FALL_IN_LOVE'''<br />
* '''SEE_THE_GREAT_NATURAL_SITES'''<br />
* '''IMMORTALITY'''<br />
However, currently only IMMORTALITY will result in a secret being pursued during world-gen.<br />
<br />
|-<br />
| {{text anchor|IS_SECRET}}<br />
| Within I_SOURCE:SECRET<br />
| Secret Flag<br />
| Indicates how the secret can be learned. Valid values:<br />
* '''SUPERNATURAL_LEARNING_POSSIBLE''' - gods may gift the secret to their worshippers. Secrets with [[Interaction_token#IS_SPHERE|[IS_SPHERE]]] specified may only be granted by gods who have at least one matching sphere.<br />
* '''MUNDANE_RESEARCH_POSSIBLE''' - the secret can be researched by mundane means. This doesn't do anything at present. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222].<br />
* '''MUNDANE_TEACHING_POSSIBLE''' - the secret can be taught to apprentices<br />
* '''MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt''' - the secret can be written in books with the specified title. If this tag is present, a slab will be created upon learning the secret by supernatural means.<br />
<br />
|-<br />
| {{text anchor|IS_USAGE_HINT}}<br />
| Within I_SOURCE:DEITY<br />
| Usage Hint token<br />
| Indicates why a deity would choose to perform this interaction. See [[Interaction_token#USAGE_HINT|CDI:USAGE_HINT]] below for valid values - in this context, '''MINOR_BLESSING'''{{version|0.47.01}}, '''MEDIUM_BLESSING'''{{version|0.47.01}}, '''MINOR_CURSE'''{{version|0.47.01}}, '''MEDIUM_CURSE'''{{version|0.47.01}}, and '''MAJOR_CURSE''' are the only values that make sense.<br />
<br />
|-<br />
| {{text anchor|IS_REGION}}<br />
| Within I_SOURCE:REGION<br />
| Region type<br />
| Indicates what types of regions are capable of performing this interaction. This token may be specified several times per I_SOURCE to permit multiple terrain/alignment types. Valid values:<br />
<br />
* '''ANY''' permits the interaction to occur in all regions, regardless of terrain or alignment<br />
<br />
[[Biome|Terrain]]:<br />
<br />
* '''DESERT'''<br />
* '''FOREST'''<br />
* '''GLACIER'''<br />
* '''GRASSLAND'''<br />
* '''HILLS'''<br />
* '''LAKE'''<br />
* '''MOUNTAINS'''<br />
* '''OCEAN'''<br />
* '''SWAMP'''<br />
* '''TUNDRA'''<br />
* '''ANY_TERRAIN''' permits the interaction to occur in all regions which meet alignment specifications<br />
<br />
[[Surroundings#Combinations & characteristics of surroundings|Alignment]]:<br />
<br />
* '''NORMAL_ALLOWED'''<br />
* '''EVIL_ALLOWED'''<br />
* '''GOOD_ALLOWED'''<br />
* '''SAVAGE_ALLOWED'''<br />
* '''EVIL_ONLY'''<br />
* '''GOOD_ONLY'''<br />
* '''SAVAGE_ONLY'''<br />
<br />
|-<br />
| {{text anchor|IS_FREQUENCY}}<br />
| Within I_SOURCE<br />
| Probability<br />
| When used with [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]], determines how likely it is for the region(s) specified via [[Interaction_token#IS_REGION|[IS_REGION]]] to possess this interaction.<br />
<br />
Note: it appears that regions aren't allowed to possess more than a single regional interaction at present.<br />
<br />
|-<br />
| {{text anchor|I_TARGET}}<br />
| Global<br />
| ID, type<br />
| Defines the targets available for subsequent use with [[Interaction_token#I_EFFECT|[I_EFFECT]]] tokens. Multiple targets may be specified; the precise target(s) used with each interaction effect are indicated via their ID (see [[Interaction_token#IE_TARGET|[IE_TARGET]]]). Valid values:<br />
* '''CORPSE''' - The target is a [[Item_token#CORPSE|CORPSE]] or [[Item_token#CORPSEPIECE|CORPSEPIECE]] item.<br />
* '''CREATURE''' - The target is a [[Creature|unit]].<br />
* '''MATERIAL''' - This is a valid target for use in [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] interaction effects, and is used to set the material or flow type of the emission. This information, in turn, is either obtained from an [[Interaction_token#IT_MATERIAL|[IT_MATERIAL]]] token or by using [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]]. Using the latter implies that the precise emission info will be provided when defining [[Interaction_token#Breath_attacks|how an interaction user can use the interaction in question via CDI tokens]], enabling one to create 'template' material emission interactions such as the MATERIAL_EMISSION and MATERIAL_EMISSION_WITH_HIDE interactions included in the vanilla raws.<br />
* '''LOCATION''' - The target is a [[tile|local map tile]]. If used with [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]]], creatures at the target tile are also valid targets.<br />
<br />
|-<br />
| {{text anchor|IT_LOCATION}}<br />
| Within I_TARGET<br />
| Location<br />
| This is often included after [[Interaction_token#I_TARGET|[I_TARGET]]] token to add more detail about the target. Valid values:<br />
* '''CONTEXT_CREATURE''' - Used with CREATURE to target the whole unit.<br />
* '''CONTEXT_BP''' - Used with CREATURE to target the body part specified in [[Interaction_token#BP_REQUIRED|[CDI:BP_REQUIRED]]].<br />
* '''CONTEXT_LOCATION''' - Used with LOCATION to target only a tile.<br />
* '''CONTEXT_CREATURE_OR_LOCATION''' - Used with LOCATION to allow for targetting of both creatures and tiles.<br />
* '''CONTEXT_ITEM''' - Used with CORPSE.<br />
* '''CONTEXT_REGION''' - Can only be used by [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]] interactions.<br />
* '''CONTEXT_MATERIAL''' - Used with MATERIAL if you want an [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] to obtain the emission material/flow type from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].<br />
* '''RANDOM_NEARBY_LOCATION'''{{version|0.47.01}} - Used with LOCATION. Targets a location from somewhere random within a number of squares from another LOCATION target specified by its target ID. For example, [I_TARGET:B:LOCATION] with [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5] will randomly select a tile lying somewhere within a radius of 5 tiles from [I_TARGET:A:LOCATION]. A walkable path between the two locations must exist.<br />
<br />
|-<br />
| {{text anchor|IT_MANUAL_INPUT}}<br />
| Within I_TARGET<br />
| text<br />
| Tells the adventure mode player what they should be selecting. If not specified, the player will only be able to target themselves.<br />
<br />
|-<br />
| {{text anchor|IT_AFFECTED_CREATURE}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| CREATURE:CASTE<br />
| Specifies specific creatures the interaction can target.<br />
<br />
|-<br />
| {{text anchor|IT_AFFECTED_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature class<br />
| Specifies creature classes the interaction can target.<br />
<br />
|-<br />
| {{text anchor|IT_IMMUNE_CREATURE}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| CREATURE:CASTE<br />
| Specifies specific creatures the interaction cannot target.<br />
<br />
|-<br />
| {{text anchor|IT_IMMUNE_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature class<br />
| Specifies creature classes the interaction cannot target.<br />
<br />
|-<br />
| {{text anchor|IT_REQUIRES}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature token or property<br />
| Indicates that the target must have the specified property. Valid values:<br />
* '''FIT_FOR_ANIMATION''' - Any corpse or body part that can become a zombie (heads, hands, etc.)<br />
* '''FIT_FOR_RESURRECTION''' - The target corpse's UPPERBODY must be attached.<br />
* '''HAS_BLOOD'''<br />
* '''MORTAL'''<br />
* '''NO_AGING'''<br />
* '''STERILE'''<br />
* Creature token: '''BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, MISCHIEVOUS''' (or '''MISCHIEVIOUS'''), '''NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES'''<br />
<br />
|-<br />
| {{text anchor|IT_FORBIDDEN}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature token or property<br />
| Indicates that the target must not have the specified property. Valid values are the same as for IT_REQUIRES.<br />
<br />
|-<br />
| {{text anchor|IT_CANNOT_TARGET_IF_ALREADY_AFFECTED}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| <br />
| Prevents the interaction from targeting a creature that's already under the effect of the same interaction.<br />
<br />
|-<br />
| {{text anchor|IT_CANNOT_HAVE_SYNDROME_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| [[Syndrome]] class<br />
| Prevents the interaction from targeting a creature under the effects of a syndrome having the specified SYN_CLASS value.<br />
<br />
|-<br />
| {{text anchor|IT_MATERIAL}}<br />
| Within I_TARGET:MATERIAL<br />
| type<br />
| Specifies the type of material the interaction targets; currently only used for [[Interaction_token#I_EFFECT|MATERIAL_EMISSION]] interaction effects. See [[Interaction_token#Breath_Attacks_Types|Breath Attack Types]]. Valid values:<br />
* '''FLOW''':Breath attack token - The emission will consist of the specified special flow type.<br />
* '''MATERIAL''':[[Material token]]:Breath attack token - The emission will consist of the specified material dispersed in the specified manner.<br />
* '''CONTEXT_MATERIAL''' - Indicates the emission details should be obtained from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].<br />
<br />
|-<br />
| {{text anchor|I_EFFECT}}<br />
| Global<br />
| type<br />
| Specifies what the interaction does to the targets. Multiple [I_EFFECT]s may be specified in a single interaction, and the same type may be used more than once. Valid values:<br />
<br />
* '''ADD_SYNDROME''' - Adds one or more syndromes to a valid creature target. You must specify the syndrome details just below this interaction effect using the <code>[[Syndrome#SYNDROME|[SYNDROME]]]</code> tag followed by the relevant syndrome tokens. See [[syndrome#The anatomy of a syndrome|here]] for more information.<br />
<br />
* '''ANIMATE''' - Raises the target corpse/bodypart as an [[undead]] unit. The zombie will always be hostile to life and will retain no information about its original personality/loyalties. Syndromes can also be specified within this tag. If a regional interaction contains this effect, affected regions will have undead wildlife.<br />
<br />
* '''RESURRECT''' - Takes a target corpse and returns the creature to life. This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction. Syndromes can also be specified within this tag.<br />
<br />
* '''CLEAN''' - Removes [[Contaminant|contaminants]] from a valid creature target. See {{token|IE_GRIME_LEVEL|in}} and {{token|IE_SYNDROME_TAG|in}}.<br />
<br />
* '''CONTACT''' - Causes the creatures to touch.<br />
<br />
* '''MATERIAL_EMISSION''' - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction.<br />
<br />
* '''HIDE''' - Allows the creature to [[Ambusher|hide]] even if another creature can see it.<br />
<br />
* '''CREATE_ITEM'''{{version|0.47.01}} - Creates an item as described by {{token|IE_ITEM|in}} and {{token|IE_ITEM_QUALITY|in}}.<br />
<br />
* '''CHANGE_ITEM_QUALITY'''{{version|0.47.01}} - Alters an item's quality level as indicated by either {{token|IE_CHANGE_QUALITY|in}} or {{token|IE_SET_QUALITY|in}}. When targeting a unit, all items equipped by that unit will be affected.<br />
<br />
* '''SUMMON_UNIT'''{{version|0.47.01}} - Creates a new unit at the target. The type of unit can either be specified using the {{token|CREATURE|in}} token, or made to be randomly selected as indicated by a variety of flag-based tokens: {{token|IE_CREATURE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_FLAG|in}}, {{token|IE_CREATURE_CASTE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_CASTE_FLAG|in}}, {{token|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED|in}} and/or {{token|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED|in}}. See also {{token|IE_TIME_RANGE|in}} and {{token|IE_MAKE_PET_IF_POSSIBLE|in}}.<br />
<br />
* '''PROPEL_UNIT'''{{version|0.47.01}} - Applies a force specified using {{token|IE_PROPEL_FORCE|in}} to a unit to knock it back.<br />
<br />
* '''CHANGE_WEATHER'''{{version|0.47.01}} - Changes the weather as specified by {{token|IE_ADD_WEATHER|in}} and/or {{token|IE_REMOVE_WEATHER|in}}.<br />
<br />
* '''RAISE_GHOST'''{{version|0.47.01}} - Present in version 0.47.01 and accepted as a valid I_EFFECT token, but does not have an effect currently.<br />
<br />
|-<br />
| {{text anchor|IE_ARENA_NAME}}<br />
| Within I_EFFECT<br />
| text<br />
| Allows the interaction effect to be applied directly to newly spawned creatures in [[object testing arena|arena mode]]. The specified name is used to represent it within the creature creation [[Object_testing_arena#Effects|effects list]].<br />
<br />
|-<br />
| {{text anchor|IE_TARGET}}<br />
| Within I_EFFECT<br />
| ID<br />
| Specifies which [[Interaction_token#I_TARGET|I_TARGET]] a particular interaction effect will be applied to. For example, in an interaction with the token [I_TARGET:B:CREATURE], 'B' is the ID used to indicate this target option. [I_EFFECT:ADD_SYNDROME] followed by [IE_TARGET:B] would therefore apply the syndrome to this target. Certain types of interaction effects require multiple IE_TARGET tokens in a specific order to function properly. A few effects do not require a target at all.<br />
<br />
|-<br />
| {{text anchor|IE_INTERMITTENT}}<br />
| Within I_EFFECT<br />
| Frequency<br />
| Only appears to work with [I_SOURCE:REGION] interactions. Indicates that the effect happens intermittently and specifies roughly how often. Regional interactions aren't able to use effects which lack this token. Valid values:<br />
* '''WEEKLY'''<br />
<br />
Note: DAILY, MONTHLY and YEARLY also exist in the string dump but don't appear to work at present.<br />
<br />
|-<br />
| {{text anchor|IE_IMMEDIATE}}<br />
| Within I_EFFECT<br />
|<br />
| Indicates that the effect happens immediately.<br />
<br />
|-<br />
| {{text anchor|IE_LOCATION}}<br />
| Within I_EFFECT<br />
| Location Hint<br />
| Prevents the interaction effect from manifesting unless the target is in a location which meets the specified criteria. <br />
Valid values:<br />
* '''IN_WATER'''<br />
* '''IN_MAGMA'''<br />
* '''NO_WATER'''<br />
* '''NO_MAGMA'''<br />
* '''NO_THICK_FOG'''<br />
* '''OUTSIDE'''<br />
A [[Water#Depth|depth]] of 1/7 is sufficient for IN_WATER and IN_MAGMA.<br />
<br />
Note: NO_THICK_FOG and OUTSIDE are accepted as valid location hints when specified with IE_LOCATION, but don't appear to work. It's possible that they're currently only implemented for use with <code>[[Interaction_token#LOCATION_HINT|[CDI:LOCATION_HINT]]]</code>.<br />
<br />
|-<br />
| {{text anchor|IE_ADD_WEATHER}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_WEATHER<br />
| type<br />
| Indicates what type of weather is added. Valid values:<br />
* '''FOG_MIST'''<br />
* '''FOG_NORMAL'''<br />
* '''FOG_THICK'''<br />
* '''FRONT_WARM'''<br />
* '''FRONT_COLD'''<br />
* '''FRONT_OCCLUDED'''<br />
* '''STRATUS_ALTO'''<br />
* '''STRATUS_PROPER'''<br />
* '''STRATUS_NIMBUS'''<br />
* '''CUMULUS_MED'''<br />
* '''CUMULUS_MULTI'''<br />
* '''CUMULUS_NIMBUS'''<br />
* '''CIRRUS'''<br />
<br />
|-<br />
| {{text anchor|IE_REMOVE_WEATHER}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_WEATHER<br />
| type<br />
| Indicates what type of weather is removed. See [[Interaction_token#IE_ADD_WEATHER|above]] for a list of valid weather types.<br />
<br />
|-<br />
| {{text anchor|IE_GRIME_LEVEL}}<br />
| Within I_EFFECT:CLEAN<br />
| amount?<br />
| [IE_GRIME_LEVEL:2] appears in the default cleaning interaction, and may indicate amount of grime cleaned.<br />
<br />
|-<br />
| {{text anchor|IE_SYNDROME_TAG}}<br />
| Within I_EFFECT:CLEAN<br />
| syndrome trigger flag<br />
| When a creature cleans off a [[contaminant]] which is associated with a [[syndrome]], the syndrome will be contracted if it has a matching [[Syndrome#The_anatomy_of_a_syndrome|trigger flag]]. This is what enables [[cat]]s to become slightly inebriated when licking off [[alcohol]]. '''SYN_INGESTED''' appears to be the only syndrome trigger flag that works in this context.<br />
<br />
|-<br />
| {{text anchor|IE_PROPEL_FORCE}}{{version|0.47.01}}<br />
| Within I_EFFECT:PROPEL_UNIT<br />
| amount<br />
| Indicates the amount of force that the target will be propelled with.<br />
<br />
|-<br />
| {{text anchor|IE_ITEM}}{{version|0.47.01}}<br />
| Within I_EFFECT:CREATE_ITEM<br />
| <probability>:<quantity>:[[item token]]:[[material token]]<br />
| Defines what item will be created.<br />
<br />
|-<br />
| {{text anchor|IE_ITEM_QUALITY}}{{version|0.47.01}}<br />
| Within I_EFFECT:CREATE_ITEM<br />
| <[[Item_quality|quality]]> OR <minimum [[Item_quality|quality]]>:<maximum [[Item_quality|quality]]><br />
| Defines what [[Item quality|quality]] the created item shall have. Can either be specified in the form of a single, fixed quality (it seems that ARTIFACT can only be used in this manner), or a minimum and maximum level (in which case the quality is selected randomly). Valid values (numerals only except for ARTIFACT):<br />
* '''0''' = ordinary<br />
* '''1''' = well-crafted<br />
* '''2''' = finely crafted<br />
* '''3''' = superior quality<br />
* '''4''' = exceptional<br />
* '''5''' = masterwork<br />
* '''ARTIFACT'''<br />
<br />
|-<br />
| {{text anchor|IE_SET_QUALITY}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_ITEM_QUALITY<br />
| [[Interaction_token#IE_ITEM_QUALITY|quality level]]<br />
| Defines a fixed [[Item_quality|quality]] level which the affected item(s) will be set to (decreasing or increasing in quality as necessary). See [[Interaction_token#IE_ITEM_QUALITY|above]] for a list of valid quality levels (but note that ARTIFACT cannot be used in this effect).<br />
<br />
|-<br />
| {{text anchor|IE_CHANGE_QUALITY}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_ITEM_QUALITY<br />
| amount<br />
| Determines how much the [[Item_quality|quality]] of the item(s) will be changed. For instance, improving a well-crafted -item- ([[Interaction_token#IE_ITEM_QUALITY|quality level]] 1) by 2 will turn it into a superior-quality *item* (quality level 3). A negative value can be used to decrease quality. Quality cannot be increased beyond level 5 (masterwork) or decreased below level 0 (ordinary).<br />
<br />
|-<br />
| {{text anchor|CREATURE}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <creature token>:<caste token><br />
| Indicates which specific creature will be created when using this interaction. ANY can be used in place of a specific caste token. Only one [CREATURE] may currently be specified per interaction effect.<br />
<br />
|-<br />
| {{text anchor|IE_CREATURE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br />
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.<br />
<br />
|-<br />
| {{text anchor|IE_FORBIDDEN_CREATURE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br />
| When this token is added to a random creature summoning effect, any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] will be excluded from the selection. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.<br />
<br />
|-<br />
| {{text anchor|IE_CREATURE_CASTE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br />
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.<br />
<br />
|-<br />
| {{text anchor|IE_FORBIDDEN_CREATURE_CASTE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br />
| When this token is added to a random creature summoning effect, it excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.<br />
<br />
|-<br />
| {{text anchor|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <minimum [[Gait#Speed|gait speed]]><br />
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] less than or equal to the specified <minimum gait speed> ("less than" because lower is faster in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
|-<br />
| {{text anchor|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <maximum [[Gait#Speed|gait speed]]><br />
| When this token is added to a random creature summoning effect, it excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] value less than or equal to the specified <maximum gait speed> (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
|-<br />
| {{text anchor|IE_TIME_RANGE}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <minimum [[Time|ticks]]>:<maximum [[Time|ticks]]><br />
| The summoned unit vanishes in a puff of smoke once a certain amount of time has elapsed. The time limit is a randomly selected number of ticks within the specified minimum-maximum time range. The unit will persist indefinitely if this token is omitted.<br />
<br />
|-<br />
| {{text anchor|IE_MAKE_PET_IF_POSSIBLE}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
|<br />
| Makes the summoned unit behave as a pet of the unit who performed the summoning interaction.<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Global<br />
| <br />
| Indicates that this is a generated interaction. Cannot be specified in user-defined raws.<br />
<br />
<br />
|}<br />
<br />
==Usage==<br />
To enable a particular type of creature to use an interaction directly, the [[creature token]] <code>[[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION:<interaction name>]]]</code> should be added to its creature raws (replacing '<interaction name>' with the ID of the desired interaction; for an interaction called <code>[INTERACTION:CLEANING]</code> in the raws, the ID would be "CLEANING"), followed by a series of [CDI:...] tokens as detailed below.<br />
<br />
Interactions can also be granted to individual creatures via [[syndrome]]s using the syndrome effect token <code>[[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]]</code> followed by <code>[[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]]</code> and additional CDI tokens as required.<br />
<br />
The following is a list of valid CDI tokens. Precede them with "CDI:" in the style of <code>[CDI:ADV_NAME:Clean]</code>, for example.<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|INTERACTION}}<br />
| ID<br />
| Specifies which interaction can be performed. This is only needed following [[Syndrome#Special_Effects|CE_CAN_DO_INTERACTION]]; there's no need to include this after [[Creature_token#CAN_DO_INTERACTION|CAN_DO_INTERACTION]] as the latter allows you to specify the interaction directly (as explained [[Interaction_token#Usage|above]]).<br />
<br />
|-<br />
| {{text anchor|ADV_NAME}}<br />
| text<br />
| Specifies the name of the interaction as it will appear on the [[Adventurer_mode|adventure mode]] 'powers/abilities' menu.<br />
<br />
|-<br />
| {{text anchor|TARGET}}<br />
| target ID, target types<br />
| Specifies how the creature chooses what to target. Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls. Valid target types:<br />
* '''LINE_OF_SIGHT''' - the source needs to be able to see the target<br />
* '''TOUCHABLE''' - the source needs to be able to touch the target<br />
* '''DISTURBER_ONLY''' - the target must be whoever disturbed the source (this is currently only relevant to [[mummy|mummies]], allowing them to curse solely the unit who disturbed their [[tomb|resting place]])<br />
* '''SELF_ALLOWED''' - the target can be the source<br />
* '''SELF_ONLY''' - the target '''must''' be the source<br />
<br />
|-<br />
| {{text anchor|TARGET_RANGE}}<br />
| target ID, range<br />
| Determines the maximum distance from the interaction user (in [[tile]]s) at which something can be considered a valid target. For [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], [[Interaction_token#SHARP_ROCK|SHARP_ROCK]], [[Interaction_token#LIQUID_GLOB|LIQUID_GLOB]] and [[Interaction_token#FIREBALL|FIREBALL]] breath attacks, also determines how far the projectiles can fly before falling to the ground.<br />
<br />
|-<br />
| {{text anchor|MAX_TARGET_NUMBER}}<br />
| ID, number<br />
| Specifies the maximum number of things that can be selected for a particular I_TARGET.<br />
<br />
|-<br />
| {{text anchor|LOCATION_HINT}}<br />
| Location Hint<br />
| Prevents CPU-controlled creatures from using the interaction unless they are in a location which meets the specified criteria. See [[Interaction_token#IE_LOCATION|above]] for a list of valid location hint values.<br />
<br />
|-<br />
| {{text anchor|USAGE_HINT}}<br />
| Usage hint token<br />
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified, the interaction will be used whenever a valid target is available{{verify}}. Multiple usage hints may be specified. Valid values:<br />
* '''GREETING''' - Creatures will target 'friendly' creatures, usually at random.<br />
* '''ATTACK''' - Targets enemy creatures in combat. If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.<br />
* '''DEFEND'''{{version|0.47.01}} - Used in combat. Creature will target itself.<br />
* '''FLEEING''' - Used when fleeing an enemy. Creature will target itself.<br />
* '''CLEAN_SELF''' - Creature targets itself when its body is covered with [[contaminant]]s.<br />
* '''CLEAN_FRIEND''' - As above, but targets other friendly units instead.<br />
* '''NEGATIVE_SOCIAL_RESPONSE''' - Used when a creature is expressing contempt (for example, to a murderer). This is used in the default spitting interaction, for example.<br />
* '''TORMENT''' - This is also used in the default spitting interaction, and is presumably used in a similar context.<br />
* '''MINOR_BLESSING'''{{version|0.47.01}} - Used in divination dice blessings. Targets the roller.<br />
* '''MEDIUM_BLESSING'''{{version|0.47.01}} - Used in divination dice blessings. Targets the roller.<br />
* '''MINOR_CURSE'''{{version|0.47.01}} - Used in divination dice curses. Targets the roller.<br />
* '''MEDIUM_CURSE'''{{version|0.47.01}} - Used in divination dice curses. Targets the roller.<br />
* '''MAJOR_CURSE''' - Used in disturbance and deity curses. Targets the tomb disturber/temple defiler.<br />
<br />
|-<br />
| {{text anchor|WAIT_PERIOD}}<br />
| number<br />
| The creature must wait the specified number of [[time|ticks]] before being able to use the interaction again. The delay defaults to 20 ticks if this is omitted. Setting it to 0 removes the delay altogether.<br />
Note: A WAIT_PERIOD of 10 is 10 ticks long in [[fortress mode]], but only 1 tick long in [[adventurer mode]].<br />
<br />
|-<br />
| {{text anchor|FREE_ACTION}}<br />
|<br />
| Indicates that performing the interaction doesn't take any time.<br />
<br />
|-<br />
| {{text anchor|BP_REQUIRED}}<br />
| Body part criteria<br />
| Indicates that a particular body part must be present in order to perform the interaction. Criteria are '''BY_CATEGORY:'''[[Body_token#CATEGORY|category]], '''BY_TYPE:'''type (GRASP, for example), or '''BY_TOKEN:'''[[Body_token#BP|token]] (uses the body part ID). See [[Body_token|body token]].<br />
<br />
|-<br />
| {{text anchor|VERBAL}}<br />
| <br />
| Only creatures that [[Creature_token#CAN_SPEAK|can speak]] will be able to use the interaction. Might also be needed for VERBAL_SPEECH.<br />
<br />
|-<br />
| {{text anchor|VERBAL_SPEECH}}<br />
| filename<br />
| Specifies what the creature says when they perform the interaction. Filename path is relative to /data/speech.<br />
<br />
|-<br />
| {{text anchor|CAN_BE_MUTUAL}}<br />
| <br />
| Presumably allows two creatures with the same interaction to use it on each other simultaneously, for example, cats cleaning each other.<br />
<br />
|-<br />
| {{text anchor|VERB}}<br />
| self:other:mutual<br />
| When a creature uses the interaction, a combat report message will be displayed in the form:<br />
<br />
[interaction user(s)] [VERB text] [target creature (if applicable)]<br />
<br />
The 'self' text is presented when describing the interaction in the second person (that is, when the interaction is carried out by the player character in [[adventure mode]]), the 'other' text is presented when describing it in the third person, and the 'mutual' text is presented when the interaction is carried out in a [[Interaction_token#CAN_BE_MUTUAL|mutual]] fashion.<br />
<br />
[CDI:VERB:lick:licks:lick each other]<br />
<br />
[CDI:VERB:gesture:gestures:NA]<br />
<br />
|-<br />
| {{text anchor|VERB_REVERSE}}<br />
| ?<br />
| ?<br />
<br />
|-<br />
| {{text anchor|TARGET_VERB}}<br />
| self:other<br />
| When a creature uses the interaction, a message will display, describing the target as doing this.<br />
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]<br />
<br />
|-<br />
| {{text anchor|FLOW}}<br />
| [[#Breath Attack Types|Breath attack token]]<br />
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit a special flow type. Valid values:<br />
* '''[[Interaction_token#FIREBALL|FIREBALL]]'''<br />
* '''[[Interaction_token#FIREJET|FIREJET]]'''<br />
* '''[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]'''.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| [[Material token]]:[[Interaction_token#Breath_Attack_Types|Breath attack token]]<br />
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit the specified material in the manner described by the [[Interaction_token#Breath_Attack_Types|breath attack token]] used.<br />
<br />
|}<br />
<br />
==Breath attacks==<br />
Breath attacks are controlled by the MATERIAL_EMISSION interaction, like so:<br />
<br />
[CAN_DO_INTERACTION:MATERIAL_EMISSION]<br />
[CDI:ADV_NAME:Breath custom material]<br />
[CDI:USAGE_HINT:ATTACK]<br />
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]<br />
[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:C:15]<br />
[CDI:MAX_TARGET_NUMBER:C:1]<br />
[CDI:WAIT_PERIOD:50]<br />
<br />
The most important part is this line:<br />
<br />
[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]<br />
<br />
The CDI refers to CAN_DO_INTERACTION; the MATERIAL states that this line shows what the material is. LOCAL_CREATURE_MAT:CUSTOMMATERIAL is your material, and TRAILING_VAPOR_FLOW refers to the breath attack type. Other types are seen below. Also important is this line:<br />
<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
<br />
LINE_OF_SIGHT refers to where the target C may be; others include SELF_ALLOWED (presumably like LINE_OF_SIGHT, but with the creature allowed to target itself), SELF_ONLY (preferable for undirected attacks and TOUCHABLE (for up-close attacks, as trailing flows tend to be).<br />
<br />
===Breath Attack Types===<br />
<br />
'''[CDI:MATERIAL:<[[material token]]>:<material emission type>]'''<br />
<br />
Is used to emit a specific material in a specific manner. A list of valid emission types can be found below.<br />
<br />
Examples:<br />
<br />
[CDI:MATERIAL:INORGANIC:GABBRO:[[Interaction_token#SHARP_ROCK|SHARP_ROCK]]]<br />
shoots a sharp [[gabbro]] rock<br />
[CDI:MATERIAL:PLANT_MAT:GRASS_CAVE_WHEAT:MILL:[[Interaction_token#UNDIRECTED_DUST|UNDIRECTED_DUST]]]<br />
releases a cloud of [[Cave wheat|dwarven wheat flour]]<br />
[CDI:MATERIAL:CREATURE_MAT:DWARF:TEARS:[[Interaction_token#SPATTER_LIQUID|SPATTER_LIQUID]]]<br />
creates a pool of [[dwarf|dwarven]] tears<br />
<br />
<br />
'''[CDI:FLOW:<flow emission type>]'''<br />
<br />
Is used to emit one of the special hardcoded flow types ([[Interaction_token#FIREBALL|FIREBALL]], [[Interaction_token#FIREJET|FIREJET]] or [[Interaction_token#DRAGONFIRE|DRAGONFIRE]]).<br />
<br />
Example:<br />
<br />
[CDI:FLOW:[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]]<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Usage Type<br />
! Description<br />
|-<br />
| {{text anchor|TRAILING_DUST_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of solid dust at the target. Appears to use [[cave-in]] dust physics, as the dust cloud will fling around anything it comes in contact with (including the creature who emitted it), making it capable of smashing creatures into the ground and flinging them over walls. Creatures caught in the dust cloud will be [[contaminant|covered]] with dust; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_VAPOR_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of liquid mist at the target. Creatures caught in the vapor will be [[contaminant|covered]] with the condensed liquid; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_GAS_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of gaseous substance at the target. This can be inhaled, triggering any associated [[Syndrome#SYN_INHALED|inhalation syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_ITEM_FLOW}}:[[item token]]<br />
| MATERIAL<br />
| Shoots a "cloud" of items at the target, leaving piles of this item on the floor. Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately). Instead, this token acts as [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], except that the material will use its ''normal'' temperature - for example, a breath attack of steel anvils will envelop the target in a "burst of steel".<br />
|-<br />
| {{text anchor|UNDIRECTED_DUST}}<br />
| MATERIAL<br />
| The creature releases a cloud of solid dust which spreads and dissipates. Similar to [[Interaction_token#TRAILING_DUST_FLOW|TRAILING_DUST_FLOW]], but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. <s>DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.</s> You know you want to.<br />
|-<br />
| {{text anchor|UNDIRECTED_VAPOR}}<br />
| MATERIAL<br />
| The creature releases a cloud of liquid mist which spreads and dissipates. Similar to [[Interaction_token#TRAILING_VAPOR_FLOW|TRAILING_VAPOR_FLOW]], but undirected, thus affecting a larger area but losing the distance.<br />
|-<br />
| {{text anchor|UNDIRECTED_GAS}}<br />
| MATERIAL<br />
| The creature releases a cloud of gaseous material which spreads and dissipates. Similar to [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], but undirected, thus affecting a larger area but losing the distance.<br />
|-<br />
| {{text anchor|UNDIRECTED_ITEM_CLOUD}}:[[item token]]<br />
| MATERIAL<br />
| The creature releases a "cloud" of items at the target, leaving piles of this item on the floor. The same comments apply as [[Interaction_token#TRAILING_ITEM_FLOW|TRAILING_ITEM_FLOW]].<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_DUST}}<br />
| MATERIAL<br />
| Creates a cloud of creeping dust. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_VAPOR}}<br />
| MATERIAL<br />
| Creates a cloud of creeping vapor. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_GAS}}<br />
| MATERIAL<br />
| Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_FALLING_MATERIAL}}<br />
| MATERIAL<br />
| Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Can transfer [[Syndrome#SYN_CONTACT|contact syndromes]]. Regardless of the nature of the material, being caught in it will give dwarves the negative [[thought]] of being 'caught in freakish weather lately'. Not usable by creatures.<br />
|-<br />
| {{text anchor|SOLID_GLOB}}<br />
| MATERIAL<br />
| Shoots a [[Item_token#GLOB|solid glob]] of spinning substance at the target, leaving a symbol similar to broken arrows, if it misses. Essentially a projectile weapon. If the [[Interaction_token#WAIT_PERIOD|cooldown rate]] is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot globs at their enemies, even when they are right next to them.<br />
|-<br />
| {{text anchor|SHARP_ROCK}}{{version|0.47.01}}<br />
| MATERIAL<br />
| Just like [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], but more harmful, as it shoots a sharpened [[Item_token#ROCK|solid chunk]] of material instead.<br />
|-<br />
| {{text anchor|LIQUID_GLOB}}<br />
| MATERIAL<br />
| Shoots a [[Item_token#LIQUID_MISC|liquid glob]] of substance at the target. [[Syndrome#SYN_CONTACT|Contact syndromes]] will take effect if the glob hits the target's exposed skin.<br />
|-<br />
| {{text anchor|SPATTER_POWDER}}<br />
| MATERIAL<br />
| Creates a [[contaminant|pile of powder]] at the specified location.<br />
|-<br />
| {{text anchor|SPATTER_LIQUID}}<br />
| MATERIAL<br />
| Creates a [[contaminant|pool of liquid]] at the specified location.<br />
|-<br />
| {{text anchor|WEB_SPRAY}}<br />
| MATERIAL<br />
| Emits a burst of [[web]]s that entangle target creatures.<br />
|-<br />
| {{text anchor|DRAGONFIRE}}<br />
| FLOW<br />
| Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}.<br />
|-<br />
| {{text anchor|FIREJET}}<br />
| FLOW<br />
| Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}.<br />
|-<br />
| {{text anchor|FIREBALL}}<br />
| FLOW<br />
| Emits a fireball that burns the target creature.<br />
|}<br />
<br />
Keep in mind that you can give a creature multiple breath attacks, which appears to make the creature choose between them at random. Creatures cannot use the WEATHER effects, these being reserved for regional interactions.<br />
<br />
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist. So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire. You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.<br />
<br />
If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its targets. Make sure to make your creatures immune to their own breath weapons!<br />
<br />
==Creature and Caste Flags==<br />
<br />
Certain interaction and syndrome effects (currently limited to [[Interaction_token#I_EFFECT|[IE_SUMMON_UNIT]]] and [[Syndrome#CE_BODY_TRANSFORMATION|[CE_BODY_TRANSFORMATION]]]) permit modders to specify the required/forbidden creature and caste flags of the desired creature(s). These are a collection of internal flags which are derived from [[Creature_token|creature tokens]] but are not necessarily identical to them. The following lists contain creature and caste flag names as provided by Toady One in a FotF reply [http://www.bay12forums.com/smf//index.php?topic=169696.msg8099138#msg8099138] (valid as of 0.47.04).<br />
<br />
{{gamedata|title=Creature Flags|<br />
ALL_CASTES_ALIVE<br />
ARTIFICIAL_HIVEABLE<br />
BIOME_DESERT_BADLAND<br />
BIOME_DESERT_ROCK<br />
BIOME_DESERT_SAND<br />
BIOME_FOREST_TAIGA<br />
BIOME_FOREST_TEMPERATE_BROADLEAF<br />
BIOME_FOREST_TEMPERATE_CONIFER<br />
BIOME_FOREST_TROPICAL_CONIFER<br />
BIOME_FOREST_TROPICAL_DRY_BROADLEAF<br />
BIOME_FOREST_TROPICAL_MOIST_BROADLEAF<br />
BIOME_GLACIER<br />
BIOME_GRASSLAND_TEMPERATE<br />
BIOME_GRASSLAND_TROPICAL<br />
BIOME_LAKE_TEMPERATE_BRACKISHWATER<br />
BIOME_LAKE_TEMPERATE_FRESHWATER<br />
BIOME_LAKE_TEMPERATE_SALTWATER<br />
BIOME_LAKE_TROPICAL_BRACKISHWATER<br />
BIOME_LAKE_TROPICAL_FRESHWATER<br />
BIOME_LAKE_TROPICAL_SALTWATER<br />
BIOME_MARSH_TEMPERATE_FRESHWATER<br />
BIOME_MARSH_TEMPERATE_SALTWATER<br />
BIOME_MARSH_TROPICAL_FRESHWATER<br />
BIOME_MARSH_TROPICAL_SALTWATER<br />
BIOME_MOUNTAIN<br />
BIOME_OCEAN_ARCTIC<br />
BIOME_OCEAN_TEMPERATE<br />
BIOME_OCEAN_TROPICAL<br />
BIOME_POOL_TEMPERATE_BRACKISHWATER<br />
BIOME_POOL_TEMPERATE_FRESHWATER<br />
BIOME_POOL_TEMPERATE_SALTWATER<br />
BIOME_POOL_TROPICAL_BRACKISHWATER<br />
BIOME_POOL_TROPICAL_FRESHWATER<br />
BIOME_POOL_TROPICAL_SALTWATER<br />
BIOME_RIVER_TEMPERATE_BRACKISHWATER<br />
BIOME_RIVER_TEMPERATE_FRESHWATER<br />
BIOME_RIVER_TEMPERATE_SALTWATER<br />
BIOME_RIVER_TROPICAL_BRACKISHWATER<br />
BIOME_RIVER_TROPICAL_FRESHWATER<br />
BIOME_RIVER_TROPICAL_SALTWATER<br />
BIOME_SAVANNA_TEMPERATE<br />
BIOME_SAVANNA_TROPICAL<br />
BIOME_SHRUBLAND_TEMPERATE<br />
BIOME_SHRUBLAND_TROPICAL<br />
BIOME_SUBTERRANEAN_CHASM<br />
BIOME_SUBTERRANEAN_LAVA<br />
BIOME_SUBTERRANEAN_WATER<br />
BIOME_SWAMP_MANGROVE<br />
BIOME_SWAMP_TEMPERATE_FRESHWATER<br />
BIOME_SWAMP_TEMPERATE_SALTWATER<br />
BIOME_SWAMP_TROPICAL_FRESHWATER<br />
BIOME_SWAMP_TROPICAL_SALTWATER<br />
BIOME_TUNDRA<br />
DOES_NOT_EXIST<br />
EQUIPMENT<br />
EQUIPMENT_WAGON<br />
EVIL<br />
FANCIFUL<br />
GENERATED<br />
GOOD<br />
HAS_ANY_BENIGN<br />
HAS_ANY_CANNOT_BREATHE_AIR<br />
HAS_ANY_CANNOT_BREATHE_WATER<br />
HAS_ANY_CAN_SWIM<br />
HAS_ANY_CARNIVORE<br />
HAS_ANY_COMMON_DOMESTIC<br />
HAS_ANY_CURIOUS_BEAST<br />
HAS_ANY_DEMON<br />
HAS_ANY_FEATURE_BEAST<br />
HAS_ANY_FLIER<br />
HAS_ANY_FLY_RACE_GAIT<br />
HAS_ANY_GRASP<br />
HAS_ANY_GRAZER<br />
HAS_ANY_HAS_BLOOD<br />
HAS_ANY_IMMOBILE<br />
HAS_ANY_INTELLIGENT_LEARNS<br />
HAS_ANY_INTELLIGENT_SPEAKS<br />
HAS_ANY_LARGE_PREDATOR<br />
HAS_ANY_LOCAL_POPS_CONTROLLABLE<br />
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES<br />
HAS_ANY_MEGABEAST<br />
HAS_ANY_MISCHIEVIOUS<br />
HAS_ANY_NATURAL_ANIMAL<br />
HAS_ANY_NIGHT_CREATURE<br />
HAS_ANY_NIGHT_CREATURE_BOGEYMAN<br />
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER<br />
HAS_ANY_NIGHT_CREATURE_HUNTER<br />
HAS_ANY_NIGHT_CREATURE_NIGHTMARE<br />
HAS_ANY_NOT_FIREIMMUNE<br />
HAS_ANY_NOT_FLIER<br />
HAS_ANY_NOT_LIVING<br />
HAS_ANY_OUTSIDER_CONTROLLABLE<br />
HAS_ANY_POWER<br />
HAS_ANY_RACE_GAIT<br />
HAS_ANY_SEMIMEGABEAST<br />
HAS_ANY_SLOW_LEARNER<br />
HAS_ANY_SUPERNATURAL<br />
HAS_ANY_TITAN<br />
HAS_ANY_UNIQUE_DEMON<br />
HAS_ANY_UTTERANCES<br />
HAS_ANY_VERMIN_HATEABLE<br />
HAS_ANY_VERMIN_MICRO<br />
HAS_FEMALE<br />
HAS_MALE<br />
LARGE_ROAMING<br />
LOOSE_CLUSTERS<br />
MATES_TO_BREED<br />
MUNDANE<br />
OCCURS_AS_ENTITY_RACE<br />
SAVAGE<br />
SMALL_RACE - applies to any vermin creature<br />
TWO_GENDERS<br />
UBIQUITOUS<br />
VERMIN_EATER<br />
VERMIN_FISH<br />
VERMIN_GROUNDER<br />
VERMIN_ROTTER<br />
VERMIN_SOIL<br />
VERMIN_SOIL_COLONY<br />
}}<br />
<br />
{{gamedata|title=Caste Flags|<br />
ADOPTS_OWNER<br />
ALCOHOL_DEPENDENT<br />
ALL_ACTIVE<br />
AMBUSHPREDATOR<br />
AQUATIC_UNDERSWIM<br />
ARENA_RESTRICTED<br />
AT_PEACE_WITH_WILDLIFE<br />
BENIGN<br />
BLOODSUCKER<br />
BONECARN<br />
CANNOT_BREATHE_AIR<br />
CANNOT_CLIMB<br />
CANNOT_JUMP<br />
CANOPENDOORS<br />
CAN_BREATHE_WATER<br />
CAN_LEARN / INTELLIGENT_LEARNS<br />
CAN_SPEAK / INTELLIGENT_SPEAKS<br />
CAN_SWIM<br />
CAN_SWIM_INNATE<br />
CARNIVORE<br />
CAVE_ADAPT<br />
COLONY_EXTERNAL<br />
COMMON_DOMESTIC<br />
CONVERTED_SPOUSE<br />
COOKABLE_LIVE<br />
CRAZED<br />
CREPUSCULAR<br />
CURIOUS_BEAST<br />
CURIOUS_BEAST_EATER<br />
CURIOUS_BEAST_GUZZLER<br />
CURIOUS_BEAST_ITEM<br />
DEMON<br />
DIE_WHEN_VERMIN_BITE<br />
DIURNAL<br />
DIVE_HUNTS_VERMIN<br />
EQUIPS<br />
EXTRAVISION<br />
FEATURE_ATTACK_GROUP<br />
FEATURE_BEAST<br />
FIREIMMUNE<br />
FIREIMMUNE_SUPER<br />
FISHITEM<br />
FLEEQUICK<br />
FLIER<br />
GELDABLE<br />
GETS_INFECTIONS_FROM_ROT<br />
GETS_WOUND_INFECTIONS<br />
GNAWER<br />
GRAZER<br />
HASSHELL<br />
HAS_BABYSTATE<br />
HAS_BLOOD<br />
HAS_CHILDSTATE<br />
HAS_COLOR<br />
HAS_FLY_RACE_GAIT<br />
HAS_GLOW_COLOR<br />
HAS_GLOW_TILE<br />
HAS_GRASP<br />
HAS_NERVES<br />
HAS_PUS<br />
HAS_RACE_GAIT<br />
HAS_ROTTABLE<br />
HAS_SECRETION<br />
HAS_SOLDIER_TILE<br />
HAS_SOUND_ALERT<br />
HAS_SOUND_PEACEFUL_INTERMITTENT<br />
HAS_TILE<br />
HUNTS_VERMIN<br />
IMMOBILE<br />
IMMOBILE_LAND<br />
IMMOLATE<br />
ITEMCORPSE<br />
LAIR_HUNTER<br />
LARGE_PREDATOR<br />
LAYS_EGGS<br />
LAYS_UNUSUAL_EGGS<br />
LIGAMENTS<br />
LIGHT_GEN<br />
LISP<br />
LOCAL_POPS_CONTROLLABLE<br />
LOCAL_POPS_PRODUCE_HEROES<br />
LOCKPICKER<br />
MAGICAL<br />
MAGMA_VISION<br />
MANNERISM_BREATH<br />
MANNERISM_EYELIDS<br />
MANNERISM_LAUGH<br />
MANNERISM_POSTURE<br />
MANNERISM_SIT<br />
MANNERISM_SMILE<br />
MANNERISM_STRETCH<br />
MANNERISM_WALK<br />
MATUTINAL<br />
MEANDERER<br />
MEGABEAST<br />
MILKABLE<br />
MISCHIEVIOUS<br />
MOUNT<br />
MOUNT_EXOTIC<br />
MULTIPART_FULL_VISION<br />
MULTIPLE_LITTER_RARE<br />
NATURAL_ANIMAL<br />
NIGHT_CREATURE<br />
NIGHT_CREATURE_BOGEYMAN<br />
NIGHT_CREATURE_EXPERIMENTER<br />
NIGHT_CREATURE_HUNTER<br />
NIGHT_CREATURE_NIGHTMARE<br />
NOBONES<br />
NOBREATHE<br />
NOCTURNAL<br />
NOEMOTION<br />
NOEXERT<br />
NOFEAR<br />
NOMEAT<br />
NONAUSEA<br />
NOPAIN<br />
NOSKIN<br />
NOSKULL<br />
NOSMELLYROT<br />
NOSTUCKINS<br />
NOSTUN<br />
NOTHOUGHT<br />
NOT_BUTCHERABLE<br />
NOT_LIVING<br />
NO_AUTUMN<br />
NO_CONNECTIONS_FOR_MOVEMENT<br />
NO_DIZZINESS<br />
NO_DRINK<br />
NO_EAT<br />
NO_FEVERS<br />
NO_PHYS_ATT_GAIN<br />
NO_PHYS_ATT_RUST<br />
NO_SLEEP<br />
NO_SPRING<br />
NO_SUMMER<br />
NO_THOUGHT_CENTER_FOR_MOVEMENT<br />
NO_UNIT_TYPE_COLOR<br />
NO_VEGETATION_PERTURB<br />
NO_WINTER<br />
OPPOSED_TO_LIFE<br />
OUTSIDER_CONTROLLABLE<br />
PACK_ANIMAL<br />
PARALYZEIMMUNE<br />
PATTERNFLIER<br />
PEARL<br />
PET<br />
PET_EXOTIC<br />
POWER<br />
REMAINS_ON_VERMIN_BITE_DEATH<br />
REMAINS_UNDETERMINED<br />
RETURNS_VERMIN_KILLS_TO_OWNER<br />
SEMIMEGABEAST<br />
SLOW_LEARNER<br />
SPOUSE_CONVERSION_TARGET<br />
SPOUSE_CONVERTER<br />
SPREAD_EVIL_SPHERES_IF_RULER<br />
STANCE_CLIMBER<br />
STRANGE_MOODS<br />
SUPERNATURAL<br />
TENDONS<br />
THICKWEB<br />
TITAN<br />
TRAINABLE_HUNTING<br />
TRAINABLE_WAR<br />
TRANCES<br />
TRAPAVOID<br />
UNIQUE_DEMON<br />
UTTERANCES<br />
VEGETATION<br />
VERMIN_GOBBLER<br />
VERMIN_HATEABLE<br />
VERMIN_MICRO<br />
VERMIN_NOFISH<br />
VERMIN_NOROAM<br />
VERMIN_NOTRAP<br />
VESPERTINE<br />
WAGON_PULLER<br />
WEBBER<br />
WEBIMMUNE<br />
}}<br />
<br />
==See Also==<br />
* [[Syndrome]]<br />
* [[Interaction examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Interaction token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Interaction_token&diff=257712Interaction token2021-04-06T06:57:45Z<p>Kabocca: /* Definitions */</p>
<hr />
<div>{{av}}<br />
<br />
The following [[token]]s can be used to define and use interactions.<br />
<br />
==Definitions==<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Context<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|INTERACTION}}<br />
| Global<br />
| ID<br />
| Used to start defining a new interaction. The term "interaction ID" refers to the text specified within this token; this is used to make reference to the interaction in various other places.<br />
<br />
|-<br />
| {{text anchor|EXPERIMENT_ONLY}}{{version|0.47.01}}<br />
| Global<br />
| <br />
| This disallows use of the interaction in play, and also encourages usage specifically to create experimental populations. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
<br />
|-<br />
| {{text anchor|I_SOURCE}}<br />
| Global<br />
| type<br />
| Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values:<br />
* '''CREATURE_ACTION''' - Specifies that the interaction may be used in conjunction with [[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION]]] and [[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]], but it isn't actually necessary for this. It might exist simply to allow for the inclusion of IS_ tokens (detailed below) to be applied when the interaction is used in this context.<br />
* '''ATTACK''' - Allows the interaction to be used in conjunction with [[Creature_token#SPECIALATTACK_INTERACTION|[SPECIALATTACK_INTERACTION]]] and [[Syndrome#Special_Effects|[CE_SPECIAL_ATTACK_INTERACTION]]].<br />
* '''INGESTION''' - Allows the interaction to be used in conjunction with [[Syndrome#CE_BODY_MAT_INTERACTION|[CE_BODY_MAT_INTERACTION]]].<br />
* '''DEITY''' - Allows the interaction to be inflicted upon mortals by the gods, for reasons dictated by [[Interaction_token#IS_USAGE_HINT|[IS_USAGE_HINT]]].<br />
* '''SECRET''' - Allows the interaction to act as a secret which can be learnt and passed on to others, as specified via [[Interaction_token#IS_SECRET|[IS_SECRET]]]. Appropriate [[Interaction_token#I_EFFECT|interaction effects]] with a [[Interaction_token#IE_TARGET|creature target]] will be applied to individuals who learn the secret. It is possible to set restrictions on who may learn the secret by using creature target tokens as described below. Also see [[Interaction_token#IS_SECRET_GOAL|[IS_SECRET_GOAL]]] and [[Interaction_token#IS_SPHERE|[IS_SPHERE]]].<br />
* '''REGION''' - Allows the interaction to take place spontaneously in regions specified using [[Interaction_token#IS_REGION|[IS_REGION]]]. Also see [[Interaction_token#IS_FREQUENCY|[IS_FREQUENCY]]] and [[Interaction_token#IE_INTERMITTENT|[IE_INTERMITTENT]]].<br />
* '''DISTURBANCE''' - Allows the interaction to take place spontaneously in disturbed [[tomb|tombs]]; generated interactions with this token are used to create [[mummy|mummies]].<br />
* '''UNDERGROUND_SPECIAL''' - Allows the interaction to take place spontaneously in [[Demonic fortress|curious underground structures]] (which have since been removed {{version|0.40.01}}); generated interactions with this token used to be used to produce [[undead|zombies]] when creating the structure's inhabitants.<br />
* '''EXPERIMENT''' - Allows the interaction to be used when experimenting on creatures. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8083510#msg8083510]<br />
<br />
|-<br />
| {{text anchor|IS_HIST_STRING_1}}<br />
| Within I_SOURCE<br />
| text<br />
| Describes what the interaction did to a historical figure; this is displayed in legends mode following the name of the historical figure who performed the interaction and preceding the name of the targeted historical figure (or, in the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], the historical figure from whom the consumed material was extracted).<br />
<br />
[IS_HIST_STRING_1: cursed]<br />
<br />
|-<br />
| {{text anchor|IS_HIST_STRING_2}}<br />
| Within I_SOURCE<br />
| text<br />
| Describes what the interaction did to a historical figure; this is displayed in legends mode after the name of the historical figure who was targeted by the interaction. In the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], it is displayed after the name of the historical figure from whom the consumed material was extracted.<br />
<br />
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING}}{{version|0.47.01}}<br />
| Within I_SOURCE<br />
| text<br />
| Displayed as an announcement when the interaction is carried out during play. The text follows the name of the target unit, and is preceded by [[Interaction_token#IS_TRIGGER_STRING_SECOND|IS_TRIGGER_STRING_SECOND]] or [[Interaction_token#IS_TRIGGER_STRING_THIRD|IS_TRIGGER_STRING_THIRD]]. May be limited to [[Interaction_token#I_SOURCE|[I_SOURCE:DEITY]]] and [[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]] interactions at present; this still needs to be tested.<br />
<br />
[IS_TRIGGER_STRING: been infected with a contagious ghoulish condition]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING_SECOND}}{{version|0.47.01}}<br />
| Within I_SOURCE<br />
| text<br />
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the second person.<br />
<br />
[IS_TRIGGER_STRING_SECOND: have]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING_THIRD}}{{version|0.47.01}}<br />
| Within I_SOURCE<br />
| text<br />
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the third person.<br />
<br />
[IS_TRIGGER_STRING_THIRD: has]<br />
<br />
|-<br />
| {{text anchor|IS_NAME}}<br />
| Within I_SOURCE<br />
| string<br />
| Generally used with [[Interaction_token#I_SOURCE|[I_SOURCE:SECRET]]] interactions to describe what the secret is about (though it may be used to name any I_SOURCE). This name is engraved onto the appropriate secret-containing slabs from worldgen, and is used in legends mode when describing the secret being learnt by historical figures.<br />
<br />
[IS_NAME:the secrets of life and death]<br />
<br />
|-<br />
| {{text anchor|IS_SPHERE}}<br />
| Within I_SOURCE:SECRET<br />
| [[Sphere#Available_spheres|sphere]]<br />
| Indicates the [[sphere]] to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, so several [I_SOURCE:SECRET] tokens are required to make a secret belong to multiple spheres.<br />
<br />
|-<br />
| {{text anchor|IS_SECRET_GOAL}}<br />
| Within I_SOURCE:SECRET<br />
| Secret Goal token<br />
| Indicates why somebody would want to learn the secret. Valid values:<br />
* '''STAY_ALIVE'''<br />
* '''MAINTAIN_ENTITY_STATUS'''<br />
* '''START_A_FAMILY'''<br />
* '''RULE_THE_WORLD'''<br />
* '''CREATE_A_GREAT_WORK_OF_ART'''<br />
* '''CRAFT_A_MASTERWORK'''<br />
* '''BRING_PEACE_TO_THE_WORLD'''<br />
* '''BECOME_A_LEGENDARY_WARRIOR'''<br />
* '''MASTER_A_SKILL'''<br />
* '''FALL_IN_LOVE'''<br />
* '''SEE_THE_GREAT_NATURAL_SITES'''<br />
* '''IMMORTALITY'''<br />
However, currently only IMMORTALITY will result in a secret being pursued during world-gen.<br />
<br />
|-<br />
| {{text anchor|IS_SECRET}}<br />
| Within I_SOURCE:SECRET<br />
| Secret Flag<br />
| Indicates how the secret can be learned. Valid values:<br />
* '''SUPERNATURAL_LEARNING_POSSIBLE''' - gods may gift the secret to their worshippers. Secrets with [[Interaction_token#IS_SPHERE|[IS_SPHERE]]] specified may only be granted by gods who have at least one matching sphere.<br />
* '''MUNDANE_RESEARCH_POSSIBLE''' - the secret can be researched by mundane means. This doesn't do anything at present. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222].<br />
* '''MUNDANE_TEACHING_POSSIBLE''' - the secret can be taught to apprentices<br />
* '''MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt''' - the secret can be written in books with the specified title. If this tag is present, a slab will be created upon learning the secret by supernatural means.<br />
<br />
|-<br />
| {{text anchor|IS_USAGE_HINT}}<br />
| Within I_SOURCE:DEITY<br />
| Usage Hint token<br />
| Indicates why a deity would choose to perform this interaction. See [[Interaction_token#USAGE_HINT|CDI:USAGE_HINT]] below for valid values - in this context, '''MINOR_BLESSING'''{{version|0.47.01}}, '''MEDIUM_BLESSING'''{{version|0.47.01}}, '''MINOR_CURSE'''{{version|0.47.01}}, '''MEDIUM_CURSE'''{{version|0.47.01}}, and '''MAJOR_CURSE''' are the only values that make sense.<br />
<br />
|-<br />
| {{text anchor|IS_REGION}}<br />
| Within I_SOURCE:REGION<br />
| Region type<br />
| Indicates what types of regions are capable of performing this interaction. This token may be specified several times per I_SOURCE to permit multiple terrain/alignment types. Valid values:<br />
<br />
* '''ANY''' permits the interaction to occur in all regions, regardless of terrain or alignment<br />
<br />
[[Biome|Terrain]]:<br />
<br />
* '''DESERT'''<br />
* '''FOREST'''<br />
* '''GLACIER'''<br />
* '''GRASSLAND'''<br />
* '''HILLS'''<br />
* '''LAKE'''<br />
* '''MOUNTAINS'''<br />
* '''OCEAN'''<br />
* '''SWAMP'''<br />
* '''TUNDRA'''<br />
* '''ANY_TERRAIN''' permits the interaction to occur in all regions which meet alignment specifications<br />
<br />
[[Surroundings#Combinations & characteristics of surroundings|Alignment]]:<br />
<br />
* '''NORMAL_ALLOWED'''<br />
* '''EVIL_ALLOWED'''<br />
* '''GOOD_ALLOWED'''<br />
* '''SAVAGE_ALLOWED'''<br />
* '''EVIL_ONLY'''<br />
* '''GOOD_ONLY'''<br />
* '''SAVAGE_ONLY'''<br />
<br />
|-<br />
| {{text anchor|IS_FREQUENCY}}<br />
| Within I_SOURCE<br />
| Probability<br />
| When used with [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]], determines how likely it is for the region(s) specified via [[Interaction_token#IS_REGION|[IS_REGION]]] to possess this interaction.<br />
<br />
Note: it appears that regions aren't allowed to possess more than a single regional interaction at present.<br />
<br />
|-<br />
| {{text anchor|I_TARGET}}<br />
| Global<br />
| ID, type<br />
| Defines the targets available for subsequent use with [[Interaction_token#I_EFFECT|[I_EFFECT]]] tokens. Multiple targets may be specified; the precise target(s) used with each interaction effect are indicated via their ID (see [[Interaction_token#IE_TARGET|[IE_TARGET]]]). Valid values:<br />
* '''CORPSE''' - The target is a [[Item_token#CORPSE|CORPSE]] or [[Item_token#CORPSEPIECE|CORPSEPIECE]] item.<br />
* '''CREATURE''' - The target is a [[Creature|unit]].<br />
* '''MATERIAL''' - This is a valid target for use in [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] interaction effects, and is used to set the material or flow type of the emission. This information, in turn, is either obtained from an [[Interaction_token#IT_MATERIAL|[IT_MATERIAL]]] token or by using [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]]. Using the latter implies that the precise emission info will be provided when defining [[Interaction_token#Breath_attacks|how an interaction user can use the interaction in question via CDI tokens]], enabling one to create 'template' material emission interactions such as the MATERIAL_EMISSION and MATERIAL_EMISSION_WITH_HIDE interactions included in the vanilla raws.<br />
* '''LOCATION''' - The target is a [[tile|local map tile]]. If used with [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]]], creatures at the target tile are also valid targets.<br />
<br />
|-<br />
| {{text anchor|IT_LOCATION}}<br />
| Within I_TARGET<br />
| Location<br />
| This is often included after [[Interaction_token#I_TARGET|[I_TARGET]]] token to add more detail about the target. Valid values:<br />
* '''CONTEXT_CREATURE''' - Used with CREATURE to target the whole unit.<br />
* '''CONTEXT_BP''' - Used with CREATURE to target the body part specified in [[Interaction_token#BP_REQUIRED|[CDI:BP_REQUIRED]]].<br />
* '''CONTEXT_LOCATION''' - Used with LOCATION to target only a tile.<br />
* '''CONTEXT_CREATURE_OR_LOCATION''' - Used with LOCATION to allow for targetting of both creatures and tiles.<br />
* '''CONTEXT_ITEM''' - Used with CORPSE.<br />
* '''CONTEXT_REGION''' - Can only be used by [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]] interactions.<br />
* '''CONTEXT_MATERIAL''' - Used with MATERIAL if you want an [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] to obtain the emission material/flow type from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].<br />
* '''RANDOM_NEARBY_LOCATION'''{{version|0.47.01}} - Used with LOCATION. Targets a location from somewhere random within a number of squares from another LOCATION target specified by its target ID. For example, [I_TARGET:B:LOCATION] with [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5] will randomly select a tile lying somewhere within a radius of 5 tiles from [I_TARGET:A:LOCATION]. A walkable path between the two locations must exist.<br />
<br />
|-<br />
| {{text anchor|IT_MANUAL_INPUT}}<br />
| Within I_TARGET<br />
| text<br />
| Tells the adventure mode player what they should be selecting. If not specified, the player will only be able to target themselves.<br />
<br />
|-<br />
| {{text anchor|IT_AFFECTED_CREATURE}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| CREATURE:CASTE<br />
| Specifies specific creatures the interaction can target.<br />
<br />
|-<br />
| {{text anchor|IT_AFFECTED_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature class<br />
| Specifies creature classes the interaction can target.<br />
<br />
|-<br />
| {{text anchor|IT_IMMUNE_CREATURE}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| CREATURE:CASTE<br />
| Specifies specific creatures the interaction cannot target.<br />
<br />
|-<br />
| {{text anchor|IT_IMMUNE_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature class<br />
| Specifies creature classes the interaction cannot target.<br />
<br />
|-<br />
| {{text anchor|IT_REQUIRES}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature token or property<br />
| Indicates that the target must have the specified property. Valid values:<br />
* '''FIT_FOR_ANIMATION''' - Any corpse or body part that can become a zombie (heads, hands, etc.)<br />
* '''FIT_FOR_RESURRECTION''' - The target corpse's UPPERBODY must be attached.<br />
* '''HAS_BLOOD'''<br />
* '''MORTAL'''<br />
* '''NO_AGING'''<br />
* '''STERILE'''<br />
* Creature token: '''BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, MISCHIEVOUS''' (or '''MISCHIEVIOUS'''), '''NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES'''<br />
<br />
|-<br />
| {{text anchor|IT_FORBIDDEN}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature token or property<br />
| Indicates that the target must not have the specified property. Valid values are the same as for IT_REQUIRES.<br />
<br />
|-<br />
| {{text anchor|IT_CANNOT_TARGET_IF_ALREADY_AFFECTED}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| <br />
| Prevents the interaction from targeting a creature that's already under the effect of the same interaction.<br />
<br />
|-<br />
| {{text anchor|IT_CANNOT_HAVE_SYNDROME_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| [[Syndrome]] class<br />
| Prevents the interaction from targeting a creature under the effects of a syndrome having the specified SYN_CLASS value.<br />
<br />
|-<br />
| {{text anchor|IT_MATERIAL}}<br />
| Within I_TARGET:MATERIAL<br />
| type<br />
| Specifies the type of material the interaction targets; currently only used for [[Interaction_token#I_EFFECT|MATERIAL_EMISSION]] interaction effects. See [[Interaction_token#Breath_Attacks_Types|Breath Attack Types]]. Valid values:<br />
* '''FLOW''':Breath attack token - The emission will consist of the specified special flow type.<br />
* '''MATERIAL''':[[Material token]]:Breath attack token - The emission will consist of the specified material dispersed in the specified manner.<br />
* '''CONTEXT_MATERIAL''' - Indicates the emission details should be obtained from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].<br />
<br />
|-<br />
| {{text anchor|I_EFFECT}}<br />
| Global<br />
| type<br />
| Specifies what the interaction does to the targets. Multiple [I_EFFECT]s may be specified in a single interaction, and the same type may be used more than once. Valid values:<br />
<br />
* '''ADD_SYNDROME''' - Adds one or more syndromes to a valid creature target. You must specify the syndrome details just below this interaction effect using the <code>[[Syndrome#SYNDROME|[SYNDROME]]]</code> tag followed by the relevant syndrome tokens. See [[syndrome#The anatomy of a syndrome|here]] for more information.<br />
<br />
* '''ANIMATE''' - Raises the target corpse/bodypart as an [[undead]] unit. The zombie will always be hostile to life and will retain no information about its original personality/loyalties. Syndromes can also be specified within this tag. If a regional interaction contains this effect, affected regions will have undead wildlife.<br />
<br />
* '''RESURRECT''' - Takes a target corpse and returns the creature to life. This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction. Syndromes can also be specified within this tag.<br />
<br />
* '''CLEAN''' - Removes [[Contaminant|contaminants]] from a valid creature target. See {{token|IE_GRIME_LEVEL|in}} and {{token|IE_SYNDROME_TAG|in}}.<br />
<br />
* '''CONTACT''' - Causes the creatures to touch.<br />
<br />
* '''MATERIAL_EMISSION''' - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction.<br />
<br />
* '''HIDE''' - Allows the creature to [[Ambusher|hide]] even if another creature can see it.<br />
<br />
* '''CREATE_ITEM'''{{version|0.47.01}} - Creates an item as described by {{token|IE_ITEM|in}} and {{token|IE_ITEM_QUALITY|in}}.<br />
<br />
* '''CHANGE_ITEM_QUALITY'''{{version|0.47.01}} - Alters an item's quality level as indicated by either {{token|IE_CHANGE_QUALITY|in}} or {{token|IE_SET_QUALITY|in}}. When targeting a unit, all items equipped by that unit will be affected.<br />
<br />
* '''SUMMON_UNIT'''{{version|0.47.01}} - Creates a new unit at the target. The type of unit can either be specified using the {{token|CREATURE|in}} token, or made to be randomly selected as indicated by a variety of flag-based tokens: {{token|IE_CREATURE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_FLAG|in}}, {{token|IE_CREATURE_CASTE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_CASTE_FLAG|in}}, {{token|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED|in}} and/or {{token|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED|in}}. See also {{token|IE_TIME_RANGE|in}} and {{token|IE_MAKE_PET_IF_POSSIBLE|in}}.<br />
<br />
* '''PROPEL_UNIT'''{{version|0.47.01}} - Applies a force specified using {{token|IE_PROPEL_FORCE|in}} to a unit to knock it back.<br />
<br />
* '''CHANGE_WEATHER'''{{version|0.47.01}} - Changes the weather as specified by {{token|IE_ADD_WEATHER|in}} and/or {{token|IE_REMOVE_WEATHER|in}}.<br />
<br />
* '''RAISE_GHOST'''{{version|0.47.01}} - Present in version 0.47.01 and accepted as a valid I_EFFECT token, but does not have an effect currently.<br />
<br />
|-<br />
| {{text anchor|IE_ARENA_NAME}}<br />
| Within I_EFFECT<br />
| text<br />
| Allows the interaction effect to be applied directly to newly spawned creatures in [[object testing arena|arena mode]]. The specified name is used to represent it within the creature creation [[Object_testing_arena#Effects|effects list]].<br />
<br />
|-<br />
| {{text anchor|IE_TARGET}}<br />
| Within I_EFFECT<br />
| ID<br />
| Specifies which [[Interaction_token#I_TARGET|I_TARGET]] a particular interaction effect will be applied to. For example, in an interaction with the token [I_TARGET:B:CREATURE], 'B' is the ID used to indicate this target option. [I_EFFECT:ADD_SYNDROME] followed by [IE_TARGET:B] would therefore apply the syndrome to this target. Certain types of interaction effects require multiple IE_TARGET tokens in a specific order to function properly. A few effects do not require a target at all.<br />
<br />
|-<br />
| {{text anchor|IE_INTERMITTENT}}<br />
| Within I_EFFECT<br />
| Frequency<br />
| Only appears to work with [I_SOURCE:REGION] interactions. Indicates that the effect happens intermittently and specifies roughly how often. Regional interactions aren't able to use effects which lack this token. Valid values:<br />
* '''WEEKLY'''<br />
<br />
Note: DAILY, MONTHLY and YEARLY also exist in the string dump but don't appear to work at present.<br />
<br />
|-<br />
| {{text anchor|IE_IMMEDIATE}}<br />
| Within I_EFFECT<br />
|<br />
| Indicates that the effect happens immediately.<br />
<br />
|-<br />
| {{text anchor|IE_LOCATION}}<br />
| Within I_EFFECT<br />
| Location Hint<br />
| Prevents the interaction effect from manifesting unless the target is in a location which meets the specified criteria. <br />
Valid values:<br />
* '''IN_WATER'''<br />
* '''IN_MAGMA'''<br />
* '''NO_WATER'''<br />
* '''NO_MAGMA'''<br />
* '''NO_THICK_FOG'''<br />
* '''OUTSIDE'''<br />
A [[Water#Depth|depth]] of 1/7 is sufficient for IN_WATER and IN_MAGMA.<br />
<br />
Note: NO_THICK_FOG and OUTSIDE are accepted as valid location hints when specified with IE_LOCATION, but don't appear to work. It's possible that they're currently only implemented for use with <code>[[Interaction_token#LOCATION_HINT|[CDI:LOCATION_HINT]]]</code>.<br />
<br />
|-<br />
| {{text anchor|IE_ADD_WEATHER}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_WEATHER<br />
| type<br />
| Indicates what type of weather is added. Valid values:<br />
* '''FOG_MIST'''<br />
* '''FOG_NORMAL'''<br />
* '''FOG_THICK'''<br />
* '''FRONT_WARM'''<br />
* '''FRONT_COLD'''<br />
* '''FRONT_OCCLUDED'''<br />
* '''STRATUS_ALTO'''<br />
* '''STRATUS_PROPER'''<br />
* '''STRATUS_NIMBUS'''<br />
* '''CUMULUS_MED'''<br />
* '''CUMULUS_MULTI'''<br />
* '''CUMULUS_NIMBUS'''<br />
* '''CIRRUS'''<br />
<br />
|-<br />
| {{text anchor|IE_REMOVE_WEATHER}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_WEATHER<br />
| type<br />
| Indicates what type of weather is removed. See [[Interaction_token#IE_ADD_WEATHER|above]] for a list of valid weather types.<br />
<br />
|-<br />
| {{text anchor|IE_GRIME_LEVEL}}<br />
| Within I_EFFECT:CLEAN<br />
| amount?<br />
| [IE_GRIME_LEVEL:2] appears in the default cleaning interaction, and may indicate amount of grime cleaned.<br />
<br />
|-<br />
| {{text anchor|IE_SYNDROME_TAG}}<br />
| Within I_EFFECT:CLEAN<br />
| syndrome trigger flag<br />
| When a creature cleans off a [[contaminant]] which is associated with a [[syndrome]], the syndrome will be contracted if it has a matching [[Syndrome#The_anatomy_of_a_syndrome|trigger flag]]. This is what enables [[cat]]s to become slightly inebriated when licking off [[alcohol]]. '''SYN_INGESTED''' appears to be the only syndrome trigger flag that works in this context.<br />
<br />
|-<br />
| {{text anchor|IE_PROPEL_FORCE}}{{version|0.47.01}}<br />
| Within I_EFFECT:PROPEL_UNIT<br />
| amount<br />
| Indicates the amount of force that the target will be propelled with.<br />
<br />
|-<br />
| {{text anchor|IE_ITEM}}{{version|0.47.01}}<br />
| Within I_EFFECT:CREATE_ITEM<br />
| <probability>:<quantity>:[[item token]]:[[material token]]<br />
| Defines what item will be created.<br />
<br />
|-<br />
| {{text anchor|IE_ITEM_QUALITY}}{{version|0.47.01}}<br />
| Within I_EFFECT:CREATE_ITEM<br />
| <[[Item_quality|quality]]> OR <minimum [[Item_quality|quality]]>:<maximum [[Item_quality|quality]]><br />
| Defines what [[Item quality|quality]] the created item shall have. Can either be specified in the form of a single, fixed quality (it seems that ARTIFACT can only be used in this manner), or a minimum and maximum level (in which case the quality is selected randomly). Valid values (numerals only except for ARTIFACT):<br />
* '''0''' = ordinary<br />
* '''1''' = well-crafted<br />
* '''2''' = finely crafted<br />
* '''3''' = superior quality<br />
* '''4''' = exceptional<br />
* '''5''' = masterwork<br />
* '''ARTIFACT'''<br />
<br />
|-<br />
| {{text anchor|IE_SET_QUALITY}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_ITEM_QUALITY<br />
| [[Interaction_token#IE_ITEM_QUALITY|quality level]]<br />
| Defines a fixed [[Item_quality|quality]] level which the affected item(s) will be set to (decreasing or increasing in quality as necessary). See [[Interaction_token#IE_ITEM_QUALITY|above]] for a list of valid quality levels (but note that ARTIFACT cannot be used in this effect).<br />
<br />
|-<br />
| {{text anchor|IE_CHANGE_QUALITY}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_ITEM_QUALITY<br />
| amount<br />
| Determines how much the [[Item_quality|quality]] of the item(s) will be changed. For instance, improving a well-crafted -item- ([[Interaction_token#IE_ITEM_QUALITY|quality level]] 1) by 2 will turn it into a superior-quality *item* (quality level 3). A negative value can be used to decrease quality. Quality cannot be increased beyond level 5 (masterwork) or decreased below level 0 (ordinary).<br />
<br />
|-<br />
| {{text anchor|CREATURE}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <creature token>:<caste token><br />
| Indicates which specific creature will be created when using this interaction. ANY can be used in place of a specific caste token. Only one [CREATURE] may currently be specified per interaction effect.<br />
<br />
|-<br />
| {{text anchor|IE_CREATURE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br />
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. This token may be used multiple times per interaction effect; any creature which lacks any of the indicated flags will never be summoned.<br />
<br />
|-<br />
| {{text anchor|IE_FORBIDDEN_CREATURE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br />
| When this token is added to a random creature summoning effect, any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] will be excluded from the selection. This token may be used multiple times per interaction effect; any creature which possesses any of the indicated flags will never be summoned.<br />
<br />
|-<br />
| {{text anchor|IE_CREATURE_CASTE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br />
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; any creature which lacks any of the indicated flags will never be summoned.<br />
<br />
|-<br />
| {{text anchor|IE_FORBIDDEN_CREATURE_CASTE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br />
| When this token is added to a random creature summoning effect, it excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; any creature which possesses any of the indicated flags will never be summoned.<br />
<br />
|-<br />
| {{text anchor|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <minimum [[Gait#Speed|gait speed]]><br />
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] less than or equal to the specified <minimum gait speed> ("less than" because lower is faster in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
|-<br />
| {{text anchor|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <maximum [[Gait#Speed|gait speed]]><br />
| When this token is added to a random creature summoning effect, it excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] value less than or equal to the specified <maximum gait speed> (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
|-<br />
| {{text anchor|IE_TIME_RANGE}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <minimum [[Time|ticks]]>:<maximum [[Time|ticks]]><br />
| The summoned unit vanishes in a puff of smoke once a certain amount of time has elapsed. The time limit is a randomly selected number of ticks within the specified minimum-maximum time range. The unit will persist indefinitely if this token is omitted.<br />
<br />
|-<br />
| {{text anchor|IE_MAKE_PET_IF_POSSIBLE}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
|<br />
| Makes the summoned unit behave as a pet of the unit who performed the summoning interaction.<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Global<br />
| <br />
| Indicates that this is a generated interaction. Cannot be specified in user-defined raws.<br />
<br />
<br />
|}<br />
<br />
==Usage==<br />
To enable a particular type of creature to use an interaction directly, the [[creature token]] <code>[[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION:<interaction name>]]]</code> should be added to its creature raws (replacing '<interaction name>' with the ID of the desired interaction; for an interaction called <code>[INTERACTION:CLEANING]</code> in the raws, the ID would be "CLEANING"), followed by a series of [CDI:...] tokens as detailed below.<br />
<br />
Interactions can also be granted to individual creatures via [[syndrome]]s using the syndrome effect token <code>[[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]]</code> followed by <code>[[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]]</code> and additional CDI tokens as required.<br />
<br />
The following is a list of valid CDI tokens. Precede them with "CDI:" in the style of <code>[CDI:ADV_NAME:Clean]</code>, for example.<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|INTERACTION}}<br />
| ID<br />
| Specifies which interaction can be performed. This is only needed following [[Syndrome#Special_Effects|CE_CAN_DO_INTERACTION]]; there's no need to include this after [[Creature_token#CAN_DO_INTERACTION|CAN_DO_INTERACTION]] as the latter allows you to specify the interaction directly (as explained [[Interaction_token#Usage|above]]).<br />
<br />
|-<br />
| {{text anchor|ADV_NAME}}<br />
| text<br />
| Specifies the name of the interaction as it will appear on the [[Adventurer_mode|adventure mode]] 'powers/abilities' menu.<br />
<br />
|-<br />
| {{text anchor|TARGET}}<br />
| target ID, target types<br />
| Specifies how the creature chooses what to target. Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls. Valid target types:<br />
* '''LINE_OF_SIGHT''' - the source needs to be able to see the target<br />
* '''TOUCHABLE''' - the source needs to be able to touch the target<br />
* '''DISTURBER_ONLY''' - the target must be whoever disturbed the source (this is currently only relevant to [[mummy|mummies]], allowing them to curse solely the unit who disturbed their [[tomb|resting place]])<br />
* '''SELF_ALLOWED''' - the target can be the source<br />
* '''SELF_ONLY''' - the target '''must''' be the source<br />
<br />
|-<br />
| {{text anchor|TARGET_RANGE}}<br />
| target ID, range<br />
| Determines the maximum distance from the interaction user (in [[tile]]s) at which something can be considered a valid target. For [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], [[Interaction_token#SHARP_ROCK|SHARP_ROCK]], [[Interaction_token#LIQUID_GLOB|LIQUID_GLOB]] and [[Interaction_token#FIREBALL|FIREBALL]] breath attacks, also determines how far the projectiles can fly before falling to the ground.<br />
<br />
|-<br />
| {{text anchor|MAX_TARGET_NUMBER}}<br />
| ID, number<br />
| Specifies the maximum number of things that can be selected for a particular I_TARGET.<br />
<br />
|-<br />
| {{text anchor|LOCATION_HINT}}<br />
| Location Hint<br />
| Prevents CPU-controlled creatures from using the interaction unless they are in a location which meets the specified criteria. See [[Interaction_token#IE_LOCATION|above]] for a list of valid location hint values.<br />
<br />
|-<br />
| {{text anchor|USAGE_HINT}}<br />
| Usage hint token<br />
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified, the interaction will be used whenever a valid target is available{{verify}}. Multiple usage hints may be specified. Valid values:<br />
* '''GREETING''' - Creatures will target 'friendly' creatures, usually at random.<br />
* '''ATTACK''' - Targets enemy creatures in combat. If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.<br />
* '''DEFEND'''{{version|0.47.01}} - Used in combat. Creature will target itself.<br />
* '''FLEEING''' - Used when fleeing an enemy. Creature will target itself.<br />
* '''CLEAN_SELF''' - Creature targets itself when its body is covered with [[contaminant]]s.<br />
* '''CLEAN_FRIEND''' - As above, but targets other friendly units instead.<br />
* '''NEGATIVE_SOCIAL_RESPONSE''' - Used when a creature is expressing contempt (for example, to a murderer). This is used in the default spitting interaction, for example.<br />
* '''TORMENT''' - This is also used in the default spitting interaction, and is presumably used in a similar context.<br />
* '''MINOR_BLESSING'''{{version|0.47.01}} - Used in divination dice blessings. Targets the roller.<br />
* '''MEDIUM_BLESSING'''{{version|0.47.01}} - Used in divination dice blessings. Targets the roller.<br />
* '''MINOR_CURSE'''{{version|0.47.01}} - Used in divination dice curses. Targets the roller.<br />
* '''MEDIUM_CURSE'''{{version|0.47.01}} - Used in divination dice curses. Targets the roller.<br />
* '''MAJOR_CURSE''' - Used in disturbance and deity curses. Targets the tomb disturber/temple defiler.<br />
<br />
|-<br />
| {{text anchor|WAIT_PERIOD}}<br />
| number<br />
| The creature must wait the specified number of [[time|ticks]] before being able to use the interaction again. The delay defaults to 20 ticks if this is omitted. Setting it to 0 removes the delay altogether.<br />
Note: A WAIT_PERIOD of 10 is 10 ticks long in [[fortress mode]], but only 1 tick long in [[adventurer mode]].<br />
<br />
|-<br />
| {{text anchor|FREE_ACTION}}<br />
|<br />
| Indicates that performing the interaction doesn't take any time.<br />
<br />
|-<br />
| {{text anchor|BP_REQUIRED}}<br />
| Body part criteria<br />
| Indicates that a particular body part must be present in order to perform the interaction. Criteria are '''BY_CATEGORY:'''[[Body_token#CATEGORY|category]], '''BY_TYPE:'''type (GRASP, for example), or '''BY_TOKEN:'''[[Body_token#BP|token]] (uses the body part ID). See [[Body_token|body token]].<br />
<br />
|-<br />
| {{text anchor|VERBAL}}<br />
| <br />
| Only creatures that [[Creature_token#CAN_SPEAK|can speak]] will be able to use the interaction. Might also be needed for VERBAL_SPEECH.<br />
<br />
|-<br />
| {{text anchor|VERBAL_SPEECH}}<br />
| filename<br />
| Specifies what the creature says when they perform the interaction. Filename path is relative to /data/speech.<br />
<br />
|-<br />
| {{text anchor|CAN_BE_MUTUAL}}<br />
| <br />
| Presumably allows two creatures with the same interaction to use it on each other simultaneously, for example, cats cleaning each other.<br />
<br />
|-<br />
| {{text anchor|VERB}}<br />
| self:other:mutual<br />
| When a creature uses the interaction, a combat report message will be displayed in the form:<br />
<br />
[interaction user(s)] [VERB text] [target creature (if applicable)]<br />
<br />
The 'self' text is presented when describing the interaction in the second person (that is, when the interaction is carried out by the player character in [[adventure mode]]), the 'other' text is presented when describing it in the third person, and the 'mutual' text is presented when the interaction is carried out in a [[Interaction_token#CAN_BE_MUTUAL|mutual]] fashion.<br />
<br />
[CDI:VERB:lick:licks:lick each other]<br />
<br />
[CDI:VERB:gesture:gestures:NA]<br />
<br />
|-<br />
| {{text anchor|VERB_REVERSE}}<br />
| ?<br />
| ?<br />
<br />
|-<br />
| {{text anchor|TARGET_VERB}}<br />
| self:other<br />
| When a creature uses the interaction, a message will display, describing the target as doing this.<br />
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]<br />
<br />
|-<br />
| {{text anchor|FLOW}}<br />
| [[#Breath Attack Types|Breath attack token]]<br />
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit a special flow type. Valid values:<br />
* '''[[Interaction_token#FIREBALL|FIREBALL]]'''<br />
* '''[[Interaction_token#FIREJET|FIREJET]]'''<br />
* '''[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]'''.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| [[Material token]]:[[Interaction_token#Breath_Attack_Types|Breath attack token]]<br />
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit the specified material in the manner described by the [[Interaction_token#Breath_Attack_Types|breath attack token]] used.<br />
<br />
|}<br />
<br />
==Breath attacks==<br />
Breath attacks are controlled by the MATERIAL_EMISSION interaction, like so:<br />
<br />
[CAN_DO_INTERACTION:MATERIAL_EMISSION]<br />
[CDI:ADV_NAME:Breath custom material]<br />
[CDI:USAGE_HINT:ATTACK]<br />
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]<br />
[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:C:15]<br />
[CDI:MAX_TARGET_NUMBER:C:1]<br />
[CDI:WAIT_PERIOD:50]<br />
<br />
The most important part is this line:<br />
<br />
[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]<br />
<br />
The CDI refers to CAN_DO_INTERACTION; the MATERIAL states that this line shows what the material is. LOCAL_CREATURE_MAT:CUSTOMMATERIAL is your material, and TRAILING_VAPOR_FLOW refers to the breath attack type. Other types are seen below. Also important is this line:<br />
<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
<br />
LINE_OF_SIGHT refers to where the target C may be; others include SELF_ALLOWED (presumably like LINE_OF_SIGHT, but with the creature allowed to target itself), SELF_ONLY (preferable for undirected attacks and TOUCHABLE (for up-close attacks, as trailing flows tend to be).<br />
<br />
===Breath Attack Types===<br />
<br />
'''[CDI:MATERIAL:<[[material token]]>:<material emission type>]'''<br />
<br />
Is used to emit a specific material in a specific manner. A list of valid emission types can be found below.<br />
<br />
Examples:<br />
<br />
[CDI:MATERIAL:INORGANIC:GABBRO:[[Interaction_token#SHARP_ROCK|SHARP_ROCK]]]<br />
shoots a sharp [[gabbro]] rock<br />
[CDI:MATERIAL:PLANT_MAT:GRASS_CAVE_WHEAT:MILL:[[Interaction_token#UNDIRECTED_DUST|UNDIRECTED_DUST]]]<br />
releases a cloud of [[Cave wheat|dwarven wheat flour]]<br />
[CDI:MATERIAL:CREATURE_MAT:DWARF:TEARS:[[Interaction_token#SPATTER_LIQUID|SPATTER_LIQUID]]]<br />
creates a pool of [[dwarf|dwarven]] tears<br />
<br />
<br />
'''[CDI:FLOW:<flow emission type>]'''<br />
<br />
Is used to emit one of the special hardcoded flow types ([[Interaction_token#FIREBALL|FIREBALL]], [[Interaction_token#FIREJET|FIREJET]] or [[Interaction_token#DRAGONFIRE|DRAGONFIRE]]).<br />
<br />
Example:<br />
<br />
[CDI:FLOW:[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]]<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Usage Type<br />
! Description<br />
|-<br />
| {{text anchor|TRAILING_DUST_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of solid dust at the target. Appears to use [[cave-in]] dust physics, as the dust cloud will fling around anything it comes in contact with (including the creature who emitted it), making it capable of smashing creatures into the ground and flinging them over walls. Creatures caught in the dust cloud will be [[contaminant|covered]] with dust; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_VAPOR_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of liquid mist at the target. Creatures caught in the vapor will be [[contaminant|covered]] with the condensed liquid; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_GAS_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of gaseous substance at the target. This can be inhaled, triggering any associated [[Syndrome#SYN_INHALED|inhalation syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_ITEM_FLOW}}:[[item token]]<br />
| MATERIAL<br />
| Shoots a "cloud" of items at the target, leaving piles of this item on the floor. Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately). Instead, this token acts as [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], except that the material will use its ''normal'' temperature - for example, a breath attack of steel anvils will envelop the target in a "burst of steel".<br />
|-<br />
| {{text anchor|UNDIRECTED_DUST}}<br />
| MATERIAL<br />
| The creature releases a cloud of solid dust which spreads and dissipates. Similar to [[Interaction_token#TRAILING_DUST_FLOW|TRAILING_DUST_FLOW]], but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. <s>DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.</s> You know you want to.<br />
|-<br />
| {{text anchor|UNDIRECTED_VAPOR}}<br />
| MATERIAL<br />
| The creature releases a cloud of liquid mist which spreads and dissipates. Similar to [[Interaction_token#TRAILING_VAPOR_FLOW|TRAILING_VAPOR_FLOW]], but undirected, thus affecting a larger area but losing the distance.<br />
|-<br />
| {{text anchor|UNDIRECTED_GAS}}<br />
| MATERIAL<br />
| The creature releases a cloud of gaseous material which spreads and dissipates. Similar to [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], but undirected, thus affecting a larger area but losing the distance.<br />
|-<br />
| {{text anchor|UNDIRECTED_ITEM_CLOUD}}:[[item token]]<br />
| MATERIAL<br />
| The creature releases a "cloud" of items at the target, leaving piles of this item on the floor. The same comments apply as [[Interaction_token#TRAILING_ITEM_FLOW|TRAILING_ITEM_FLOW]].<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_DUST}}<br />
| MATERIAL<br />
| Creates a cloud of creeping dust. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_VAPOR}}<br />
| MATERIAL<br />
| Creates a cloud of creeping vapor. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_GAS}}<br />
| MATERIAL<br />
| Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_FALLING_MATERIAL}}<br />
| MATERIAL<br />
| Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Can transfer [[Syndrome#SYN_CONTACT|contact syndromes]]. Regardless of the nature of the material, being caught in it will give dwarves the negative [[thought]] of being 'caught in freakish weather lately'. Not usable by creatures.<br />
|-<br />
| {{text anchor|SOLID_GLOB}}<br />
| MATERIAL<br />
| Shoots a [[Item_token#GLOB|solid glob]] of spinning substance at the target, leaving a symbol similar to broken arrows, if it misses. Essentially a projectile weapon. If the [[Interaction_token#WAIT_PERIOD|cooldown rate]] is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot globs at their enemies, even when they are right next to them.<br />
|-<br />
| {{text anchor|SHARP_ROCK}}{{version|0.47.01}}<br />
| MATERIAL<br />
| Just like [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], but more harmful, as it shoots a sharpened [[Item_token#ROCK|solid chunk]] of material instead.<br />
|-<br />
| {{text anchor|LIQUID_GLOB}}<br />
| MATERIAL<br />
| Shoots a [[Item_token#LIQUID_MISC|liquid glob]] of substance at the target. [[Syndrome#SYN_CONTACT|Contact syndromes]] will take effect if the glob hits the target's exposed skin.<br />
|-<br />
| {{text anchor|SPATTER_POWDER}}<br />
| MATERIAL<br />
| Creates a [[contaminant|pile of powder]] at the specified location.<br />
|-<br />
| {{text anchor|SPATTER_LIQUID}}<br />
| MATERIAL<br />
| Creates a [[contaminant|pool of liquid]] at the specified location.<br />
|-<br />
| {{text anchor|WEB_SPRAY}}<br />
| MATERIAL<br />
| Emits a burst of [[web]]s that entangle target creatures.<br />
|-<br />
| {{text anchor|DRAGONFIRE}}<br />
| FLOW<br />
| Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}.<br />
|-<br />
| {{text anchor|FIREJET}}<br />
| FLOW<br />
| Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}.<br />
|-<br />
| {{text anchor|FIREBALL}}<br />
| FLOW<br />
| Emits a fireball that burns the target creature.<br />
|}<br />
<br />
Keep in mind that you can give a creature multiple breath attacks, which appears to make the creature choose between them at random. Creatures cannot use the WEATHER effects, these being reserved for regional interactions.<br />
<br />
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist. So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire. You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.<br />
<br />
If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its targets. Make sure to make your creatures immune to their own breath weapons!<br />
<br />
==Creature and Caste Flags==<br />
<br />
Certain interaction and syndrome effects (currently limited to [[Interaction_token#I_EFFECT|[IE_SUMMON_UNIT]]] and [[Syndrome#CE_BODY_TRANSFORMATION|[CE_BODY_TRANSFORMATION]]]) permit modders to specify the required/forbidden creature and caste flags of the desired creature(s). These are a collection of internal flags which are derived from [[Creature_token|creature tokens]] but are not necessarily identical to them. The following lists contain creature and caste flag names as provided by Toady One in a FotF reply [http://www.bay12forums.com/smf//index.php?topic=169696.msg8099138#msg8099138] (valid as of 0.47.04).<br />
<br />
{{gamedata|title=Creature Flags|<br />
ALL_CASTES_ALIVE<br />
ARTIFICIAL_HIVEABLE<br />
BIOME_DESERT_BADLAND<br />
BIOME_DESERT_ROCK<br />
BIOME_DESERT_SAND<br />
BIOME_FOREST_TAIGA<br />
BIOME_FOREST_TEMPERATE_BROADLEAF<br />
BIOME_FOREST_TEMPERATE_CONIFER<br />
BIOME_FOREST_TROPICAL_CONIFER<br />
BIOME_FOREST_TROPICAL_DRY_BROADLEAF<br />
BIOME_FOREST_TROPICAL_MOIST_BROADLEAF<br />
BIOME_GLACIER<br />
BIOME_GRASSLAND_TEMPERATE<br />
BIOME_GRASSLAND_TROPICAL<br />
BIOME_LAKE_TEMPERATE_BRACKISHWATER<br />
BIOME_LAKE_TEMPERATE_FRESHWATER<br />
BIOME_LAKE_TEMPERATE_SALTWATER<br />
BIOME_LAKE_TROPICAL_BRACKISHWATER<br />
BIOME_LAKE_TROPICAL_FRESHWATER<br />
BIOME_LAKE_TROPICAL_SALTWATER<br />
BIOME_MARSH_TEMPERATE_FRESHWATER<br />
BIOME_MARSH_TEMPERATE_SALTWATER<br />
BIOME_MARSH_TROPICAL_FRESHWATER<br />
BIOME_MARSH_TROPICAL_SALTWATER<br />
BIOME_MOUNTAIN<br />
BIOME_OCEAN_ARCTIC<br />
BIOME_OCEAN_TEMPERATE<br />
BIOME_OCEAN_TROPICAL<br />
BIOME_POOL_TEMPERATE_BRACKISHWATER<br />
BIOME_POOL_TEMPERATE_FRESHWATER<br />
BIOME_POOL_TEMPERATE_SALTWATER<br />
BIOME_POOL_TROPICAL_BRACKISHWATER<br />
BIOME_POOL_TROPICAL_FRESHWATER<br />
BIOME_POOL_TROPICAL_SALTWATER<br />
BIOME_RIVER_TEMPERATE_BRACKISHWATER<br />
BIOME_RIVER_TEMPERATE_FRESHWATER<br />
BIOME_RIVER_TEMPERATE_SALTWATER<br />
BIOME_RIVER_TROPICAL_BRACKISHWATER<br />
BIOME_RIVER_TROPICAL_FRESHWATER<br />
BIOME_RIVER_TROPICAL_SALTWATER<br />
BIOME_SAVANNA_TEMPERATE<br />
BIOME_SAVANNA_TROPICAL<br />
BIOME_SHRUBLAND_TEMPERATE<br />
BIOME_SHRUBLAND_TROPICAL<br />
BIOME_SUBTERRANEAN_CHASM<br />
BIOME_SUBTERRANEAN_LAVA<br />
BIOME_SUBTERRANEAN_WATER<br />
BIOME_SWAMP_MANGROVE<br />
BIOME_SWAMP_TEMPERATE_FRESHWATER<br />
BIOME_SWAMP_TEMPERATE_SALTWATER<br />
BIOME_SWAMP_TROPICAL_FRESHWATER<br />
BIOME_SWAMP_TROPICAL_SALTWATER<br />
BIOME_TUNDRA<br />
DOES_NOT_EXIST<br />
EQUIPMENT<br />
EQUIPMENT_WAGON<br />
EVIL<br />
FANCIFUL<br />
GENERATED<br />
GOOD<br />
HAS_ANY_BENIGN<br />
HAS_ANY_CANNOT_BREATHE_AIR<br />
HAS_ANY_CANNOT_BREATHE_WATER<br />
HAS_ANY_CAN_SWIM<br />
HAS_ANY_CARNIVORE<br />
HAS_ANY_COMMON_DOMESTIC<br />
HAS_ANY_CURIOUS_BEAST<br />
HAS_ANY_DEMON<br />
HAS_ANY_FEATURE_BEAST<br />
HAS_ANY_FLIER<br />
HAS_ANY_FLY_RACE_GAIT<br />
HAS_ANY_GRASP<br />
HAS_ANY_GRAZER<br />
HAS_ANY_HAS_BLOOD<br />
HAS_ANY_IMMOBILE<br />
HAS_ANY_INTELLIGENT_LEARNS<br />
HAS_ANY_INTELLIGENT_SPEAKS<br />
HAS_ANY_LARGE_PREDATOR<br />
HAS_ANY_LOCAL_POPS_CONTROLLABLE<br />
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES<br />
HAS_ANY_MEGABEAST<br />
HAS_ANY_MISCHIEVIOUS<br />
HAS_ANY_NATURAL_ANIMAL<br />
HAS_ANY_NIGHT_CREATURE<br />
HAS_ANY_NIGHT_CREATURE_BOGEYMAN<br />
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER<br />
HAS_ANY_NIGHT_CREATURE_HUNTER<br />
HAS_ANY_NIGHT_CREATURE_NIGHTMARE<br />
HAS_ANY_NOT_FIREIMMUNE<br />
HAS_ANY_NOT_FLIER<br />
HAS_ANY_NOT_LIVING<br />
HAS_ANY_OUTSIDER_CONTROLLABLE<br />
HAS_ANY_POWER<br />
HAS_ANY_RACE_GAIT<br />
HAS_ANY_SEMIMEGABEAST<br />
HAS_ANY_SLOW_LEARNER<br />
HAS_ANY_SUPERNATURAL<br />
HAS_ANY_TITAN<br />
HAS_ANY_UNIQUE_DEMON<br />
HAS_ANY_UTTERANCES<br />
HAS_ANY_VERMIN_HATEABLE<br />
HAS_ANY_VERMIN_MICRO<br />
HAS_FEMALE<br />
HAS_MALE<br />
LARGE_ROAMING<br />
LOOSE_CLUSTERS<br />
MATES_TO_BREED<br />
MUNDANE<br />
OCCURS_AS_ENTITY_RACE<br />
SAVAGE<br />
SMALL_RACE - applies to any vermin creature<br />
TWO_GENDERS<br />
UBIQUITOUS<br />
VERMIN_EATER<br />
VERMIN_FISH<br />
VERMIN_GROUNDER<br />
VERMIN_ROTTER<br />
VERMIN_SOIL<br />
VERMIN_SOIL_COLONY<br />
}}<br />
<br />
{{gamedata|title=Caste Flags|<br />
ADOPTS_OWNER<br />
ALCOHOL_DEPENDENT<br />
ALL_ACTIVE<br />
AMBUSHPREDATOR<br />
AQUATIC_UNDERSWIM<br />
ARENA_RESTRICTED<br />
AT_PEACE_WITH_WILDLIFE<br />
BENIGN<br />
BLOODSUCKER<br />
BONECARN<br />
CANNOT_BREATHE_AIR<br />
CANNOT_CLIMB<br />
CANNOT_JUMP<br />
CANOPENDOORS<br />
CAN_BREATHE_WATER<br />
CAN_LEARN / INTELLIGENT_LEARNS<br />
CAN_SPEAK / INTELLIGENT_SPEAKS<br />
CAN_SWIM<br />
CAN_SWIM_INNATE<br />
CARNIVORE<br />
CAVE_ADAPT<br />
COLONY_EXTERNAL<br />
COMMON_DOMESTIC<br />
CONVERTED_SPOUSE<br />
COOKABLE_LIVE<br />
CRAZED<br />
CREPUSCULAR<br />
CURIOUS_BEAST<br />
CURIOUS_BEAST_EATER<br />
CURIOUS_BEAST_GUZZLER<br />
CURIOUS_BEAST_ITEM<br />
DEMON<br />
DIE_WHEN_VERMIN_BITE<br />
DIURNAL<br />
DIVE_HUNTS_VERMIN<br />
EQUIPS<br />
EXTRAVISION<br />
FEATURE_ATTACK_GROUP<br />
FEATURE_BEAST<br />
FIREIMMUNE<br />
FIREIMMUNE_SUPER<br />
FISHITEM<br />
FLEEQUICK<br />
FLIER<br />
GELDABLE<br />
GETS_INFECTIONS_FROM_ROT<br />
GETS_WOUND_INFECTIONS<br />
GNAWER<br />
GRAZER<br />
HASSHELL<br />
HAS_BABYSTATE<br />
HAS_BLOOD<br />
HAS_CHILDSTATE<br />
HAS_COLOR<br />
HAS_FLY_RACE_GAIT<br />
HAS_GLOW_COLOR<br />
HAS_GLOW_TILE<br />
HAS_GRASP<br />
HAS_NERVES<br />
HAS_PUS<br />
HAS_RACE_GAIT<br />
HAS_ROTTABLE<br />
HAS_SECRETION<br />
HAS_SOLDIER_TILE<br />
HAS_SOUND_ALERT<br />
HAS_SOUND_PEACEFUL_INTERMITTENT<br />
HAS_TILE<br />
HUNTS_VERMIN<br />
IMMOBILE<br />
IMMOBILE_LAND<br />
IMMOLATE<br />
ITEMCORPSE<br />
LAIR_HUNTER<br />
LARGE_PREDATOR<br />
LAYS_EGGS<br />
LAYS_UNUSUAL_EGGS<br />
LIGAMENTS<br />
LIGHT_GEN<br />
LISP<br />
LOCAL_POPS_CONTROLLABLE<br />
LOCAL_POPS_PRODUCE_HEROES<br />
LOCKPICKER<br />
MAGICAL<br />
MAGMA_VISION<br />
MANNERISM_BREATH<br />
MANNERISM_EYELIDS<br />
MANNERISM_LAUGH<br />
MANNERISM_POSTURE<br />
MANNERISM_SIT<br />
MANNERISM_SMILE<br />
MANNERISM_STRETCH<br />
MANNERISM_WALK<br />
MATUTINAL<br />
MEANDERER<br />
MEGABEAST<br />
MILKABLE<br />
MISCHIEVIOUS<br />
MOUNT<br />
MOUNT_EXOTIC<br />
MULTIPART_FULL_VISION<br />
MULTIPLE_LITTER_RARE<br />
NATURAL_ANIMAL<br />
NIGHT_CREATURE<br />
NIGHT_CREATURE_BOGEYMAN<br />
NIGHT_CREATURE_EXPERIMENTER<br />
NIGHT_CREATURE_HUNTER<br />
NIGHT_CREATURE_NIGHTMARE<br />
NOBONES<br />
NOBREATHE<br />
NOCTURNAL<br />
NOEMOTION<br />
NOEXERT<br />
NOFEAR<br />
NOMEAT<br />
NONAUSEA<br />
NOPAIN<br />
NOSKIN<br />
NOSKULL<br />
NOSMELLYROT<br />
NOSTUCKINS<br />
NOSTUN<br />
NOTHOUGHT<br />
NOT_BUTCHERABLE<br />
NOT_LIVING<br />
NO_AUTUMN<br />
NO_CONNECTIONS_FOR_MOVEMENT<br />
NO_DIZZINESS<br />
NO_DRINK<br />
NO_EAT<br />
NO_FEVERS<br />
NO_PHYS_ATT_GAIN<br />
NO_PHYS_ATT_RUST<br />
NO_SLEEP<br />
NO_SPRING<br />
NO_SUMMER<br />
NO_THOUGHT_CENTER_FOR_MOVEMENT<br />
NO_UNIT_TYPE_COLOR<br />
NO_VEGETATION_PERTURB<br />
NO_WINTER<br />
OPPOSED_TO_LIFE<br />
OUTSIDER_CONTROLLABLE<br />
PACK_ANIMAL<br />
PARALYZEIMMUNE<br />
PATTERNFLIER<br />
PEARL<br />
PET<br />
PET_EXOTIC<br />
POWER<br />
REMAINS_ON_VERMIN_BITE_DEATH<br />
REMAINS_UNDETERMINED<br />
RETURNS_VERMIN_KILLS_TO_OWNER<br />
SEMIMEGABEAST<br />
SLOW_LEARNER<br />
SPOUSE_CONVERSION_TARGET<br />
SPOUSE_CONVERTER<br />
SPREAD_EVIL_SPHERES_IF_RULER<br />
STANCE_CLIMBER<br />
STRANGE_MOODS<br />
SUPERNATURAL<br />
TENDONS<br />
THICKWEB<br />
TITAN<br />
TRAINABLE_HUNTING<br />
TRAINABLE_WAR<br />
TRANCES<br />
TRAPAVOID<br />
UNIQUE_DEMON<br />
UTTERANCES<br />
VEGETATION<br />
VERMIN_GOBBLER<br />
VERMIN_HATEABLE<br />
VERMIN_MICRO<br />
VERMIN_NOFISH<br />
VERMIN_NOROAM<br />
VERMIN_NOTRAP<br />
VESPERTINE<br />
WAGON_PULLER<br />
WEBBER<br />
WEBIMMUNE<br />
}}<br />
<br />
==See Also==<br />
* [[Syndrome]]<br />
* [[Interaction examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Interaction token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome&diff=257700Syndrome2021-04-05T12:16:24Z<p>Kabocca: /* Special Effects */</p>
<hr />
<div>{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}<br />
{{av}}<br />
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]<br />
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. <br />
<br />
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''<br />
<br />
==List of syndromes==<br />
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion.<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Syndrome<br />
! Venom<br />
! Acquired<br />
! Short-term Symptoms<br />
! Long-term Symptoms<br />
! Chronic Symptoms <br />
|-<br />
| Adder bite<br />
| adder venom (injected)<br />
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]<br />
| Strong pain<br />
| Swelling<br>Blisters<br>Nausea<br />
| None<br />
|-<br />
| Bark scorpion sting<br />
| bark scorpion venom (injected)<br />
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]<br />
| Strong pain<br />
| None<br />
| None<br />
|-<br />
| Black mamba bite<br />
| black mamba venom (injected)<br />
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]<br />
| Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Blob blisters<br />
| cave blob fluid<br />(contact or ingested)<br />
| Touching a [[cave blob]]<br />
| Mild pain<br/>Mild blisters<br />
| None<br />
| None<br />
|-<br />
| Brown recluse spider bite<br />
| brown recluse spider venom (injected)<br />
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]<br />
| Nausea<br>Fever<br>Pain<br><br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Bumblebee sting<br />
| bumblebee venom (injected)<br />
| Being stung by a [[bumblebee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Bushmaster bite<br />
| bushmaster venom (injected)<br />
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]<br />
| Strong pain<br>Mild bleeding<br>Dizziness<br>Nausea<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Cave floater sickness<br />
| cave floater gas<br />(inhaled or ingested)<br />
| Expelled from [[cave floater]]<br />
| Mild nausea<br />
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)<br />
| None<br />
|-<br />
| Cave spider bite<br />
| cave spider venom<br />(injected)<br />
| Being bitten by a [[cave spider]]<br />
| None<br />
| None<br />
| Very mild dizziness<br />
|-<br />
| Copperhead snake bite<br />
| copperhead snake venom (injected)<br />
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]<br />
| Pain<br>Swelling<br>Nausea<br />
| None<br />
| None<br />
|-<br />
| Giant cave spider bite<br />
| giant cave spider venom<br />(injected)<br />
| Being bitten by a [[giant cave spider]]<br />
| Size-dependant paralysis.<br />
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.<br />
| None, not that it really matters.<br />
|-<br />
| Gila monster bite<br />
| gila monster venom (injected)<br />
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]<br />
| Pain<br>Mild swelling<br />
| None<br />
| None<br />
|-<br />
| Gnomeblight<br />
| [[gnomeblight]]<br />(contact, inhaled, injected, or ingested)<br />
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.<br />
| None<br />
| Severe systemic necrosis<sup>2</sup><br />
| None<br />
|-<br />
| Giant desert scorpion sting<br />
| giant desert scorpion venom<br />(injected)<br />
| Being stung by a [[giant desert scorpion]] <br />
| Necrosis of the brain and nervous system<br />
| '''Certain death'''<br />
| None, not that it really matters.<br />
|- <br />
| Helmet snake bite<br />
| helmet snake venom<br />(injected)<br />
| Being bitten by a [[helmet snake]]<br />
| Minor bleeding<br />
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb <br />
| None<br />
|-<br />
| Honey bee sting<br />
| honey bee venom (injected)<br />
| Being stung by a [[honey bee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Inebriation{{version|0.42.01}}<br />
| [[Alcohol]] (consumed/injected)<br />
| Consuming alcoholic drinks<br />
| Nausea<br>Dizziness<br>Unconsciousness<br>Personality changes<br>Euphoria<br>Erratic behavior<br>Trouble breathing<br />
| None<br />
| None<br />
|-<br />
| Iron man cough<br />
| iron man gas<br />(inhaled)<br />
| Expelled by [[iron man]]<br />
| Coughing blood<br />
| None<br />
| None<br />
|-<br />
| King cobra bite<br />
| king cobra venom<br />(injected)<br />
| Being bitten by a [[king cobra]]<br />
| Complete paralysis<sup>1</sup><br/>Pain, dizziness, drowsiness<br />
| None<br />
| None<br />
|-<br />
| Phantom spider bite<br />
| phantom spider venom<br />(injected)<br />
| Being bitten by a [[phantom spider]]<br />
| None<br />
| Numbness and mild dizziness<br />
| None<br />
|-<br />
| Platypus sting<br />
| platypus venom<br />(injected)<br />
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]<br />
| Pain and swelling<br />
| Extreme pain, swelling possibly to the point of necrosis<br />
| None<br />
|-<br />
| Rattlesnake bite<br />
| rattlesnake venom<br />(injected)<br />
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]<br />
| Pain, nausea, blisters, swelling, bruising<br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Serpent man bite<br />
| serpent man venom<br />(injected)<br />
| Being bitten by a [[serpent man]]<br />
| Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Mummy's curse<br />
| [[DF2014:Mummy|Disturbance interaction]].<br />
| Being cursed by a [[mummy]], when caught raiding their tombs<br />
| None<br />
| None<br />
| 20% chance of any skill roll failing, regardless of skill.<br />
|-<br />
| Vampirism<br />
| [[Deity|Divine]] curse<br />
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[vampire]].<br />
|-<br />
| Werebeast curse<br />
| [[Deity|Divine]] curse<br />
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[werebeast]].<br />
|-<br />
| Necromancy<br />
| [[Deity|Divine]] 'curse'<br />
| Reading a book/slab that contains the secrets of life and death.<br />
| None<br />
| None<br />
| Reader becomes a [[necromancer]].<br />
|-<br />
| evil rain sickness<sup>3</sup><br />
|rowspan=7| Random<br />
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|-<br />
| evil cloud sickness<sup>4</sup><br />
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]<br />
|-<br />
| beast sickness<sup>5</sup><br />
| Encounters with [[forgotten beast]]s<br />
|-<br />
| titan sickness<sup>5</sup><br />
| Encounters with [[titan]]s<br />
|-<br />
| night sickness<sup>5</sup><br />
| Encounters with [[nightmare]]s or [[experiment]]s<br />
|-<br />
| demon sickness<sup>5</sup><br />
| Encounters with [[demon]]s<br />
|-<br />
| divine sickness<sup>5</sup><br />
| Encounters with [[angel]]s<br />
|}<br />
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.<br />
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. <br />
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. <br />
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. <br />
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).<br />
<br />
==The anatomy of a syndrome==<br />
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.<br />
<br />
<br />
'''1) Transmission via Materials'''<br />
<br />
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.<br />
<br />
<br />
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:<br />
<br />
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_NAME:LIQUID:giant cave spider venom]<br />
[STATE_ADJ:LIQUID:giant cave spider venom]<br />
[STATE_NAME:GAS:boiling giant cave spider venom]<br />
[STATE_ADJ:GAS:boiling giant cave spider venom]<br />
[PREFIX:NONE]<br />
[ENTERS_BLOOD]<br />
'''[SYNDROME]'''<br />
'''[SYN_NAME:giant cave spider bite]'''<br />
'''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''<br />
'''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''<br />
'''[SYN_INJECTED]'''<br />
'''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''<br />
<br />
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.<br />
<br />
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.<br />
<br />
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).<br />
<br />
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).<br />
<br />
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.<br />
<br />
<br />
'''2) Transmission via Interactions'''<br />
<br />
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.<br />
<br />
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.<br />
<br />
==Basic syndrome tokens==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|SYNDROME}}<br />
| <br />
| Used to begin defining a new syndrome.<br />
<br />
|-<br />
| {{text anchor|SYN_NAME}}<br />
| <your text><br />
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.<br />
<br />
|-<br />
| {{text anchor|SYN_CLASS}}<br />
| <your text><br />
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.<br />
<br />
|-<br />
| {{text anchor|SYN_CONTACT}}<br />
| <br />
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.<br />
<br />
Methods of getting a material contaminant onto a creature's body include: <br />
* [[Creature token#SECRETION|secretions]]<br />
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)<br />
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust clouds]] (contaminate all external body parts, even if covered)<br />
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])<br />
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)<br />
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)<br />
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)<br />
* striking the creature's body with a contaminated item (see below)<br />
<br />
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.<br />
<br />
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).<br />
<br />
|-<br />
| {{text anchor|SYN_INGESTED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.<br />
<br />
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.<br />
<br />
|-<br />
| {{text anchor|SYN_INHALED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.<br />
<br />
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.<br />
<br />
|-<br />
| {{text anchor|SYN_INJECTED}}<br />
| <br />
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. <br />
<br />
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon "lodged into the wound" isn't a requirement.<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.<br />
<br />
DWARF:FEMALE is an example of a valid <creature>:<caste> combination; "ALL" can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, "ALL" can be used in place of a specific caste.<br />
<br />
|-<br />
| {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}}<br />
| <br />
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.<br />
<br />
|-<br />
| {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}}<br />
| <your text><br />
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.<br />
<br />
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.<br />
<br />
A creature can only possess a single syndrome with a particular identifier at any given time. As such, if a creature contracts a syndrome with a particular identifier and is subsequently exposed to another syndrome with a matching identifier whilst that first syndrome is still active, then this later obtained syndrome will '''not''' be contracted. If the latter comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will instead adjust the first syndrome's concentration as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would only increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated.<br />
<br />
|-<br />
| {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}}<br />
| <amount>:<max><br />
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level.<br />
<br />
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by <amount> whenever the creature is exposed to it, until its specified <max> concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher <max> value, the concentration will of course increase further.<br />
<br />
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with <code>[SYN_IDENTIFIER:INEBRIATION]</code> and <code>[SYN_CONCENTRATION_ADDED:100:1000]</code>. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, "Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off."<br />
<br />
Some of the generated interaction-derived syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
|}<br />
<br />
==Creature effect tokens==<br />
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows:<br />
<br />
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]<br />
<br />
<br />
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.<br />
<br />
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.<br />
<br />
*CE_X<br />
The effect type. This can be a number of different tokens, as detailed in the table below this list.<br />
*SEV:X<br />
The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.<br />
*PROB:X<br />
The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance.<br />
*LOCALIZED (Overwrites BP tokens)<br />
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. <br />
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)<br />
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!<br />
*VASCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the VASCULAR token.<br />
*MUSCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the MUSCULAR token. Are you seeing a trend here?<br />
*SIZE_DILUTES (Optional)<br />
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.<br />
*SIZE_DELAYS (Optional)<br />
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.<br />
*DWF_STRETCH:X{{version|0.42.01}} (Optional)<br />
Multiplies the duration of the syndrome by X in Fortress mode. If X is 144, syndrome will last the same amount of ticks in fortress and adventure mode.<br />
*ABRUPT{{version|0.42.01}} (Optional)<br />
Makes the symptom begin immediately rather than ramping up. {{verify}}<br />
*CAN_BE_HIDDEN (Optional)<br />
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}<br />
*RESISTABLE (Optional)<br />
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.<br />
<br />
<br />
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.<br />
<br />
<br />
===Symptomatic Effects===<br />
<br />
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.<br />
<br />
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.<br />
<br />
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_BRUISING}}<br />
| Yes<br />
| Causes the targeted bodypart to undergo bruising.<br />
|-<br />
| {{text anchor|CE_BLISTERS}}<br />
| Yes<br />
| Covers the targeted bodypart with blisters.<br />
|-<br />
| {{text anchor|CE_OOZING}}<br />
| Yes<br />
| Causes pus to ooze from the afflicted bodypart.<br />
|-<br />
| {{text anchor|CE_BLEEDING}}<br />
| Yes<br />
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.<br />
|-<br />
| {{text anchor|CE_SWELLING}}<br />
| Yes<br />
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.<br />
|-<br />
| {{text anchor|CE_NECROSIS}}<br />
| Yes<br />
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.<br />
|-<br />
| {{text anchor|CE_NUMBNESS}}<br />
| Yes<br />
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.<br />
|-<br />
| {{text anchor|CE_PAIN}}<br />
| Yes<br />
| Afflicts the targeted bodypart with intense pain.<br />
|-<br />
| {{text anchor|CE_PARALYSIS}}<br />
| Yes<br />
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.<br />
|-<br />
| {{text anchor|CE_IMPAIR_FUNCTION}}<br />
| Yes<br />
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.<br />
|-<br />
| {{text anchor|CE_DIZZINESS}}<br />
| No<br />
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.<br />
|-<br />
| {{text anchor|CE_DROWSINESS}}<br />
| No<br />
| Causes the Drowsiness condition.<br />
|-<br />
| {{text anchor|CE_UNCONSCIOUSNESS}}<br />
| No<br />
| Renders unconscious.<br />
|-<br />
| {{text anchor|CE_FEVER}}<br />
| No<br />
| Causes the Fever condition.<br />
|-<br />
| {{text anchor|CE_NAUSEA}}<br />
| No<br />
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.<br />
|-<br />
| {{text anchor|CE_COUGH_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|-<br />
| {{text anchor|CE_VOMIT_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|}<br />
<br />
===Healing Effects===<br />
As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_REDUCE_PAIN}}<br />
| Yes<br />
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.<br />
|-<br />
| {{text anchor|CE_REDUCE_SWELLING}}<br />
| Yes<br />
| Decreases the severity of swelling on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_PARALYSIS}}<br />
| Yes<br />
| Decreases the severity of any paralysis effects on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_DIZZINESS}}<br />
| No<br />
| Decreases the severity of any dizziness the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_NAUSEA}}<br />
| No<br />
| Decreases the severity of any nausea the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_FEVER}}<br />
| No<br />
| Decreases the severity of any fever the creature has.<br />
|-<br />
| {{text anchor|CE_STOP_BLEEDING}}<br />
| Yes<br />
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.<br />
|-<br />
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}<br />
| Yes<br />
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_CURE_INFECTION}}<br />
| Yes?<br />
| Probably decreases the severity of the infection from infected wounds over time.<br />
|-<br />
| {{text anchor|CE_HEAL_TISSUES}}<br />
| Yes<br />
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_HEAL_NERVES}}<br />
| Yes<br />
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_REGROW_PARTS}}<br />
| Yes<br />
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.<br />
|}<br />
<br />
===Special Effects===<br />
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Arguments<br />
! Description<br />
|-<br />
| {{text anchor|CE_ADD_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:<br />
<br />
<br />
'''Special tags:'''<br />
<br />
*NO_AGING<br />
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].<br />
<br />
*STERILE<br />
Makes the creature unable to produce [[children|offspring]].<br />
<br />
*HAS_BLOOD<br />
*MORTAL<br />
*FIT_FOR_ANIMATION<br />
*FIT_FOR_RESURRECTION<br />
Adding these tags to a creature doesn't appear to do anything.<br />
<br />
<br />
'''Creature tokens:'''<br />
<br />
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]<br />
*[[Creature_token#CAN_LEARN|CAN_LEARN]]<br />
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]<br />
*[[Creature_token#CRAZED|CRAZED]]<br />
*[[Creature_token#EXTRAVISION|EXTRAVISION]]<br />
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]<br />
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])<br />
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]<br />
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]<br />
*[[Creature_token#NO_DRINK|NO_DRINK]]<br />
*[[Creature_token#NO_EAT|NO_EAT]]<br />
*[[Creature_token#NO_FEVERS|NO_FEVERS]]<br />
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]<br />
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]<br />
*[[Creature_token#NO_SLEEP|NO_SLEEP]]<br />
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]<br />
*[[Creature_token#NOBREATHE|NOBREATHE]]<br />
*[[Creature_token#NOEMOTION|NOEMOTION]]<br />
*[[Creature_token#NOEXERT|NOEXERT]]<br />
*[[Creature_token#NOFEAR|NOFEAR]]<br />
*[[Creature_token#NONAUSEA|NONAUSEA]]<br />
*[[Creature_token#NOPAIN|NOPAIN]]<br />
*[[Creature_token#NOSTUN|NOSTUN]]<br />
*[[Creature_token#NOT_LIVING|NOT_LIVING]]<br />
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]<br />
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]<br />
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]<br />
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]<br />
*[[Creature_token#TRANCES|TRANCES]]<br />
*[[Creature_token#UTTERANCES|UTTERANCES]]<br />
<br />
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.<br />
<br />
|-<br />
| {{text anchor|CE_REMOVE_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.<br />
<br />
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.<br />
<br />
Removing tags will cause the creature to fail/pass any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).<br />
<br />
<br />
'''Special tags:'''<br />
<br />
* HAS_BLOOD<br />
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.<br />
<br />
* NO_AGING<br />
* STERILE<br />
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.<br />
<br />
* MORTAL<br />
* FIT_FOR_ANIMATION<br />
* FIT_FOR_RESURRECTION<br />
Removing these tags doesn't appear to do anything.<br />
<br />
|- a<br />
| {{text anchor|CE_DISPLAY_NAME}}<br />
| No<br />
| NAME:singular:plural:adjective<br />
| Attaches the specified name to the creature's normal name.<br />
<br />
|-<br />
| {{text anchor|CE_DISPLAY_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Causes the creature to display the specified tile instead of its normal one.<br />
<br />
|-<br />
| {{text anchor|CE_FLASH_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile><br />
| Causes the creature to flash between its normal tile and the one specified here.<br />
<br />
|-<br />
| {{text anchor|CE_PHYS_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_MENT_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_SPEED_CHANGE}}<br />
| No<br />
| speed modifier:number<br />
| Changes the creature's speed.<br />
Speed modifier contains one or both of:<br />
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)<br />
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)<br />
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.<br />
<br />
|-<br />
| {{text anchor|CE_SKILL_ROLL_ADJUST}}<br />
| No<br />
| PERC:percentage:PERC_ON:percentage<br />
| Alters the creature's specified skill level. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}<br />
| No<br />
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) <br />
| Alters the size of the creature.<br />
<br />
|-<br />
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}<br />
| Yes<br />
| body part:APPEARANCE_MODIFIER:attribute:number<br />
| Alters the characteristics (height, width etc.) of a body part.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_TRANSFORMATION}}<br />
| No<br />
|<br />
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the additional tokens listed below (of which multiple may be specified).<br />
<br />
Note that transformation into or out of the target form causes the creature to drop all items in its inventory and instantly heals all of its wounds. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.<br />
<br />
<br />
'''Specific transformation:'''<br />
<br />
* '''CE:CREATURE:'''<creature>:<caste><br><br />
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. <br />
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] <br />
<br />
<br />
'''Random transformation:'''<br />
<br />
* '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Excludes creatures with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] from the random selection pool. May be used multiple times per transformation effect; creature which possesses any of the indicated flags will never be transformed into.<br />
<br />
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''<minimum [[Gait#Speed|gait speed]]>{{version|0.47.01}}<br><br />
Narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] less than or equal to the specified <minimum gait speed> ("less than" because lower is faster in the scale used for [[Gait#Speed|gait speed]]). This is used in generated [[Die#Adventurer_Mode|divination curses]] to prevent the player from being transformed into a creature that is frustratingly slow to play as. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''<maximum [[Gait#Speed|gait speed]]>{{version|0.47.01}}<br><br />
Excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] value less than or equal to the specified <maximum gait speed> (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
|-<br />
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}<br />
| No<br />
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B><br />
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.<br />
<br />
|-<br />
| {{text anchor|CE_CAN_DO_INTERACTION}}<br />
| No<br />
| <br />
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.<br />
|-<br />
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}}<br />
| Yes<br />
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts><br />
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example<br />
<br />
|-<br />
| {{text anchor|CE_BODY_MAT_INTERACTION}}<br />
| No<br />
| MAT_TOKEN:<body material token><br />
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.<br />
<br />
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.<br />
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.<br />
<br />
The following tokens should be placed after this effect:<br />
* '''CE:SYNDROME_TAG:'''<transmission method> is used to specify what must be done with the body material to trigger the interaction. Replace "<transmission method>" with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''<br />
* '''CE:INTERACTION:'''<[[Interaction_token#INTERACTION|interaction ID]]> is used to specify which interaction is to be run (replace "<interaction ID>" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.<br />
<br />
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood".<br />
<br />
|-<br />
| {{text anchor|CE_SENSE_CREATURE_CLASS}}<br />
| No<br />
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:<br />
[[Tilesets|<tile value or character>]]:<br />
[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}<br />
| No<br />
| EMOTION:<[[emotion]]><br />
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.<br />
<br />
|-<br />
| {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}}<br />
| No<br />
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount><br />
| Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative - for example, generated [[necromancer]] syndromes come with the following effect:<br><br />
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code><br />
<br />
|-<br />
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}<br />
| No<br />
|<br />
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]<br />
|}<br />
<br />
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.<br />
<br />
===Periodic Triggers===<br />
<br />
'''[CE:{{text anchor|PERIODIC}}:<period_type>:<min_value>:<max_value>]'''<br />
<br />
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.<br />
<br />
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with <code>[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]</code>, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).<br />
<br />
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.<br />
<br />
MOON_PHASE is currently the only valid period type:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Period<br />
! Description<br />
|-<br />
| {{text anchor|MOON_PHASE}}<br />
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:<br />
* '''0''' = full moon<br />
* '''1-4''' = waning gibbous<br />
* '''5-8''' = waning half<br />
* '''9-12''' = waning crescent<br />
* '''13-14''' = new moon<br />
* '''15-18''' = waxing crescent<br />
* '''19-22''' = waxing half<br />
* '''23-26''' = waxing gibbous<br />
* '''27''' = full moon<br />
|}<br />
<br />
===Counter Triggers===<br />
<br />
'''[CE:{{text anchor|COUNTER_TRIGGER}}:<counter_name>:<min_value>:<max_value>:REQUIRED]'''<br />
<br />
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.<br />
<br />
For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.<br />
<br />
Note that <code>NONE</code> can be used in place of <max_value> to indicate that any value above <min_value> is valid. <code>NONE</code> can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.<br />
<br />
<code>REQUIRED</code> implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with <code>NONE</code> doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.<br />
<br />
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying <code>0</code> or <code>NONE</code> as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.<br />
<br />
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.<br />
<br />
The following is a list of valid counter types including a couple of notable values:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Counter<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ALCOHOLIC}}<br />
| For {{token|ALCOHOL_DEPENDENT|c}} creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values:<br />
* 100800 (3 months) = and is starting to work slowly due to its scarcity<br />
* 201600 (6 months) = and really wants a drink<br />
* 302400 (9 months) = and has gone without a drink for far, far too long<br />
* 403200 (1 year) = and can't even remember the last time (s)he had some<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| For creatures with the {{token|CAVE_ADAPT|c}} token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.<br />
* 403200 (1 year) = going outside causes irritation<br />
* 604800 (1.5 years) = going outside causes nausea<br />
<br />
|-<br />
| {{text anchor|MILK_COUNTER}}<br />
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's {{token|MILKABLE|c}} token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is immediately removed, making the creature available for milking again.<br />
<br />
|-<br />
| {{text anchor|EGG_SPENT}}<br />
| This counter is created and set to 100800 (3 months' worth of [[time|tick]]s in fortress mode) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point it is removed and the creature regains the ability to lay eggs.<br />
<br />
|-<br />
| {{text anchor|GROUNDED_ANIMAL_ANGER}}<br />
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.<br />
<br />
|-<br />
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}<br />
| This counter rises by 1 every [[time|tick]] for creatures with the {{token|BLOODSUCKER|c}} token. When it rises high enough (generally around 100800; 3 months in fortress mode time), the creature will seek an [[sleep|unconscious]] victim to leech off of. Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.<br />
<br />
When playing as a bloodsucker in [[adventure mode]], the following bloodthirst indicators are displayed when this counter reaches the specified values:<br />
* 172800 (1 day in adventure mode time) = {{DFtext|Thirsty|4:0}}<br />
* 1209600 (1 week) = {{DFtext|Thirsty!|4:1}}<br />
* 2419200 (2 weeks) = {{DFtext|Thirsty!|5:1}}<br />
Various penalties are applied as bloodthirst increases; see the [[vampire]] article for more information.<br />
<br />
|-<br />
| {{text anchor|DRINKING_BLOOD}}<br />
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]) until it reaches 0, at which point the counter is removed.<br />
<br />
|-<br />
| {{text anchor|PARTIED_OUT}}<br />
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.<br />
|}<br />
<br />
{{mod}}<br />
<br />
==Inorganic syndromes and you!==<br />
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition. The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced. This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release. <br />
<br />
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.<br />
[MELTING_POINT:NONE]<br />
[BOILING_POINT:10000]<br />
[MAT_FIXED_TEMP:10001]<br />
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier!<br />
<br />
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.<br />
<br />
==Spreading diseases==<br />
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_CAN_DO_INTERACTION:START:1500:END:25000]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:INTERACTION:PLAGUE]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.<br />
<br />
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:<br />
<br />
[CAN_DO_INTERACTION:PLAGUE]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.<br />
<br />
===In 0.47.01===<br />
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.<br />
<br />
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]<br />
<br />
<br />
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.<br />
<br />
==Multi-caste/multi-creature body transformations==<br />
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:<br />
[SYNDROME]<br />
[SYN_NAME:draconic curse]<br />
[SYN_CLASS:DRACONIC_CURSE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:FEMALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:FEMALE]<br />
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it.<br />
<br />
==See Also==<br />
<br />
* [[Syndrome examples]]<br />
* [[Interaction token]]<br />
* [[Modding]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Creature attributes}}<br />
{{Category|Tokens}}<br />
[[ru:DF2012:Syndrome]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome&diff=257699Syndrome2021-04-05T12:14:41Z<p>Kabocca: /* Special Effects */</p>
<hr />
<div>{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}<br />
{{av}}<br />
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]<br />
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. <br />
<br />
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''<br />
<br />
==List of syndromes==<br />
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion.<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Syndrome<br />
! Venom<br />
! Acquired<br />
! Short-term Symptoms<br />
! Long-term Symptoms<br />
! Chronic Symptoms <br />
|-<br />
| Adder bite<br />
| adder venom (injected)<br />
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]<br />
| Strong pain<br />
| Swelling<br>Blisters<br>Nausea<br />
| None<br />
|-<br />
| Bark scorpion sting<br />
| bark scorpion venom (injected)<br />
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]<br />
| Strong pain<br />
| None<br />
| None<br />
|-<br />
| Black mamba bite<br />
| black mamba venom (injected)<br />
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]<br />
| Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Blob blisters<br />
| cave blob fluid<br />(contact or ingested)<br />
| Touching a [[cave blob]]<br />
| Mild pain<br/>Mild blisters<br />
| None<br />
| None<br />
|-<br />
| Brown recluse spider bite<br />
| brown recluse spider venom (injected)<br />
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]<br />
| Nausea<br>Fever<br>Pain<br><br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Bumblebee sting<br />
| bumblebee venom (injected)<br />
| Being stung by a [[bumblebee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Bushmaster bite<br />
| bushmaster venom (injected)<br />
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]<br />
| Strong pain<br>Mild bleeding<br>Dizziness<br>Nausea<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Cave floater sickness<br />
| cave floater gas<br />(inhaled or ingested)<br />
| Expelled from [[cave floater]]<br />
| Mild nausea<br />
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)<br />
| None<br />
|-<br />
| Cave spider bite<br />
| cave spider venom<br />(injected)<br />
| Being bitten by a [[cave spider]]<br />
| None<br />
| None<br />
| Very mild dizziness<br />
|-<br />
| Copperhead snake bite<br />
| copperhead snake venom (injected)<br />
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]<br />
| Pain<br>Swelling<br>Nausea<br />
| None<br />
| None<br />
|-<br />
| Giant cave spider bite<br />
| giant cave spider venom<br />(injected)<br />
| Being bitten by a [[giant cave spider]]<br />
| Size-dependant paralysis.<br />
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.<br />
| None, not that it really matters.<br />
|-<br />
| Gila monster bite<br />
| gila monster venom (injected)<br />
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]<br />
| Pain<br>Mild swelling<br />
| None<br />
| None<br />
|-<br />
| Gnomeblight<br />
| [[gnomeblight]]<br />(contact, inhaled, injected, or ingested)<br />
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.<br />
| None<br />
| Severe systemic necrosis<sup>2</sup><br />
| None<br />
|-<br />
| Giant desert scorpion sting<br />
| giant desert scorpion venom<br />(injected)<br />
| Being stung by a [[giant desert scorpion]] <br />
| Necrosis of the brain and nervous system<br />
| '''Certain death'''<br />
| None, not that it really matters.<br />
|- <br />
| Helmet snake bite<br />
| helmet snake venom<br />(injected)<br />
| Being bitten by a [[helmet snake]]<br />
| Minor bleeding<br />
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb <br />
| None<br />
|-<br />
| Honey bee sting<br />
| honey bee venom (injected)<br />
| Being stung by a [[honey bee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Inebriation{{version|0.42.01}}<br />
| [[Alcohol]] (consumed/injected)<br />
| Consuming alcoholic drinks<br />
| Nausea<br>Dizziness<br>Unconsciousness<br>Personality changes<br>Euphoria<br>Erratic behavior<br>Trouble breathing<br />
| None<br />
| None<br />
|-<br />
| Iron man cough<br />
| iron man gas<br />(inhaled)<br />
| Expelled by [[iron man]]<br />
| Coughing blood<br />
| None<br />
| None<br />
|-<br />
| King cobra bite<br />
| king cobra venom<br />(injected)<br />
| Being bitten by a [[king cobra]]<br />
| Complete paralysis<sup>1</sup><br/>Pain, dizziness, drowsiness<br />
| None<br />
| None<br />
|-<br />
| Phantom spider bite<br />
| phantom spider venom<br />(injected)<br />
| Being bitten by a [[phantom spider]]<br />
| None<br />
| Numbness and mild dizziness<br />
| None<br />
|-<br />
| Platypus sting<br />
| platypus venom<br />(injected)<br />
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]<br />
| Pain and swelling<br />
| Extreme pain, swelling possibly to the point of necrosis<br />
| None<br />
|-<br />
| Rattlesnake bite<br />
| rattlesnake venom<br />(injected)<br />
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]<br />
| Pain, nausea, blisters, swelling, bruising<br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Serpent man bite<br />
| serpent man venom<br />(injected)<br />
| Being bitten by a [[serpent man]]<br />
| Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Mummy's curse<br />
| [[DF2014:Mummy|Disturbance interaction]].<br />
| Being cursed by a [[mummy]], when caught raiding their tombs<br />
| None<br />
| None<br />
| 20% chance of any skill roll failing, regardless of skill.<br />
|-<br />
| Vampirism<br />
| [[Deity|Divine]] curse<br />
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[vampire]].<br />
|-<br />
| Werebeast curse<br />
| [[Deity|Divine]] curse<br />
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[werebeast]].<br />
|-<br />
| Necromancy<br />
| [[Deity|Divine]] 'curse'<br />
| Reading a book/slab that contains the secrets of life and death.<br />
| None<br />
| None<br />
| Reader becomes a [[necromancer]].<br />
|-<br />
| evil rain sickness<sup>3</sup><br />
|rowspan=7| Random<br />
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|-<br />
| evil cloud sickness<sup>4</sup><br />
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]<br />
|-<br />
| beast sickness<sup>5</sup><br />
| Encounters with [[forgotten beast]]s<br />
|-<br />
| titan sickness<sup>5</sup><br />
| Encounters with [[titan]]s<br />
|-<br />
| night sickness<sup>5</sup><br />
| Encounters with [[nightmare]]s or [[experiment]]s<br />
|-<br />
| demon sickness<sup>5</sup><br />
| Encounters with [[demon]]s<br />
|-<br />
| divine sickness<sup>5</sup><br />
| Encounters with [[angel]]s<br />
|}<br />
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.<br />
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. <br />
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. <br />
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. <br />
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).<br />
<br />
==The anatomy of a syndrome==<br />
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.<br />
<br />
<br />
'''1) Transmission via Materials'''<br />
<br />
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.<br />
<br />
<br />
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:<br />
<br />
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_NAME:LIQUID:giant cave spider venom]<br />
[STATE_ADJ:LIQUID:giant cave spider venom]<br />
[STATE_NAME:GAS:boiling giant cave spider venom]<br />
[STATE_ADJ:GAS:boiling giant cave spider venom]<br />
[PREFIX:NONE]<br />
[ENTERS_BLOOD]<br />
'''[SYNDROME]'''<br />
'''[SYN_NAME:giant cave spider bite]'''<br />
'''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''<br />
'''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''<br />
'''[SYN_INJECTED]'''<br />
'''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''<br />
<br />
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.<br />
<br />
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.<br />
<br />
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).<br />
<br />
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).<br />
<br />
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.<br />
<br />
<br />
'''2) Transmission via Interactions'''<br />
<br />
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.<br />
<br />
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.<br />
<br />
==Basic syndrome tokens==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|SYNDROME}}<br />
| <br />
| Used to begin defining a new syndrome.<br />
<br />
|-<br />
| {{text anchor|SYN_NAME}}<br />
| <your text><br />
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.<br />
<br />
|-<br />
| {{text anchor|SYN_CLASS}}<br />
| <your text><br />
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.<br />
<br />
|-<br />
| {{text anchor|SYN_CONTACT}}<br />
| <br />
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.<br />
<br />
Methods of getting a material contaminant onto a creature's body include: <br />
* [[Creature token#SECRETION|secretions]]<br />
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)<br />
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust clouds]] (contaminate all external body parts, even if covered)<br />
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])<br />
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)<br />
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)<br />
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)<br />
* striking the creature's body with a contaminated item (see below)<br />
<br />
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.<br />
<br />
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).<br />
<br />
|-<br />
| {{text anchor|SYN_INGESTED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.<br />
<br />
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.<br />
<br />
|-<br />
| {{text anchor|SYN_INHALED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.<br />
<br />
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.<br />
<br />
|-<br />
| {{text anchor|SYN_INJECTED}}<br />
| <br />
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. <br />
<br />
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon "lodged into the wound" isn't a requirement.<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.<br />
<br />
DWARF:FEMALE is an example of a valid <creature>:<caste> combination; "ALL" can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, "ALL" can be used in place of a specific caste.<br />
<br />
|-<br />
| {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}}<br />
| <br />
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.<br />
<br />
|-<br />
| {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}}<br />
| <your text><br />
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.<br />
<br />
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.<br />
<br />
A creature can only possess a single syndrome with a particular identifier at any given time. As such, if a creature contracts a syndrome with a particular identifier and is subsequently exposed to another syndrome with a matching identifier whilst that first syndrome is still active, then this later obtained syndrome will '''not''' be contracted. If the latter comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will instead adjust the first syndrome's concentration as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would only increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated.<br />
<br />
|-<br />
| {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}}<br />
| <amount>:<max><br />
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level.<br />
<br />
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by <amount> whenever the creature is exposed to it, until its specified <max> concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher <max> value, the concentration will of course increase further.<br />
<br />
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with <code>[SYN_IDENTIFIER:INEBRIATION]</code> and <code>[SYN_CONCENTRATION_ADDED:100:1000]</code>. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, "Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off."<br />
<br />
Some of the generated interaction-derived syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
|}<br />
<br />
==Creature effect tokens==<br />
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows:<br />
<br />
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]<br />
<br />
<br />
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.<br />
<br />
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.<br />
<br />
*CE_X<br />
The effect type. This can be a number of different tokens, as detailed in the table below this list.<br />
*SEV:X<br />
The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.<br />
*PROB:X<br />
The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance.<br />
*LOCALIZED (Overwrites BP tokens)<br />
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. <br />
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)<br />
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!<br />
*VASCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the VASCULAR token.<br />
*MUSCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the MUSCULAR token. Are you seeing a trend here?<br />
*SIZE_DILUTES (Optional)<br />
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.<br />
*SIZE_DELAYS (Optional)<br />
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.<br />
*DWF_STRETCH:X{{version|0.42.01}} (Optional)<br />
Multiplies the duration of the syndrome by X in Fortress mode. If X is 144, syndrome will last the same amount of ticks in fortress and adventure mode.<br />
*ABRUPT{{version|0.42.01}} (Optional)<br />
Makes the symptom begin immediately rather than ramping up. {{verify}}<br />
*CAN_BE_HIDDEN (Optional)<br />
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}<br />
*RESISTABLE (Optional)<br />
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.<br />
<br />
<br />
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.<br />
<br />
<br />
===Symptomatic Effects===<br />
<br />
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.<br />
<br />
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.<br />
<br />
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_BRUISING}}<br />
| Yes<br />
| Causes the targeted bodypart to undergo bruising.<br />
|-<br />
| {{text anchor|CE_BLISTERS}}<br />
| Yes<br />
| Covers the targeted bodypart with blisters.<br />
|-<br />
| {{text anchor|CE_OOZING}}<br />
| Yes<br />
| Causes pus to ooze from the afflicted bodypart.<br />
|-<br />
| {{text anchor|CE_BLEEDING}}<br />
| Yes<br />
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.<br />
|-<br />
| {{text anchor|CE_SWELLING}}<br />
| Yes<br />
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.<br />
|-<br />
| {{text anchor|CE_NECROSIS}}<br />
| Yes<br />
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.<br />
|-<br />
| {{text anchor|CE_NUMBNESS}}<br />
| Yes<br />
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.<br />
|-<br />
| {{text anchor|CE_PAIN}}<br />
| Yes<br />
| Afflicts the targeted bodypart with intense pain.<br />
|-<br />
| {{text anchor|CE_PARALYSIS}}<br />
| Yes<br />
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.<br />
|-<br />
| {{text anchor|CE_IMPAIR_FUNCTION}}<br />
| Yes<br />
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.<br />
|-<br />
| {{text anchor|CE_DIZZINESS}}<br />
| No<br />
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.<br />
|-<br />
| {{text anchor|CE_DROWSINESS}}<br />
| No<br />
| Causes the Drowsiness condition.<br />
|-<br />
| {{text anchor|CE_UNCONSCIOUSNESS}}<br />
| No<br />
| Renders unconscious.<br />
|-<br />
| {{text anchor|CE_FEVER}}<br />
| No<br />
| Causes the Fever condition.<br />
|-<br />
| {{text anchor|CE_NAUSEA}}<br />
| No<br />
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.<br />
|-<br />
| {{text anchor|CE_COUGH_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|-<br />
| {{text anchor|CE_VOMIT_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|}<br />
<br />
===Healing Effects===<br />
As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_REDUCE_PAIN}}<br />
| Yes<br />
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.<br />
|-<br />
| {{text anchor|CE_REDUCE_SWELLING}}<br />
| Yes<br />
| Decreases the severity of swelling on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_PARALYSIS}}<br />
| Yes<br />
| Decreases the severity of any paralysis effects on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_DIZZINESS}}<br />
| No<br />
| Decreases the severity of any dizziness the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_NAUSEA}}<br />
| No<br />
| Decreases the severity of any nausea the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_FEVER}}<br />
| No<br />
| Decreases the severity of any fever the creature has.<br />
|-<br />
| {{text anchor|CE_STOP_BLEEDING}}<br />
| Yes<br />
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.<br />
|-<br />
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}<br />
| Yes<br />
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_CURE_INFECTION}}<br />
| Yes?<br />
| Probably decreases the severity of the infection from infected wounds over time.<br />
|-<br />
| {{text anchor|CE_HEAL_TISSUES}}<br />
| Yes<br />
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_HEAL_NERVES}}<br />
| Yes<br />
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_REGROW_PARTS}}<br />
| Yes<br />
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.<br />
|}<br />
<br />
===Special Effects===<br />
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Arguments<br />
! Description<br />
|-<br />
| {{text anchor|CE_ADD_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:<br />
<br />
<br />
'''Special tags:'''<br />
<br />
*NO_AGING<br />
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].<br />
<br />
*STERILE<br />
Makes the creature unable to produce [[children|offspring]].<br />
<br />
*HAS_BLOOD<br />
*MORTAL<br />
*FIT_FOR_ANIMATION<br />
*FIT_FOR_RESURRECTION<br />
Adding these tags to a creature doesn't appear to do anything.<br />
<br />
<br />
'''Creature tokens:'''<br />
<br />
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]<br />
*[[Creature_token#CAN_LEARN|CAN_LEARN]]<br />
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]<br />
*[[Creature_token#CRAZED|CRAZED]]<br />
*[[Creature_token#EXTRAVISION|EXTRAVISION]]<br />
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]<br />
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])<br />
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]<br />
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]<br />
*[[Creature_token#NO_DRINK|NO_DRINK]]<br />
*[[Creature_token#NO_EAT|NO_EAT]]<br />
*[[Creature_token#NO_FEVERS|NO_FEVERS]]<br />
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]<br />
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]<br />
*[[Creature_token#NO_SLEEP|NO_SLEEP]]<br />
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]<br />
*[[Creature_token#NOBREATHE|NOBREATHE]]<br />
*[[Creature_token#NOEMOTION|NOEMOTION]]<br />
*[[Creature_token#NOEXERT|NOEXERT]]<br />
*[[Creature_token#NOFEAR|NOFEAR]]<br />
*[[Creature_token#NONAUSEA|NONAUSEA]]<br />
*[[Creature_token#NOPAIN|NOPAIN]]<br />
*[[Creature_token#NOSTUN|NOSTUN]]<br />
*[[Creature_token#NOT_LIVING|NOT_LIVING]]<br />
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]<br />
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]<br />
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]<br />
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]<br />
*[[Creature_token#TRANCES|TRANCES]]<br />
*[[Creature_token#UTTERANCES|UTTERANCES]]<br />
<br />
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.<br />
<br />
|-<br />
| {{text anchor|CE_REMOVE_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.<br />
<br />
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.<br />
<br />
Removing tags will cause the creature to fail/pass any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).<br />
<br />
<br />
'''Special tags:'''<br />
<br />
* HAS_BLOOD<br />
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.<br />
<br />
* NO_AGING<br />
* STERILE<br />
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.<br />
<br />
* MORTAL<br />
* FIT_FOR_ANIMATION<br />
* FIT_FOR_RESURRECTION<br />
Removing these tags doesn't appear to do anything.<br />
<br />
|- a<br />
| {{text anchor|CE_DISPLAY_NAME}}<br />
| No<br />
| NAME:singular:plural:adjective<br />
| Attaches the specified name to the creature's normal name.<br />
<br />
|-<br />
| {{text anchor|CE_DISPLAY_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Causes the creature to display the specified tile instead of its normal one.<br />
<br />
|-<br />
| {{text anchor|CE_FLASH_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile><br />
| Causes the creature to flash between its normal tile and the one specified here.<br />
<br />
|-<br />
| {{text anchor|CE_PHYS_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_MENT_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_SPEED_CHANGE}}<br />
| No<br />
| speed modifier:number<br />
| Changes the creature's speed.<br />
Speed modifier contains one or both of:<br />
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)<br />
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)<br />
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.<br />
<br />
|-<br />
| {{text anchor|CE_SKILL_ROLL_ADJUST}}<br />
| No<br />
| PERC:percentage:PERC_ON:percentage<br />
| Alters the creature's specified skill level. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}<br />
| No<br />
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) <br />
| Alters the size of the creature.<br />
<br />
|-<br />
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}<br />
| Yes<br />
| body part:APPEARANCE_MODIFIER:attribute:number<br />
| Alters the characteristics (height, width etc.) of a body part.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_TRANSFORMATION}}<br />
| No<br />
|<br />
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the additional tokens listed below (of which multiple may be specified).<br />
<br />
Note that transformation causes the creature to drop all items in its inventory and instantly heals all of its wounds, when morphing both into and out of the target form. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.<br />
<br />
<br />
'''Specific transformation:'''<br />
<br />
* '''CE:CREATURE:'''<creature>:<caste><br><br />
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. <br />
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] <br />
<br />
<br />
'''Random transformation:'''<br />
<br />
* '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Excludes creatures with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] from the random selection pool. May be used multiple times per transformation effect; creature which possesses any of the indicated flags will never be transformed into.<br />
<br />
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''<minimum [[Gait#Speed|gait speed]]>{{version|0.47.01}}<br><br />
Narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] less than or equal to the specified <minimum gait speed> ("less than" because lower is faster in the scale used for [[Gait#Speed|gait speed]]). This is used in generated [[Die#Adventurer_Mode|divination curses]] to prevent the player from being transformed into a creature that is frustratingly slow to play as. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''<maximum [[Gait#Speed|gait speed]]>{{version|0.47.01}}<br><br />
Excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] value less than or equal to the specified <maximum gait speed> (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
|-<br />
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}<br />
| No<br />
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B><br />
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.<br />
<br />
|-<br />
| {{text anchor|CE_CAN_DO_INTERACTION}}<br />
| No<br />
| <br />
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.<br />
|-<br />
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}}<br />
| Yes<br />
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts><br />
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example<br />
<br />
|-<br />
| {{text anchor|CE_BODY_MAT_INTERACTION}}<br />
| No<br />
| MAT_TOKEN:<body material token><br />
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.<br />
<br />
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.<br />
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.<br />
<br />
The following tokens should be placed after this effect:<br />
* '''CE:SYNDROME_TAG:'''<transmission method> is used to specify what must be done with the body material to trigger the interaction. Replace "<transmission method>" with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''<br />
* '''CE:INTERACTION:'''<[[Interaction_token#INTERACTION|interaction ID]]> is used to specify which interaction is to be run (replace "<interaction ID>" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.<br />
<br />
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood".<br />
<br />
|-<br />
| {{text anchor|CE_SENSE_CREATURE_CLASS}}<br />
| No<br />
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:<br />
[[Tilesets|<tile value or character>]]:<br />
[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}<br />
| No<br />
| EMOTION:<[[emotion]]><br />
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.<br />
<br />
|-<br />
| {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}}<br />
| No<br />
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount><br />
| Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative - for example, generated [[necromancer]] syndromes come with the following effect:<br><br />
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code><br />
<br />
|-<br />
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}<br />
| No<br />
|<br />
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]<br />
|}<br />
<br />
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.<br />
<br />
===Periodic Triggers===<br />
<br />
'''[CE:{{text anchor|PERIODIC}}:<period_type>:<min_value>:<max_value>]'''<br />
<br />
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.<br />
<br />
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with <code>[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]</code>, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).<br />
<br />
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.<br />
<br />
MOON_PHASE is currently the only valid period type:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Period<br />
! Description<br />
|-<br />
| {{text anchor|MOON_PHASE}}<br />
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:<br />
* '''0''' = full moon<br />
* '''1-4''' = waning gibbous<br />
* '''5-8''' = waning half<br />
* '''9-12''' = waning crescent<br />
* '''13-14''' = new moon<br />
* '''15-18''' = waxing crescent<br />
* '''19-22''' = waxing half<br />
* '''23-26''' = waxing gibbous<br />
* '''27''' = full moon<br />
|}<br />
<br />
===Counter Triggers===<br />
<br />
'''[CE:{{text anchor|COUNTER_TRIGGER}}:<counter_name>:<min_value>:<max_value>:REQUIRED]'''<br />
<br />
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.<br />
<br />
For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.<br />
<br />
Note that <code>NONE</code> can be used in place of <max_value> to indicate that any value above <min_value> is valid. <code>NONE</code> can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.<br />
<br />
<code>REQUIRED</code> implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with <code>NONE</code> doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.<br />
<br />
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying <code>0</code> or <code>NONE</code> as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.<br />
<br />
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.<br />
<br />
The following is a list of valid counter types including a couple of notable values:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Counter<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ALCOHOLIC}}<br />
| For {{token|ALCOHOL_DEPENDENT|c}} creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values:<br />
* 100800 (3 months) = and is starting to work slowly due to its scarcity<br />
* 201600 (6 months) = and really wants a drink<br />
* 302400 (9 months) = and has gone without a drink for far, far too long<br />
* 403200 (1 year) = and can't even remember the last time (s)he had some<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| For creatures with the {{token|CAVE_ADAPT|c}} token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.<br />
* 403200 (1 year) = going outside causes irritation<br />
* 604800 (1.5 years) = going outside causes nausea<br />
<br />
|-<br />
| {{text anchor|MILK_COUNTER}}<br />
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's {{token|MILKABLE|c}} token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is immediately removed, making the creature available for milking again.<br />
<br />
|-<br />
| {{text anchor|EGG_SPENT}}<br />
| This counter is created and set to 100800 (3 months' worth of [[time|tick]]s in fortress mode) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point it is removed and the creature regains the ability to lay eggs.<br />
<br />
|-<br />
| {{text anchor|GROUNDED_ANIMAL_ANGER}}<br />
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.<br />
<br />
|-<br />
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}<br />
| This counter rises by 1 every [[time|tick]] for creatures with the {{token|BLOODSUCKER|c}} token. When it rises high enough (generally around 100800; 3 months in fortress mode time), the creature will seek an [[sleep|unconscious]] victim to leech off of. Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.<br />
<br />
When playing as a bloodsucker in [[adventure mode]], the following bloodthirst indicators are displayed when this counter reaches the specified values:<br />
* 172800 (1 day in adventure mode time) = {{DFtext|Thirsty|4:0}}<br />
* 1209600 (1 week) = {{DFtext|Thirsty!|4:1}}<br />
* 2419200 (2 weeks) = {{DFtext|Thirsty!|5:1}}<br />
Various penalties are applied as bloodthirst increases; see the [[vampire]] article for more information.<br />
<br />
|-<br />
| {{text anchor|DRINKING_BLOOD}}<br />
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]) until it reaches 0, at which point the counter is removed.<br />
<br />
|-<br />
| {{text anchor|PARTIED_OUT}}<br />
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.<br />
|}<br />
<br />
{{mod}}<br />
<br />
==Inorganic syndromes and you!==<br />
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition. The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced. This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release. <br />
<br />
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.<br />
[MELTING_POINT:NONE]<br />
[BOILING_POINT:10000]<br />
[MAT_FIXED_TEMP:10001]<br />
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier!<br />
<br />
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.<br />
<br />
==Spreading diseases==<br />
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_CAN_DO_INTERACTION:START:1500:END:25000]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:INTERACTION:PLAGUE]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.<br />
<br />
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:<br />
<br />
[CAN_DO_INTERACTION:PLAGUE]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.<br />
<br />
===In 0.47.01===<br />
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.<br />
<br />
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]<br />
<br />
<br />
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.<br />
<br />
==Multi-caste/multi-creature body transformations==<br />
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:<br />
[SYNDROME]<br />
[SYN_NAME:draconic curse]<br />
[SYN_CLASS:DRACONIC_CURSE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:FEMALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:FEMALE]<br />
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it.<br />
<br />
==See Also==<br />
<br />
* [[Syndrome examples]]<br />
* [[Interaction token]]<br />
* [[Modding]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Creature attributes}}<br />
{{Category|Tokens}}<br />
[[ru:DF2012:Syndrome]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome&diff=257698Syndrome2021-04-05T12:10:26Z<p>Kabocca: /* Special Effects */ Random transformation token explanations</p>
<hr />
<div>{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}<br />
{{av}}<br />
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]<br />
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. <br />
<br />
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''<br />
<br />
==List of syndromes==<br />
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion.<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Syndrome<br />
! Venom<br />
! Acquired<br />
! Short-term Symptoms<br />
! Long-term Symptoms<br />
! Chronic Symptoms <br />
|-<br />
| Adder bite<br />
| adder venom (injected)<br />
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]<br />
| Strong pain<br />
| Swelling<br>Blisters<br>Nausea<br />
| None<br />
|-<br />
| Bark scorpion sting<br />
| bark scorpion venom (injected)<br />
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]<br />
| Strong pain<br />
| None<br />
| None<br />
|-<br />
| Black mamba bite<br />
| black mamba venom (injected)<br />
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]<br />
| Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Blob blisters<br />
| cave blob fluid<br />(contact or ingested)<br />
| Touching a [[cave blob]]<br />
| Mild pain<br/>Mild blisters<br />
| None<br />
| None<br />
|-<br />
| Brown recluse spider bite<br />
| brown recluse spider venom (injected)<br />
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]<br />
| Nausea<br>Fever<br>Pain<br><br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Bumblebee sting<br />
| bumblebee venom (injected)<br />
| Being stung by a [[bumblebee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Bushmaster bite<br />
| bushmaster venom (injected)<br />
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]<br />
| Strong pain<br>Mild bleeding<br>Dizziness<br>Nausea<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Cave floater sickness<br />
| cave floater gas<br />(inhaled or ingested)<br />
| Expelled from [[cave floater]]<br />
| Mild nausea<br />
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)<br />
| None<br />
|-<br />
| Cave spider bite<br />
| cave spider venom<br />(injected)<br />
| Being bitten by a [[cave spider]]<br />
| None<br />
| None<br />
| Very mild dizziness<br />
|-<br />
| Copperhead snake bite<br />
| copperhead snake venom (injected)<br />
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]<br />
| Pain<br>Swelling<br>Nausea<br />
| None<br />
| None<br />
|-<br />
| Giant cave spider bite<br />
| giant cave spider venom<br />(injected)<br />
| Being bitten by a [[giant cave spider]]<br />
| Size-dependant paralysis.<br />
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.<br />
| None, not that it really matters.<br />
|-<br />
| Gila monster bite<br />
| gila monster venom (injected)<br />
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]<br />
| Pain<br>Mild swelling<br />
| None<br />
| None<br />
|-<br />
| Gnomeblight<br />
| [[gnomeblight]]<br />(contact, inhaled, injected, or ingested)<br />
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.<br />
| None<br />
| Severe systemic necrosis<sup>2</sup><br />
| None<br />
|-<br />
| Giant desert scorpion sting<br />
| giant desert scorpion venom<br />(injected)<br />
| Being stung by a [[giant desert scorpion]] <br />
| Necrosis of the brain and nervous system<br />
| '''Certain death'''<br />
| None, not that it really matters.<br />
|- <br />
| Helmet snake bite<br />
| helmet snake venom<br />(injected)<br />
| Being bitten by a [[helmet snake]]<br />
| Minor bleeding<br />
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb <br />
| None<br />
|-<br />
| Honey bee sting<br />
| honey bee venom (injected)<br />
| Being stung by a [[honey bee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Inebriation{{version|0.42.01}}<br />
| [[Alcohol]] (consumed/injected)<br />
| Consuming alcoholic drinks<br />
| Nausea<br>Dizziness<br>Unconsciousness<br>Personality changes<br>Euphoria<br>Erratic behavior<br>Trouble breathing<br />
| None<br />
| None<br />
|-<br />
| Iron man cough<br />
| iron man gas<br />(inhaled)<br />
| Expelled by [[iron man]]<br />
| Coughing blood<br />
| None<br />
| None<br />
|-<br />
| King cobra bite<br />
| king cobra venom<br />(injected)<br />
| Being bitten by a [[king cobra]]<br />
| Complete paralysis<sup>1</sup><br/>Pain, dizziness, drowsiness<br />
| None<br />
| None<br />
|-<br />
| Phantom spider bite<br />
| phantom spider venom<br />(injected)<br />
| Being bitten by a [[phantom spider]]<br />
| None<br />
| Numbness and mild dizziness<br />
| None<br />
|-<br />
| Platypus sting<br />
| platypus venom<br />(injected)<br />
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]<br />
| Pain and swelling<br />
| Extreme pain, swelling possibly to the point of necrosis<br />
| None<br />
|-<br />
| Rattlesnake bite<br />
| rattlesnake venom<br />(injected)<br />
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]<br />
| Pain, nausea, blisters, swelling, bruising<br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Serpent man bite<br />
| serpent man venom<br />(injected)<br />
| Being bitten by a [[serpent man]]<br />
| Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Mummy's curse<br />
| [[DF2014:Mummy|Disturbance interaction]].<br />
| Being cursed by a [[mummy]], when caught raiding their tombs<br />
| None<br />
| None<br />
| 20% chance of any skill roll failing, regardless of skill.<br />
|-<br />
| Vampirism<br />
| [[Deity|Divine]] curse<br />
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[vampire]].<br />
|-<br />
| Werebeast curse<br />
| [[Deity|Divine]] curse<br />
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[werebeast]].<br />
|-<br />
| Necromancy<br />
| [[Deity|Divine]] 'curse'<br />
| Reading a book/slab that contains the secrets of life and death.<br />
| None<br />
| None<br />
| Reader becomes a [[necromancer]].<br />
|-<br />
| evil rain sickness<sup>3</sup><br />
|rowspan=7| Random<br />
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|-<br />
| evil cloud sickness<sup>4</sup><br />
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]<br />
|-<br />
| beast sickness<sup>5</sup><br />
| Encounters with [[forgotten beast]]s<br />
|-<br />
| titan sickness<sup>5</sup><br />
| Encounters with [[titan]]s<br />
|-<br />
| night sickness<sup>5</sup><br />
| Encounters with [[nightmare]]s or [[experiment]]s<br />
|-<br />
| demon sickness<sup>5</sup><br />
| Encounters with [[demon]]s<br />
|-<br />
| divine sickness<sup>5</sup><br />
| Encounters with [[angel]]s<br />
|}<br />
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.<br />
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. <br />
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. <br />
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. <br />
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).<br />
<br />
==The anatomy of a syndrome==<br />
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.<br />
<br />
<br />
'''1) Transmission via Materials'''<br />
<br />
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.<br />
<br />
<br />
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:<br />
<br />
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_NAME:LIQUID:giant cave spider venom]<br />
[STATE_ADJ:LIQUID:giant cave spider venom]<br />
[STATE_NAME:GAS:boiling giant cave spider venom]<br />
[STATE_ADJ:GAS:boiling giant cave spider venom]<br />
[PREFIX:NONE]<br />
[ENTERS_BLOOD]<br />
'''[SYNDROME]'''<br />
'''[SYN_NAME:giant cave spider bite]'''<br />
'''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''<br />
'''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''<br />
'''[SYN_INJECTED]'''<br />
'''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''<br />
<br />
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.<br />
<br />
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.<br />
<br />
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).<br />
<br />
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).<br />
<br />
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.<br />
<br />
<br />
'''2) Transmission via Interactions'''<br />
<br />
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.<br />
<br />
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.<br />
<br />
==Basic syndrome tokens==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|SYNDROME}}<br />
| <br />
| Used to begin defining a new syndrome.<br />
<br />
|-<br />
| {{text anchor|SYN_NAME}}<br />
| <your text><br />
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.<br />
<br />
|-<br />
| {{text anchor|SYN_CLASS}}<br />
| <your text><br />
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.<br />
<br />
|-<br />
| {{text anchor|SYN_CONTACT}}<br />
| <br />
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.<br />
<br />
Methods of getting a material contaminant onto a creature's body include: <br />
* [[Creature token#SECRETION|secretions]]<br />
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)<br />
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust clouds]] (contaminate all external body parts, even if covered)<br />
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])<br />
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)<br />
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)<br />
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)<br />
* striking the creature's body with a contaminated item (see below)<br />
<br />
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.<br />
<br />
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).<br />
<br />
|-<br />
| {{text anchor|SYN_INGESTED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.<br />
<br />
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.<br />
<br />
|-<br />
| {{text anchor|SYN_INHALED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.<br />
<br />
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.<br />
<br />
|-<br />
| {{text anchor|SYN_INJECTED}}<br />
| <br />
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. <br />
<br />
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon "lodged into the wound" isn't a requirement.<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.<br />
<br />
DWARF:FEMALE is an example of a valid <creature>:<caste> combination; "ALL" can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, "ALL" can be used in place of a specific caste.<br />
<br />
|-<br />
| {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}}<br />
| <br />
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.<br />
<br />
|-<br />
| {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}}<br />
| <your text><br />
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.<br />
<br />
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.<br />
<br />
A creature can only possess a single syndrome with a particular identifier at any given time. As such, if a creature contracts a syndrome with a particular identifier and is subsequently exposed to another syndrome with a matching identifier whilst that first syndrome is still active, then this later obtained syndrome will '''not''' be contracted. If the latter comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will instead adjust the first syndrome's concentration as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would only increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated.<br />
<br />
|-<br />
| {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}}<br />
| <amount>:<max><br />
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level.<br />
<br />
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by <amount> whenever the creature is exposed to it, until its specified <max> concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher <max> value, the concentration will of course increase further.<br />
<br />
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with <code>[SYN_IDENTIFIER:INEBRIATION]</code> and <code>[SYN_CONCENTRATION_ADDED:100:1000]</code>. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, "Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off."<br />
<br />
Some of the generated interaction-derived syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
|}<br />
<br />
==Creature effect tokens==<br />
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows:<br />
<br />
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]<br />
<br />
<br />
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.<br />
<br />
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.<br />
<br />
*CE_X<br />
The effect type. This can be a number of different tokens, as detailed in the table below this list.<br />
*SEV:X<br />
The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.<br />
*PROB:X<br />
The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance.<br />
*LOCALIZED (Overwrites BP tokens)<br />
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. <br />
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)<br />
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!<br />
*VASCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the VASCULAR token.<br />
*MUSCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the MUSCULAR token. Are you seeing a trend here?<br />
*SIZE_DILUTES (Optional)<br />
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.<br />
*SIZE_DELAYS (Optional)<br />
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.<br />
*DWF_STRETCH:X{{version|0.42.01}} (Optional)<br />
Multiplies the duration of the syndrome by X in Fortress mode. If X is 144, syndrome will last the same amount of ticks in fortress and adventure mode.<br />
*ABRUPT{{version|0.42.01}} (Optional)<br />
Makes the symptom begin immediately rather than ramping up. {{verify}}<br />
*CAN_BE_HIDDEN (Optional)<br />
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}<br />
*RESISTABLE (Optional)<br />
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.<br />
<br />
<br />
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.<br />
<br />
<br />
===Symptomatic Effects===<br />
<br />
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.<br />
<br />
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.<br />
<br />
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_BRUISING}}<br />
| Yes<br />
| Causes the targeted bodypart to undergo bruising.<br />
|-<br />
| {{text anchor|CE_BLISTERS}}<br />
| Yes<br />
| Covers the targeted bodypart with blisters.<br />
|-<br />
| {{text anchor|CE_OOZING}}<br />
| Yes<br />
| Causes pus to ooze from the afflicted bodypart.<br />
|-<br />
| {{text anchor|CE_BLEEDING}}<br />
| Yes<br />
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.<br />
|-<br />
| {{text anchor|CE_SWELLING}}<br />
| Yes<br />
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.<br />
|-<br />
| {{text anchor|CE_NECROSIS}}<br />
| Yes<br />
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.<br />
|-<br />
| {{text anchor|CE_NUMBNESS}}<br />
| Yes<br />
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.<br />
|-<br />
| {{text anchor|CE_PAIN}}<br />
| Yes<br />
| Afflicts the targeted bodypart with intense pain.<br />
|-<br />
| {{text anchor|CE_PARALYSIS}}<br />
| Yes<br />
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.<br />
|-<br />
| {{text anchor|CE_IMPAIR_FUNCTION}}<br />
| Yes<br />
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.<br />
|-<br />
| {{text anchor|CE_DIZZINESS}}<br />
| No<br />
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.<br />
|-<br />
| {{text anchor|CE_DROWSINESS}}<br />
| No<br />
| Causes the Drowsiness condition.<br />
|-<br />
| {{text anchor|CE_UNCONSCIOUSNESS}}<br />
| No<br />
| Renders unconscious.<br />
|-<br />
| {{text anchor|CE_FEVER}}<br />
| No<br />
| Causes the Fever condition.<br />
|-<br />
| {{text anchor|CE_NAUSEA}}<br />
| No<br />
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.<br />
|-<br />
| {{text anchor|CE_COUGH_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|-<br />
| {{text anchor|CE_VOMIT_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|}<br />
<br />
===Healing Effects===<br />
As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_REDUCE_PAIN}}<br />
| Yes<br />
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.<br />
|-<br />
| {{text anchor|CE_REDUCE_SWELLING}}<br />
| Yes<br />
| Decreases the severity of swelling on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_PARALYSIS}}<br />
| Yes<br />
| Decreases the severity of any paralysis effects on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_DIZZINESS}}<br />
| No<br />
| Decreases the severity of any dizziness the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_NAUSEA}}<br />
| No<br />
| Decreases the severity of any nausea the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_FEVER}}<br />
| No<br />
| Decreases the severity of any fever the creature has.<br />
|-<br />
| {{text anchor|CE_STOP_BLEEDING}}<br />
| Yes<br />
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.<br />
|-<br />
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}<br />
| Yes<br />
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_CURE_INFECTION}}<br />
| Yes?<br />
| Probably decreases the severity of the infection from infected wounds over time.<br />
|-<br />
| {{text anchor|CE_HEAL_TISSUES}}<br />
| Yes<br />
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_HEAL_NERVES}}<br />
| Yes<br />
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_REGROW_PARTS}}<br />
| Yes<br />
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.<br />
|}<br />
<br />
===Special Effects===<br />
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Arguments<br />
! Description<br />
|-<br />
| {{text anchor|CE_ADD_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:<br />
<br />
<br />
'''Special tags:'''<br />
<br />
*NO_AGING<br />
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].<br />
<br />
*STERILE<br />
Makes the creature unable to produce [[children|offspring]].<br />
<br />
*HAS_BLOOD<br />
*MORTAL<br />
*FIT_FOR_ANIMATION<br />
*FIT_FOR_RESURRECTION<br />
Adding these tags to a creature doesn't appear to do anything.<br />
<br />
<br />
'''Creature tokens:'''<br />
<br />
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]<br />
*[[Creature_token#CAN_LEARN|CAN_LEARN]]<br />
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]<br />
*[[Creature_token#CRAZED|CRAZED]]<br />
*[[Creature_token#EXTRAVISION|EXTRAVISION]]<br />
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]<br />
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])<br />
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]<br />
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]<br />
*[[Creature_token#NO_DRINK|NO_DRINK]]<br />
*[[Creature_token#NO_EAT|NO_EAT]]<br />
*[[Creature_token#NO_FEVERS|NO_FEVERS]]<br />
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]<br />
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]<br />
*[[Creature_token#NO_SLEEP|NO_SLEEP]]<br />
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]<br />
*[[Creature_token#NOBREATHE|NOBREATHE]]<br />
*[[Creature_token#NOEMOTION|NOEMOTION]]<br />
*[[Creature_token#NOEXERT|NOEXERT]]<br />
*[[Creature_token#NOFEAR|NOFEAR]]<br />
*[[Creature_token#NONAUSEA|NONAUSEA]]<br />
*[[Creature_token#NOPAIN|NOPAIN]]<br />
*[[Creature_token#NOSTUN|NOSTUN]]<br />
*[[Creature_token#NOT_LIVING|NOT_LIVING]]<br />
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]<br />
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]<br />
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]<br />
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]<br />
*[[Creature_token#TRANCES|TRANCES]]<br />
*[[Creature_token#UTTERANCES|UTTERANCES]]<br />
<br />
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.<br />
<br />
|-<br />
| {{text anchor|CE_REMOVE_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.<br />
<br />
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.<br />
<br />
Removing tags will cause the creature to fail/pass any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).<br />
<br />
<br />
'''Special tags:'''<br />
<br />
* HAS_BLOOD<br />
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.<br />
<br />
* NO_AGING<br />
* STERILE<br />
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.<br />
<br />
* MORTAL<br />
* FIT_FOR_ANIMATION<br />
* FIT_FOR_RESURRECTION<br />
Removing these tags doesn't appear to do anything.<br />
<br />
|- a<br />
| {{text anchor|CE_DISPLAY_NAME}}<br />
| No<br />
| NAME:singular:plural:adjective<br />
| Attaches the specified name to the creature's normal name.<br />
<br />
|-<br />
| {{text anchor|CE_DISPLAY_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Causes the creature to display the specified tile instead of its normal one.<br />
<br />
|-<br />
| {{text anchor|CE_FLASH_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile><br />
| Causes the creature to flash between its normal tile and the one specified here.<br />
<br />
|-<br />
| {{text anchor|CE_PHYS_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_MENT_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_SPEED_CHANGE}}<br />
| No<br />
| speed modifier:number<br />
| Changes the creature's speed.<br />
Speed modifier contains one or both of:<br />
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)<br />
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)<br />
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.<br />
<br />
|-<br />
| {{text anchor|CE_SKILL_ROLL_ADJUST}}<br />
| No<br />
| PERC:percentage:PERC_ON:percentage<br />
| Alters the creature's specified skill level. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}<br />
| No<br />
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) <br />
| Alters the size of the creature.<br />
<br />
|-<br />
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}<br />
| Yes<br />
| body part:APPEARANCE_MODIFIER:attribute:number<br />
| Alters the characteristics (height, width etc.) of a body part.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_TRANSFORMATION}}<br />
| No<br />
|<br />
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the additional tokens listed below (of which multiple may be specified).<br />
<br />
Note that transformation causes the creature to drop all items in its inventory and instantly heals all of its wounds, both when morphing into and out of the target form. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.<br />
<br />
<br />
'''Specific transformation:'''<br />
<br />
* '''CE:CREATURE:'''<creature>:<caste><br><br />
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. <br />
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] <br />
<br />
<br />
'''Random transformation:'''<br />
<br />
* '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Excludes creatures with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] from the random selection pool. May be used multiple times per transformation effect; creature which possesses any of the indicated flags will never be transformed into.<br />
<br />
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''<minimum [[Gait#Speed|gait speed]]>{{version|0.47.01}}<br><br />
Narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] less than or equal to the specified <minimum gait speed> ("less than" because lower is faster in the scale used for [[Gait#Speed|gait speed]]). This is used in generated [[Die#Adventurer_Mode|divination curses]] to prevent the player from being transformed into a creature that is frustratingly slow to play as. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''<maximum [[Gait#Speed|gait speed]]>{{version|0.47.01}}<br><br />
Excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] value less than or equal to the specified <maximum gait speed> (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
|-<br />
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}<br />
| No<br />
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B><br />
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.<br />
<br />
|-<br />
| {{text anchor|CE_CAN_DO_INTERACTION}}<br />
| No<br />
| <br />
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.<br />
|-<br />
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}}<br />
| Yes<br />
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts><br />
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example<br />
<br />
|-<br />
| {{text anchor|CE_BODY_MAT_INTERACTION}}<br />
| No<br />
| MAT_TOKEN:<body material token><br />
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.<br />
<br />
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.<br />
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.<br />
<br />
The following tokens should be placed after this effect:<br />
* '''CE:SYNDROME_TAG:'''<transmission method> is used to specify what must be done with the body material to trigger the interaction. Replace "<transmission method>" with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''<br />
* '''CE:INTERACTION:'''<[[Interaction_token#INTERACTION|interaction ID]]> is used to specify which interaction is to be run (replace "<interaction ID>" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.<br />
<br />
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood".<br />
<br />
|-<br />
| {{text anchor|CE_SENSE_CREATURE_CLASS}}<br />
| No<br />
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:<br />
[[Tilesets|<tile value or character>]]:<br />
[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}<br />
| No<br />
| EMOTION:<[[emotion]]><br />
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.<br />
<br />
|-<br />
| {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}}<br />
| No<br />
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount><br />
| Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative - for example, generated [[necromancer]] syndromes come with the following effect:<br><br />
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code><br />
<br />
|-<br />
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}<br />
| No<br />
|<br />
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]<br />
|}<br />
<br />
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.<br />
<br />
===Periodic Triggers===<br />
<br />
'''[CE:{{text anchor|PERIODIC}}:<period_type>:<min_value>:<max_value>]'''<br />
<br />
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.<br />
<br />
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with <code>[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]</code>, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).<br />
<br />
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.<br />
<br />
MOON_PHASE is currently the only valid period type:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Period<br />
! Description<br />
|-<br />
| {{text anchor|MOON_PHASE}}<br />
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:<br />
* '''0''' = full moon<br />
* '''1-4''' = waning gibbous<br />
* '''5-8''' = waning half<br />
* '''9-12''' = waning crescent<br />
* '''13-14''' = new moon<br />
* '''15-18''' = waxing crescent<br />
* '''19-22''' = waxing half<br />
* '''23-26''' = waxing gibbous<br />
* '''27''' = full moon<br />
|}<br />
<br />
===Counter Triggers===<br />
<br />
'''[CE:{{text anchor|COUNTER_TRIGGER}}:<counter_name>:<min_value>:<max_value>:REQUIRED]'''<br />
<br />
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.<br />
<br />
For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.<br />
<br />
Note that <code>NONE</code> can be used in place of <max_value> to indicate that any value above <min_value> is valid. <code>NONE</code> can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.<br />
<br />
<code>REQUIRED</code> implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with <code>NONE</code> doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.<br />
<br />
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying <code>0</code> or <code>NONE</code> as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.<br />
<br />
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.<br />
<br />
The following is a list of valid counter types including a couple of notable values:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Counter<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ALCOHOLIC}}<br />
| For {{token|ALCOHOL_DEPENDENT|c}} creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values:<br />
* 100800 (3 months) = and is starting to work slowly due to its scarcity<br />
* 201600 (6 months) = and really wants a drink<br />
* 302400 (9 months) = and has gone without a drink for far, far too long<br />
* 403200 (1 year) = and can't even remember the last time (s)he had some<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| For creatures with the {{token|CAVE_ADAPT|c}} token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.<br />
* 403200 (1 year) = going outside causes irritation<br />
* 604800 (1.5 years) = going outside causes nausea<br />
<br />
|-<br />
| {{text anchor|MILK_COUNTER}}<br />
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's {{token|MILKABLE|c}} token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is immediately removed, making the creature available for milking again.<br />
<br />
|-<br />
| {{text anchor|EGG_SPENT}}<br />
| This counter is created and set to 100800 (3 months' worth of [[time|tick]]s in fortress mode) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point it is removed and the creature regains the ability to lay eggs.<br />
<br />
|-<br />
| {{text anchor|GROUNDED_ANIMAL_ANGER}}<br />
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.<br />
<br />
|-<br />
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}<br />
| This counter rises by 1 every [[time|tick]] for creatures with the {{token|BLOODSUCKER|c}} token. When it rises high enough (generally around 100800; 3 months in fortress mode time), the creature will seek an [[sleep|unconscious]] victim to leech off of. Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.<br />
<br />
When playing as a bloodsucker in [[adventure mode]], the following bloodthirst indicators are displayed when this counter reaches the specified values:<br />
* 172800 (1 day in adventure mode time) = {{DFtext|Thirsty|4:0}}<br />
* 1209600 (1 week) = {{DFtext|Thirsty!|4:1}}<br />
* 2419200 (2 weeks) = {{DFtext|Thirsty!|5:1}}<br />
Various penalties are applied as bloodthirst increases; see the [[vampire]] article for more information.<br />
<br />
|-<br />
| {{text anchor|DRINKING_BLOOD}}<br />
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]) until it reaches 0, at which point the counter is removed.<br />
<br />
|-<br />
| {{text anchor|PARTIED_OUT}}<br />
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.<br />
|}<br />
<br />
{{mod}}<br />
<br />
==Inorganic syndromes and you!==<br />
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition. The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced. This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release. <br />
<br />
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.<br />
[MELTING_POINT:NONE]<br />
[BOILING_POINT:10000]<br />
[MAT_FIXED_TEMP:10001]<br />
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier!<br />
<br />
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.<br />
<br />
==Spreading diseases==<br />
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_CAN_DO_INTERACTION:START:1500:END:25000]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:INTERACTION:PLAGUE]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.<br />
<br />
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:<br />
<br />
[CAN_DO_INTERACTION:PLAGUE]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.<br />
<br />
===In 0.47.01===<br />
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.<br />
<br />
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]<br />
<br />
<br />
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.<br />
<br />
==Multi-caste/multi-creature body transformations==<br />
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:<br />
[SYNDROME]<br />
[SYN_NAME:draconic curse]<br />
[SYN_CLASS:DRACONIC_CURSE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:FEMALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:FEMALE]<br />
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it.<br />
<br />
==See Also==<br />
<br />
* [[Syndrome examples]]<br />
* [[Interaction token]]<br />
* [[Modding]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Creature attributes}}<br />
{{Category|Tokens}}<br />
[[ru:DF2012:Syndrome]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Interaction_token&diff=257697Interaction token2021-04-05T11:59:28Z<p>Kabocca: /* Definitions */</p>
<hr />
<div>{{av}}<br />
<br />
The following [[token]]s can be used to define and use interactions.<br />
<br />
==Definitions==<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Context<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|INTERACTION}}<br />
| Global<br />
| ID<br />
| Used to start defining a new interaction. The term "interaction ID" refers to the text specified within this token; this is used to make reference to the interaction in various other places.<br />
<br />
|-<br />
| {{text anchor|EXPERIMENT_ONLY}}{{version|0.47.01}}<br />
| Global<br />
| <br />
| This disallows use of the interaction in play, and also encourages usage specifically to create experimental populations. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
<br />
|-<br />
| {{text anchor|I_SOURCE}}<br />
| Global<br />
| type<br />
| Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values:<br />
* '''CREATURE_ACTION''' - Specifies that the interaction may be used in conjunction with [[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION]]] and [[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]], but it isn't actually necessary for this. It might exist simply to allow for the inclusion of IS_ tokens (detailed below) to be applied when the interaction is used in this context.<br />
* '''ATTACK''' - Allows the interaction to be used in conjunction with [[Creature_token#SPECIALATTACK_INTERACTION|[SPECIALATTACK_INTERACTION]]] and [[Syndrome#Special_Effects|[CE_SPECIAL_ATTACK_INTERACTION]]].<br />
* '''INGESTION''' - Allows the interaction to be used in conjunction with [[Syndrome#CE_BODY_MAT_INTERACTION|[CE_BODY_MAT_INTERACTION]]].<br />
* '''DEITY''' - Allows the interaction to be inflicted upon mortals by the gods, for reasons dictated by [[Interaction_token#IS_USAGE_HINT|[IS_USAGE_HINT]]].<br />
* '''SECRET''' - Allows the interaction to act as a secret which can be learnt and passed on to others, as specified via [[Interaction_token#IS_SECRET|[IS_SECRET]]]. Appropriate [[Interaction_token#I_EFFECT|interaction effects]] with a [[Interaction_token#IE_TARGET|creature target]] will be applied to individuals who learn the secret. It is possible to set restrictions on who may learn the secret by using creature target tokens as described below. Also see [[Interaction_token#IS_SECRET_GOAL|[IS_SECRET_GOAL]]] and [[Interaction_token#IS_SPHERE|[IS_SPHERE]]].<br />
* '''REGION''' - Allows the interaction to take place spontaneously in regions specified using [[Interaction_token#IS_REGION|[IS_REGION]]]. Also see [[Interaction_token#IS_FREQUENCY|[IS_FREQUENCY]]] and [[Interaction_token#IE_INTERMITTENT|[IE_INTERMITTENT]]].<br />
* '''DISTURBANCE''' - Allows the interaction to take place spontaneously in disturbed [[tomb|tombs]]; generated interactions with this token are used to create [[mummy|mummies]].<br />
* '''UNDERGROUND_SPECIAL''' - Allows the interaction to take place spontaneously in [[Demonic fortress|curious underground structures]] (which have since been removed {{version|0.40.01}}); generated interactions with this token used to be used to produce [[undead|zombies]] when creating the structure's inhabitants.<br />
* '''EXPERIMENT''' - Allows the interaction to be used when experimenting on creatures. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8083510#msg8083510]<br />
<br />
|-<br />
| {{text anchor|IS_HIST_STRING_1}}<br />
| Within I_SOURCE<br />
| text<br />
| Describes what the interaction did to a historical figure; this is displayed in legends mode following the name of the historical figure who performed the interaction and preceding the name of the targeted historical figure (or, in the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], the historical figure from whom the consumed material was extracted).<br />
<br />
[IS_HIST_STRING_1: cursed]<br />
<br />
|-<br />
| {{text anchor|IS_HIST_STRING_2}}<br />
| Within I_SOURCE<br />
| text<br />
| Describes what the interaction did to a historical figure; this is displayed in legends mode after the name of the historical figure who was targeted by the interaction. In the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], it is displayed after the name of the historical figure from whom the consumed material was extracted.<br />
<br />
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING}}{{version|0.47.01}}<br />
| Within I_SOURCE<br />
| text<br />
| Displayed as an announcement when the interaction is carried out during play. The text follows the name of the target unit, and is preceded by [[Interaction_token#IS_TRIGGER_STRING_SECOND|IS_TRIGGER_STRING_SECOND]] or [[Interaction_token#IS_TRIGGER_STRING_THIRD|IS_TRIGGER_STRING_THIRD]]. May be limited to [[Interaction_token#I_SOURCE|[I_SOURCE:DEITY]]] and [[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]] interactions at present; this still needs to be tested.<br />
<br />
[IS_TRIGGER_STRING: been infected with a contagious ghoulish condition]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING_SECOND}}{{version|0.47.01}}<br />
| Within I_SOURCE<br />
| text<br />
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the second person.<br />
<br />
[IS_TRIGGER_STRING_SECOND: have]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING_THIRD}}{{version|0.47.01}}<br />
| Within I_SOURCE<br />
| text<br />
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the third person.<br />
<br />
[IS_TRIGGER_STRING_THIRD: has]<br />
<br />
|-<br />
| {{text anchor|IS_NAME}}<br />
| Within I_SOURCE<br />
| string<br />
| Generally used with [[Interaction_token#I_SOURCE|[I_SOURCE:SECRET]]] interactions to describe what the secret is about (though it may be used to name any I_SOURCE). This name is engraved onto the appropriate secret-containing slabs from worldgen, and is used in legends mode when describing the secret being learnt by historical figures.<br />
<br />
[IS_NAME:the secrets of life and death]<br />
<br />
|-<br />
| {{text anchor|IS_SPHERE}}<br />
| Within I_SOURCE:SECRET<br />
| [[Sphere#Available_spheres|sphere]]<br />
| Indicates the [[sphere]] to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, so several [I_SOURCE:SECRET] tokens are required to make a secret belong to multiple spheres.<br />
<br />
|-<br />
| {{text anchor|IS_SECRET_GOAL}}<br />
| Within I_SOURCE:SECRET<br />
| Secret Goal token<br />
| Indicates why somebody would want to learn the secret. Valid values:<br />
* '''STAY_ALIVE'''<br />
* '''MAINTAIN_ENTITY_STATUS'''<br />
* '''START_A_FAMILY'''<br />
* '''RULE_THE_WORLD'''<br />
* '''CREATE_A_GREAT_WORK_OF_ART'''<br />
* '''CRAFT_A_MASTERWORK'''<br />
* '''BRING_PEACE_TO_THE_WORLD'''<br />
* '''BECOME_A_LEGENDARY_WARRIOR'''<br />
* '''MASTER_A_SKILL'''<br />
* '''FALL_IN_LOVE'''<br />
* '''SEE_THE_GREAT_NATURAL_SITES'''<br />
* '''IMMORTALITY'''<br />
However, currently only IMMORTALITY will result in a secret being pursued during world-gen.<br />
<br />
|-<br />
| {{text anchor|IS_SECRET}}<br />
| Within I_SOURCE:SECRET<br />
| Secret Flag<br />
| Indicates how the secret can be learned. Valid values:<br />
* '''SUPERNATURAL_LEARNING_POSSIBLE''' - gods may gift the secret to their worshippers. Secrets with [[Interaction_token#IS_SPHERE|[IS_SPHERE]]] specified may only be granted by gods who have at least one matching sphere.<br />
* '''MUNDANE_RESEARCH_POSSIBLE''' - the secret can be researched by mundane means. This doesn't do anything at present. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222].<br />
* '''MUNDANE_TEACHING_POSSIBLE''' - the secret can be taught to apprentices<br />
* '''MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt''' - the secret can be written in books with the specified title. If this tag is present, a slab will be created upon learning the secret by supernatural means.<br />
<br />
|-<br />
| {{text anchor|IS_USAGE_HINT}}<br />
| Within I_SOURCE:DEITY<br />
| Usage Hint token<br />
| Indicates why a deity would choose to perform this interaction. See [[Interaction_token#USAGE_HINT|CDI:USAGE_HINT]] below for valid values - in this context, '''MINOR_BLESSING'''{{version|0.47.01}}, '''MEDIUM_BLESSING'''{{version|0.47.01}}, '''MINOR_CURSE'''{{version|0.47.01}}, '''MEDIUM_CURSE'''{{version|0.47.01}}, and '''MAJOR_CURSE''' are the only values that make sense.<br />
<br />
|-<br />
| {{text anchor|IS_REGION}}<br />
| Within I_SOURCE:REGION<br />
| Region type<br />
| Indicates what types of regions are capable of performing this interaction. This token may be specified several times per I_SOURCE to permit multiple terrain/alignment types. Valid values:<br />
<br />
* '''ANY''' permits the interaction to occur in all regions, regardless of terrain or alignment<br />
<br />
[[Biome|Terrain]]:<br />
<br />
* '''DESERT'''<br />
* '''FOREST'''<br />
* '''GLACIER'''<br />
* '''GRASSLAND'''<br />
* '''HILLS'''<br />
* '''LAKE'''<br />
* '''MOUNTAINS'''<br />
* '''OCEAN'''<br />
* '''SWAMP'''<br />
* '''TUNDRA'''<br />
* '''ANY_TERRAIN''' permits the interaction to occur in all regions which meet alignment specifications<br />
<br />
[[Surroundings#Combinations & characteristics of surroundings|Alignment]]:<br />
<br />
* '''NORMAL_ALLOWED'''<br />
* '''EVIL_ALLOWED'''<br />
* '''GOOD_ALLOWED'''<br />
* '''SAVAGE_ALLOWED'''<br />
* '''EVIL_ONLY'''<br />
* '''GOOD_ONLY'''<br />
* '''SAVAGE_ONLY'''<br />
<br />
|-<br />
| {{text anchor|IS_FREQUENCY}}<br />
| Within I_SOURCE<br />
| Probability<br />
| When used with [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]], determines how likely it is for the region(s) specified via [[Interaction_token#IS_REGION|[IS_REGION]]] to possess this interaction.<br />
<br />
Note: it appears that regions aren't allowed to possess more than a single regional interaction at present.<br />
<br />
|-<br />
| {{text anchor|I_TARGET}}<br />
| Global<br />
| ID, type<br />
| Defines the targets available for subsequent use with [[Interaction_token#I_EFFECT|[I_EFFECT]]] tokens. Multiple targets may be specified; the precise target(s) used with each interaction effect are indicated via their ID (see [[Interaction_token#IE_TARGET|[IE_TARGET]]]). Valid values:<br />
* '''CORPSE''' - The target is a [[Item_token#CORPSE|CORPSE]] or [[Item_token#CORPSEPIECE|CORPSEPIECE]] item.<br />
* '''CREATURE''' - The target is a [[Creature|unit]].<br />
* '''MATERIAL''' - This is a valid target for use in [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] interaction effects, and is used to set the material or flow type of the emission. This information, in turn, is either obtained from an [[Interaction_token#IT_MATERIAL|[IT_MATERIAL]]] token or by using [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]]. Using the latter implies that the precise emission info will be provided when defining [[Interaction_token#Breath_attacks|how an interaction user can use the interaction in question via CDI tokens]], enabling one to create 'template' material emission interactions such as the MATERIAL_EMISSION and MATERIAL_EMISSION_WITH_HIDE interactions included in the vanilla raws.<br />
* '''LOCATION''' - The target is a [[tile|local map tile]]. If used with [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]]], creatures at the target tile are also valid targets.<br />
<br />
|-<br />
| {{text anchor|IT_LOCATION}}<br />
| Within I_TARGET<br />
| Location<br />
| This is often included after [[Interaction_token#I_TARGET|[I_TARGET]]] token to add more detail about the target. Valid values:<br />
* '''CONTEXT_CREATURE''' - Used with CREATURE to target the whole unit.<br />
* '''CONTEXT_BP''' - Used with CREATURE to target the body part specified in [[Interaction_token#BP_REQUIRED|[CDI:BP_REQUIRED]]].<br />
* '''CONTEXT_LOCATION''' - Used with LOCATION to target only a tile.<br />
* '''CONTEXT_CREATURE_OR_LOCATION''' - Used with LOCATION to allow for targetting of both creatures and tiles.<br />
* '''CONTEXT_ITEM''' - Used with CORPSE.<br />
* '''CONTEXT_REGION''' - Can only be used by [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]] interactions.<br />
* '''CONTEXT_MATERIAL''' - Used with MATERIAL if you want an [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] to obtain the emission material/flow type from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].<br />
* '''RANDOM_NEARBY_LOCATION'''{{version|0.47.01}} - Used with LOCATION. Targets a location from somewhere random within a number of squares from another LOCATION target specified by its target ID. For example, [I_TARGET:B:LOCATION] with [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5] will randomly select a tile lying somewhere within a radius of 5 tiles from [I_TARGET:A:LOCATION]. A walkable path between the two locations must exist.<br />
<br />
|-<br />
| {{text anchor|IT_MANUAL_INPUT}}<br />
| Within I_TARGET<br />
| text<br />
| Tells the adventure mode player what they should be selecting. If not specified, the player will only be able to target themselves.<br />
<br />
|-<br />
| {{text anchor|IT_AFFECTED_CREATURE}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| CREATURE:CASTE<br />
| Specifies specific creatures the interaction can target.<br />
<br />
|-<br />
| {{text anchor|IT_AFFECTED_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature class<br />
| Specifies creature classes the interaction can target.<br />
<br />
|-<br />
| {{text anchor|IT_IMMUNE_CREATURE}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| CREATURE:CASTE<br />
| Specifies specific creatures the interaction cannot target.<br />
<br />
|-<br />
| {{text anchor|IT_IMMUNE_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature class<br />
| Specifies creature classes the interaction cannot target.<br />
<br />
|-<br />
| {{text anchor|IT_REQUIRES}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature token or property<br />
| Indicates that the target must have the specified property. Valid values:<br />
* '''FIT_FOR_ANIMATION''' - Any corpse or body part that can become a zombie (heads, hands, etc.)<br />
* '''FIT_FOR_RESURRECTION''' - The target corpse's UPPERBODY must be attached.<br />
* '''HAS_BLOOD'''<br />
* '''MORTAL'''<br />
* '''NO_AGING'''<br />
* '''STERILE'''<br />
* Creature token: '''BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, MISCHIEVOUS''' (or '''MISCHIEVIOUS'''), '''NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES'''<br />
<br />
|-<br />
| {{text anchor|IT_FORBIDDEN}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature token or property<br />
| Indicates that the target must not have the specified property. Valid values are the same as for IT_REQUIRES.<br />
<br />
|-<br />
| {{text anchor|IT_CANNOT_TARGET_IF_ALREADY_AFFECTED}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| <br />
| Prevents the interaction from targeting a creature that's already under the effect of the same interaction.<br />
<br />
|-<br />
| {{text anchor|IT_CANNOT_HAVE_SYNDROME_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| [[Syndrome]] class<br />
| Prevents the interaction from targeting a creature under the effects of a syndrome having the specified SYN_CLASS value.<br />
<br />
|-<br />
| {{text anchor|IT_MATERIAL}}<br />
| Within I_TARGET:MATERIAL<br />
| type<br />
| Specifies the type of material the interaction targets; currently only used for [[Interaction_token#I_EFFECT|MATERIAL_EMISSION]] interaction effects. See [[Interaction_token#Breath_Attacks_Types|Breath Attack Types]]. Valid values:<br />
* '''FLOW''':Breath attack token - The emission will consist of the specified special flow type.<br />
* '''MATERIAL''':[[Material token]]:Breath attack token - The emission will consist of the specified material dispersed in the specified manner.<br />
* '''CONTEXT_MATERIAL''' - Indicates the emission details should be obtained from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].<br />
<br />
|-<br />
| {{text anchor|I_EFFECT}}<br />
| Global<br />
| type<br />
| Specifies what the interaction does to the targets. Multiple [I_EFFECT]s may be specified in a single interaction, and the same type may be used more than once. Valid values:<br />
* '''ADD_SYNDROME''' - Adds one or more syndromes to a valid creature target. You must specify the syndrome details just below this interaction effect using the [SYNDROME] tag followed by the relevant syndrome tokens. See [[syndrome#The anatomy of a syndrome|here]] for more information.<br />
* '''ANIMATE''' - Raises the target corpse/bodypart as an [[undead]] unit. The zombie will always be hostile to life and will retain no information about its original personality/loyalties. Syndromes can also be specified within this tag. If a regional interaction contains this effect, affected regions will have undead wildlife.<br />
* '''RESURRECT''' - Takes a target corpse and returns the creature to life. This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction. Syndromes can also be specified within this tag.<br />
* '''CLEAN''' - Removes [[Contaminant|contaminants]] from a valid creature target. See [[Interaction_token#IE_GRIME_LEVEL|[IE_GRIME_LEVEL]]] and [[Interaction_token#IE_SYNDROME_TAG|[IE_SYNDROME_TAG]]].<br />
* '''CONTACT''' - Causes the creatures to touch.<br />
* '''MATERIAL_EMISSION''' - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction.<br />
* '''HIDE''' - Allows the creature to hide even if another creature can see it.<br />
* '''CREATE_ITEM'''{{version|0.47.01}} - Creates an item as described by [[Interaction_token#IE_ITEM|[IE_ITEM]]] and [[Interaction_token#IE_ITEM_QUALITY|[IE_ITEM_QUALITY]]].<br />
* '''CHANGE_ITEM_QUALITY'''{{version|0.47.01}} - Alters an item's quality level as indicated by either [[Interaction_token#IE_CHANGE_QUALITY|[IE_CHANGE_QUALITY]]] or [[Interaction_token#IE_SET_QUALITY|[IE_SET_QUALITY]]]. When targeting a unit, all items equipped by that unit will be affected.<br />
* '''SUMMON_UNIT'''{{version|0.47.01}} - Creates a new unit at the target. The type of unit can either be specified using the [[Interaction_token#CREATURE|[CREATURE]]] token, or made to be randomly selected as indicated by a variety of flag-based tokens: [[Interaction_token#IE_CREATURE_FLAG|[IE_CREATURE_FLAG]]], [[Interaction_token#IE_FORBIDDEN_CREATURE_FLAG|[IE_FORBIDDEN_CREATURE_FLAG]]], [[Interaction_token#IE_CREATURE_CASTE_FLAG|[IE_CREATURE_CASTE_FLAG]]] and/or [[Interaction_token#IE_FORBIDDEN_CREATURE_CASTE_FLAG|[IE_FORBIDDEN_CREATURE_CASTE_FLAG]]]. See also [[Interaction_token#IE_TIME_RANGE|[IE_TIME_RANGE]]] and [[Interaction_token#IE_MAKE_PET_IF_POSSIBLE|[IE_MAKE_PET_IF_POSSIBLE]]].<br />
* '''PROPEL_UNIT'''{{version|0.47.01}} - Applies a force specified using [[Interaction_token#IE_PROPEL_FORCE|[IE_PROPEL_FORCE]]] to a unit to knock it back.<br />
* '''CHANGE_WEATHER'''{{version|0.47.01}} - Changes the weather as specified by [[Interaction_token#IE_ADD_WEATHER|[IE_ADD_WEATHER]]] and/or [[Interaction_token#IE_REMOVE_WEATHER|[IE_REMOVE_WEATHER]]].<br />
* '''RAISE_GHOST'''{{version|0.47.01}} - Present in version 0.47.01 and accepted as a valid I_EFFECT token, but does not have an effect currently.<br />
<br />
|-<br />
| {{text anchor|IE_ARENA_NAME}}<br />
| Within I_EFFECT<br />
| text<br />
| Allows the interaction effect to be applied directly to newly spawned creatures in [[object testing arena|arena mode]]. The specified name is used to represent it within the creature creation [[Object_testing_arena#Effects|effects list]].<br />
<br />
|-<br />
| {{text anchor|IE_TARGET}}<br />
| Within I_EFFECT<br />
| ID<br />
| Specifies which [[Interaction_token#I_TARGET|I_TARGET]] a particular interaction effect will be applied to. For example, in an interaction with the token [I_TARGET:B:CREATURE], 'B' is the ID used to indicate this target option. [I_EFFECT:ADD_SYNDROME] followed by [IE_TARGET:B] would therefore apply the syndrome to this target. Certain types of interaction effects require multiple IE_TARGET tokens in a specific order to function properly. A few effects do not require a target at all.<br />
<br />
|-<br />
| {{text anchor|IE_INTERMITTENT}}<br />
| Within I_EFFECT<br />
| Frequency<br />
| Only appears to work with [I_SOURCE:REGION] interactions. Indicates that the effect happens intermittently and specifies roughly how often. Regional interactions aren't able to use effects which lack this token. Valid values:<br />
* '''WEEKLY'''<br />
<br />
Note: DAILY, MONTHLY and YEARLY also exist in the string dump but don't appear to work at present.<br />
<br />
|-<br />
| {{text anchor|IE_IMMEDIATE}}<br />
| Within I_EFFECT<br />
|<br />
| Indicates that the effect happens immediately.<br />
<br />
|-<br />
| {{text anchor|IE_LOCATION}}<br />
| Within I_EFFECT<br />
| Location Hint<br />
| Prevents the interaction effect from manifesting unless the target is in a location which meets the specified criteria. <br />
Valid values:<br />
* '''IN_WATER'''<br />
* '''IN_MAGMA'''<br />
* '''NO_WATER'''<br />
* '''NO_MAGMA'''<br />
* '''NO_THICK_FOG'''<br />
* '''OUTSIDE'''<br />
A [[Water#Depth|depth]] of 1/7 is sufficient for IN_WATER and IN_MAGMA.<br />
<br />
Note: NO_THICK_FOG and OUTSIDE are accepted as valid location hints when specified with IE_LOCATION, but don't appear to work. It's possible that they're currently only implemented for use with <code>[[Interaction_token#LOCATION_HINT|[CDI:LOCATION_HINT]]]</code>.<br />
<br />
|-<br />
| {{text anchor|IE_ADD_WEATHER}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_WEATHER<br />
| type<br />
| Indicates what type of weather is added. Valid values:<br />
* '''FOG_MIST'''<br />
* '''FOG_NORMAL'''<br />
* '''FOG_THICK'''<br />
* '''FRONT_WARM'''<br />
* '''FRONT_COLD'''<br />
* '''FRONT_OCCLUDED'''<br />
* '''STRATUS_ALTO'''<br />
* '''STRATUS_PROPER'''<br />
* '''STRATUS_NIMBUS'''<br />
* '''CUMULUS_MED'''<br />
* '''CUMULUS_MULTI'''<br />
* '''CUMULUS_NIMBUS'''<br />
* '''CIRRUS'''<br />
<br />
|-<br />
| {{text anchor|IE_REMOVE_WEATHER}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_WEATHER<br />
| type<br />
| Indicates what type of weather is removed. See [[Interaction_token#IE_ADD_WEATHER|above]] for a list of valid weather types.<br />
<br />
|-<br />
| {{text anchor|IE_GRIME_LEVEL}}<br />
| Within I_EFFECT:CLEAN<br />
| amount?<br />
| [IE_GRIME_LEVEL:2] appears in the default cleaning interaction, and may indicate amount of grime cleaned.<br />
<br />
|-<br />
| {{text anchor|IE_SYNDROME_TAG}}<br />
| Within I_EFFECT:CLEAN<br />
| syndrome trigger flag<br />
| When a creature cleans off a [[contaminant]] which is associated with a [[syndrome]], the syndrome will be contracted if it has a matching [[Syndrome#The_anatomy_of_a_syndrome|trigger flag]]. This is what enables [[cat]]s to become slightly inebriated when licking off [[alcohol]]. '''SYN_INGESTED''' appears to be the only syndrome trigger flag that works in this context.<br />
<br />
|-<br />
| {{text anchor|IE_PROPEL_FORCE}}{{version|0.47.01}}<br />
| Within I_EFFECT:PROPEL_UNIT<br />
| amount<br />
| Indicates the amount of force that the target will be propelled with.<br />
<br />
|-<br />
| {{text anchor|IE_ITEM}}{{version|0.47.01}}<br />
| Within I_EFFECT:CREATE_ITEM<br />
| <probability>:<quantity>:[[item token]]:[[material token]]<br />
| Defines what item will be created.<br />
<br />
|-<br />
| {{text anchor|IE_ITEM_QUALITY}}{{version|0.47.01}}<br />
| Within I_EFFECT:CREATE_ITEM<br />
| <[[Item_quality|quality]]> OR <minimum [[Item_quality|quality]]>:<maximum [[Item_quality|quality]]><br />
| Defines what [[Item quality|quality]] the created item shall have. Can either be specified in the form of a single, fixed quality (it seems that ARTIFACT can only be used in this manner), or a minimum and maximum level (in which case the quality is selected randomly). Valid values (numerals only except for ARTIFACT):<br />
* '''0''' = ordinary<br />
* '''1''' = well-crafted<br />
* '''2''' = finely crafted<br />
* '''3''' = superior quality<br />
* '''4''' = exceptional<br />
* '''5''' = masterwork<br />
* '''ARTIFACT'''<br />
<br />
|-<br />
| {{text anchor|IE_SET_QUALITY}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_ITEM_QUALITY<br />
| [[Interaction_token#IE_ITEM_QUALITY|quality level]]<br />
| Defines a fixed [[Item_quality|quality]] level which the affected item(s) will be set to (decreasing or increasing in quality as necessary). See [[Interaction_token#IE_ITEM_QUALITY|above]] for a list of valid quality levels (but note that ARTIFACT cannot be used in this effect).<br />
<br />
|-<br />
| {{text anchor|IE_CHANGE_QUALITY}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_ITEM_QUALITY<br />
| amount<br />
| Determines how much the [[Item_quality|quality]] of the item(s) will be changed. For instance, improving a well-crafted -item- ([[Interaction_token#IE_ITEM_QUALITY|quality level]] 1) by 2 will turn it into a superior-quality *item* (quality level 3). A negative value can be used to decrease quality. Quality cannot be increased beyond level 5 (masterwork) or decreased below level 0 (ordinary).<br />
<br />
|-<br />
| {{text anchor|CREATURE}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <creature token>:<caste token><br />
| Indicates which specific creature will be created when using this interaction. ANY can be used in place of a specific caste token. Only one [CREATURE] may currently be specified per interaction effect.<br />
<br />
|-<br />
| {{text anchor|IE_CREATURE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br />
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. This token may be used multiple times per interaction effect; any creature which lacks any of the indicated flags will never be summoned.<br />
<br />
|-<br />
| {{text anchor|IE_FORBIDDEN_CREATURE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br />
| When this token is added to a random creature summoning effect, any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] will be excluded from the selection. This token may be used multiple times per interaction effect; any creature which possesses any of the indicated flags will never be summoned.<br />
<br />
|-<br />
| {{text anchor|IE_CREATURE_CASTE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br />
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; any creature which lacks any of the indicated flags will never be summoned.<br />
<br />
|-<br />
| {{text anchor|IE_FORBIDDEN_CREATURE_CASTE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br />
| When this token is added to a random creature summoning effect, it excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; any creature which possesses any of the indicated flags will never be summoned.<br />
<br />
|-<br />
| {{text anchor|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <minimum [[Gait#Speed|gait speed]]><br />
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] less than or equal to the specified <minimum gait speed> ("less than" because lower is faster in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
|-<br />
| {{text anchor|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <maximum [[Gait#Speed|gait speed]]><br />
| When this token is added to a random creature summoning effect, it excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] value less than or equal to the specified <maximum gait speed> (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
|-<br />
| {{text anchor|IE_TIME_RANGE}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <minimum [[Time|ticks]]>:<maximum [[Time|ticks]]><br />
| The summoned unit vanishes in a puff of smoke once a certain amount of time has elapsed. The time limit is a randomly selected number of ticks within the specified minimum-maximum time range. The unit will persist indefinitely if this token is omitted.<br />
<br />
|-<br />
| {{text anchor|IE_MAKE_PET_IF_POSSIBLE}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
|<br />
| Makes the summoned unit behave as a pet of the unit who performed the summoning interaction.<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Global<br />
| <br />
| Indicates that this is a generated interaction. Cannot be specified in user-defined raws.<br />
<br />
<br />
|}<br />
<br />
==Usage==<br />
To enable a particular type of creature to use an interaction directly, the [[creature token]] <code>[[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION:<interaction name>]]]</code> should be added to its creature raws (replacing '<interaction name>' with the ID of the desired interaction; for an interaction called <code>[INTERACTION:CLEANING]</code> in the raws, the ID would be "CLEANING"), followed by a series of [CDI:...] tokens as detailed below.<br />
<br />
Interactions can also be granted to individual creatures via [[syndrome]]s using the syndrome effect token <code>[[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]]</code> followed by <code>[[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]]</code> and additional CDI tokens as required.<br />
<br />
The following is a list of valid CDI tokens. Precede them with "CDI:" in the style of <code>[CDI:ADV_NAME:Clean]</code>, for example.<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|INTERACTION}}<br />
| ID<br />
| Specifies which interaction can be performed. This is only needed following [[Syndrome#Special_Effects|CE_CAN_DO_INTERACTION]]; there's no need to include this after [[Creature_token#CAN_DO_INTERACTION|CAN_DO_INTERACTION]] as the latter allows you to specify the interaction directly (as explained [[Interaction_token#Usage|above]]).<br />
<br />
|-<br />
| {{text anchor|ADV_NAME}}<br />
| text<br />
| Specifies the name of the interaction as it will appear on the [[Adventurer_mode|adventure mode]] 'powers/abilities' menu.<br />
<br />
|-<br />
| {{text anchor|TARGET}}<br />
| target ID, target types<br />
| Specifies how the creature chooses what to target. Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls. Valid target types:<br />
* '''LINE_OF_SIGHT''' - the source needs to be able to see the target<br />
* '''TOUCHABLE''' - the source needs to be able to touch the target<br />
* '''DISTURBER_ONLY''' - the target must be whoever disturbed the source (this is currently only relevant to [[mummy|mummies]], allowing them to curse solely the unit who disturbed their [[tomb|resting place]])<br />
* '''SELF_ALLOWED''' - the target can be the source<br />
* '''SELF_ONLY''' - the target '''must''' be the source<br />
<br />
|-<br />
| {{text anchor|TARGET_RANGE}}<br />
| target ID, range<br />
| Determines the maximum distance from the interaction user (in [[tile]]s) at which something can be considered a valid target. For [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], [[Interaction_token#SHARP_ROCK|SHARP_ROCK]], [[Interaction_token#LIQUID_GLOB|LIQUID_GLOB]] and [[Interaction_token#FIREBALL|FIREBALL]] breath attacks, also determines how far the projectiles can fly before falling to the ground.<br />
<br />
|-<br />
| {{text anchor|MAX_TARGET_NUMBER}}<br />
| ID, number<br />
| Specifies the maximum number of things that can be selected for a particular I_TARGET.<br />
<br />
|-<br />
| {{text anchor|LOCATION_HINT}}<br />
| Location Hint<br />
| Prevents CPU-controlled creatures from using the interaction unless they are in a location which meets the specified criteria. See [[Interaction_token#IE_LOCATION|above]] for a list of valid location hint values.<br />
<br />
|-<br />
| {{text anchor|USAGE_HINT}}<br />
| Usage hint token<br />
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified, the interaction will be used whenever a valid target is available{{verify}}. Multiple usage hints may be specified. Valid values:<br />
* '''GREETING''' - Creatures will target 'friendly' creatures, usually at random.<br />
* '''ATTACK''' - Targets enemy creatures in combat. If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.<br />
* '''DEFEND'''{{version|0.47.01}} - Used in combat. Creature will target itself.<br />
* '''FLEEING''' - Used when fleeing an enemy. Creature will target itself.<br />
* '''CLEAN_SELF''' - Creature targets itself when its body is covered with [[contaminant]]s.<br />
* '''CLEAN_FRIEND''' - As above, but targets other friendly units instead.<br />
* '''NEGATIVE_SOCIAL_RESPONSE''' - Used when a creature is expressing contempt (for example, to a murderer). This is used in the default spitting interaction, for example.<br />
* '''TORMENT''' - This is also used in the default spitting interaction, and is presumably used in a similar context.<br />
* '''MINOR_BLESSING'''{{version|0.47.01}} - Used in divination dice blessings. Targets the roller.<br />
* '''MEDIUM_BLESSING'''{{version|0.47.01}} - Used in divination dice blessings. Targets the roller.<br />
* '''MINOR_CURSE'''{{version|0.47.01}} - Used in divination dice curses. Targets the roller.<br />
* '''MEDIUM_CURSE'''{{version|0.47.01}} - Used in divination dice curses. Targets the roller.<br />
* '''MAJOR_CURSE''' - Used in disturbance and deity curses. Targets the tomb disturber/temple defiler.<br />
<br />
|-<br />
| {{text anchor|WAIT_PERIOD}}<br />
| number<br />
| The creature must wait the specified number of [[time|ticks]] before being able to use the interaction again. The delay defaults to 20 ticks if this is omitted. Setting it to 0 removes the delay altogether.<br />
Note: A WAIT_PERIOD of 10 is 10 ticks long in [[fortress mode]], but only 1 tick long in [[adventurer mode]].<br />
<br />
|-<br />
| {{text anchor|FREE_ACTION}}<br />
|<br />
| Indicates that performing the interaction doesn't take any time.<br />
<br />
|-<br />
| {{text anchor|BP_REQUIRED}}<br />
| Body part criteria<br />
| Indicates that a particular body part must be present in order to perform the interaction. Criteria are '''BY_CATEGORY:'''[[Body_token#CATEGORY|category]], '''BY_TYPE:'''type (GRASP, for example), or '''BY_TOKEN:'''[[Body_token#BP|token]] (uses the body part ID). See [[Body_token|body token]].<br />
<br />
|-<br />
| {{text anchor|VERBAL}}<br />
| <br />
| Only creatures that [[Creature_token#CAN_SPEAK|can speak]] will be able to use the interaction. Might also be needed for VERBAL_SPEECH.<br />
<br />
|-<br />
| {{text anchor|VERBAL_SPEECH}}<br />
| filename<br />
| Specifies what the creature says when they perform the interaction. Filename path is relative to /data/speech.<br />
<br />
|-<br />
| {{text anchor|CAN_BE_MUTUAL}}<br />
| <br />
| Presumably allows two creatures with the same interaction to use it on each other simultaneously, for example, cats cleaning each other.<br />
<br />
|-<br />
| {{text anchor|VERB}}<br />
| self:other:mutual<br />
| When a creature uses the interaction, a combat report message will be displayed in the form:<br />
<br />
[interaction user(s)] [VERB text] [target creature (if applicable)]<br />
<br />
The 'self' text is presented when describing the interaction in the second person (that is, when the interaction is carried out by the player character in [[adventure mode]]), the 'other' text is presented when describing it in the third person, and the 'mutual' text is presented when the interaction is carried out in a [[Interaction_token#CAN_BE_MUTUAL|mutual]] fashion.<br />
<br />
[CDI:VERB:lick:licks:lick each other]<br />
<br />
[CDI:VERB:gesture:gestures:NA]<br />
<br />
|-<br />
| {{text anchor|VERB_REVERSE}}<br />
| ?<br />
| ?<br />
<br />
|-<br />
| {{text anchor|TARGET_VERB}}<br />
| self:other<br />
| When a creature uses the interaction, a message will display, describing the target as doing this.<br />
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]<br />
<br />
|-<br />
| {{text anchor|FLOW}}<br />
| [[#Breath Attack Types|Breath attack token]]<br />
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit a special flow type. Valid values:<br />
* '''[[Interaction_token#FIREBALL|FIREBALL]]'''<br />
* '''[[Interaction_token#FIREJET|FIREJET]]'''<br />
* '''[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]'''.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| [[Material token]]:[[Interaction_token#Breath_Attack_Types|Breath attack token]]<br />
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit the specified material in the manner described by the [[Interaction_token#Breath_Attack_Types|breath attack token]] used.<br />
<br />
|}<br />
<br />
==Breath attacks==<br />
Breath attacks are controlled by the MATERIAL_EMISSION interaction, like so:<br />
<br />
[CAN_DO_INTERACTION:MATERIAL_EMISSION]<br />
[CDI:ADV_NAME:Breath custom material]<br />
[CDI:USAGE_HINT:ATTACK]<br />
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]<br />
[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:C:15]<br />
[CDI:MAX_TARGET_NUMBER:C:1]<br />
[CDI:WAIT_PERIOD:50]<br />
<br />
The most important part is this line:<br />
<br />
[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]<br />
<br />
The CDI refers to CAN_DO_INTERACTION; the MATERIAL states that this line shows what the material is. LOCAL_CREATURE_MAT:CUSTOMMATERIAL is your material, and TRAILING_VAPOR_FLOW refers to the breath attack type. Other types are seen below. Also important is this line:<br />
<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
<br />
LINE_OF_SIGHT refers to where the target C may be; others include SELF_ALLOWED (presumably like LINE_OF_SIGHT, but with the creature allowed to target itself), SELF_ONLY (preferable for undirected attacks and TOUCHABLE (for up-close attacks, as trailing flows tend to be).<br />
<br />
===Breath Attack Types===<br />
<br />
'''[CDI:MATERIAL:<[[material token]]>:<material emission type>]'''<br />
<br />
Is used to emit a specific material in a specific manner. A list of valid emission types can be found below.<br />
<br />
Examples:<br />
<br />
[CDI:MATERIAL:INORGANIC:GABBRO:[[Interaction_token#SHARP_ROCK|SHARP_ROCK]]]<br />
shoots a sharp [[gabbro]] rock<br />
[CDI:MATERIAL:PLANT_MAT:GRASS_CAVE_WHEAT:MILL:[[Interaction_token#UNDIRECTED_DUST|UNDIRECTED_DUST]]]<br />
releases a cloud of [[Cave wheat|dwarven wheat flour]]<br />
[CDI:MATERIAL:CREATURE_MAT:DWARF:TEARS:[[Interaction_token#SPATTER_LIQUID|SPATTER_LIQUID]]]<br />
creates a pool of [[dwarf|dwarven]] tears<br />
<br />
<br />
'''[CDI:FLOW:<flow emission type>]'''<br />
<br />
Is used to emit one of the special hardcoded flow types ([[Interaction_token#FIREBALL|FIREBALL]], [[Interaction_token#FIREJET|FIREJET]] or [[Interaction_token#DRAGONFIRE|DRAGONFIRE]]).<br />
<br />
Example:<br />
<br />
[CDI:FLOW:[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]]<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Usage Type<br />
! Description<br />
|-<br />
| {{text anchor|TRAILING_DUST_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of solid dust at the target. Appears to use [[cave-in]] dust physics, as the dust cloud will fling around anything it comes in contact with (including the creature who emitted it), making it capable of smashing creatures into the ground and flinging them over walls. Creatures caught in the dust cloud will be [[contaminant|covered]] with dust; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_VAPOR_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of liquid mist at the target. Creatures caught in the vapor will be [[contaminant|covered]] with the condensed liquid; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_GAS_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of gaseous substance at the target. This can be inhaled, triggering any associated [[Syndrome#SYN_INHALED|inhalation syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_ITEM_FLOW}}:[[item token]]<br />
| MATERIAL<br />
| Shoots a "cloud" of items at the target, leaving piles of this item on the floor. Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately). Instead, this token acts as [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], except that the material will use its ''normal'' temperature - for example, a breath attack of steel anvils will envelop the target in a "burst of steel".<br />
|-<br />
| {{text anchor|UNDIRECTED_DUST}}<br />
| MATERIAL<br />
| The creature releases a cloud of solid dust which spreads and dissipates. Similar to [[Interaction_token#TRAILING_DUST_FLOW|TRAILING_DUST_FLOW]], but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. <s>DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.</s> You know you want to.<br />
|-<br />
| {{text anchor|UNDIRECTED_VAPOR}}<br />
| MATERIAL<br />
| The creature releases a cloud of liquid mist which spreads and dissipates. Similar to [[Interaction_token#TRAILING_VAPOR_FLOW|TRAILING_VAPOR_FLOW]], but undirected, thus affecting a larger area but losing the distance.<br />
|-<br />
| {{text anchor|UNDIRECTED_GAS}}<br />
| MATERIAL<br />
| The creature releases a cloud of gaseous material which spreads and dissipates. Similar to [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], but undirected, thus affecting a larger area but losing the distance.<br />
|-<br />
| {{text anchor|UNDIRECTED_ITEM_CLOUD}}:[[item token]]<br />
| MATERIAL<br />
| The creature releases a "cloud" of items at the target, leaving piles of this item on the floor. The same comments apply as [[Interaction_token#TRAILING_ITEM_FLOW|TRAILING_ITEM_FLOW]].<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_DUST}}<br />
| MATERIAL<br />
| Creates a cloud of creeping dust. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_VAPOR}}<br />
| MATERIAL<br />
| Creates a cloud of creeping vapor. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_GAS}}<br />
| MATERIAL<br />
| Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_FALLING_MATERIAL}}<br />
| MATERIAL<br />
| Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Can transfer [[Syndrome#SYN_CONTACT|contact syndromes]]. Regardless of the nature of the material, being caught in it will give dwarves the negative [[thought]] of being 'caught in freakish weather lately'. Not usable by creatures.<br />
|-<br />
| {{text anchor|SOLID_GLOB}}<br />
| MATERIAL<br />
| Shoots a [[Item_token#GLOB|solid glob]] of spinning substance at the target, leaving a symbol similar to broken arrows, if it misses. Essentially a projectile weapon. If the [[Interaction_token#WAIT_PERIOD|cooldown rate]] is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot globs at their enemies, even when they are right next to them.<br />
|-<br />
| {{text anchor|SHARP_ROCK}}{{version|0.47.01}}<br />
| MATERIAL<br />
| Just like [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], but more harmful, as it shoots a sharpened [[Item_token#ROCK|solid chunk]] of material instead.<br />
|-<br />
| {{text anchor|LIQUID_GLOB}}<br />
| MATERIAL<br />
| Shoots a [[Item_token#LIQUID_MISC|liquid glob]] of substance at the target. [[Syndrome#SYN_CONTACT|Contact syndromes]] will take effect if the glob hits the target's exposed skin.<br />
|-<br />
| {{text anchor|SPATTER_POWDER}}<br />
| MATERIAL<br />
| Creates a [[contaminant|pile of powder]] at the specified location.<br />
|-<br />
| {{text anchor|SPATTER_LIQUID}}<br />
| MATERIAL<br />
| Creates a [[contaminant|pool of liquid]] at the specified location.<br />
|-<br />
| {{text anchor|WEB_SPRAY}}<br />
| MATERIAL<br />
| Emits a burst of [[web]]s that entangle target creatures.<br />
|-<br />
| {{text anchor|DRAGONFIRE}}<br />
| FLOW<br />
| Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}.<br />
|-<br />
| {{text anchor|FIREJET}}<br />
| FLOW<br />
| Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}.<br />
|-<br />
| {{text anchor|FIREBALL}}<br />
| FLOW<br />
| Emits a fireball that burns the target creature.<br />
|}<br />
<br />
Keep in mind that you can give a creature multiple breath attacks, which appears to make the creature choose between them at random. Creatures cannot use the WEATHER effects, these being reserved for regional interactions.<br />
<br />
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist. So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire. You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.<br />
<br />
If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its targets. Make sure to make your creatures immune to their own breath weapons!<br />
<br />
==Creature and Caste Flags==<br />
<br />
Certain interaction and syndrome effects (currently limited to [[Interaction_token#I_EFFECT|[IE_SUMMON_UNIT]]] and [[Syndrome#CE_BODY_TRANSFORMATION|[CE_BODY_TRANSFORMATION]]]) permit modders to specify the required/forbidden creature and caste flags of the desired creature(s). These are a collection of internal flags which are derived from [[Creature_token|creature tokens]] but are not necessarily identical to them. The following lists contain creature and caste flag names as provided by Toady One in a FotF reply [http://www.bay12forums.com/smf//index.php?topic=169696.msg8099138#msg8099138] (valid as of 0.47.04).<br />
<br />
{{gamedata|title=Creature Flags|<br />
ALL_CASTES_ALIVE<br />
ARTIFICIAL_HIVEABLE<br />
BIOME_DESERT_BADLAND<br />
BIOME_DESERT_ROCK<br />
BIOME_DESERT_SAND<br />
BIOME_FOREST_TAIGA<br />
BIOME_FOREST_TEMPERATE_BROADLEAF<br />
BIOME_FOREST_TEMPERATE_CONIFER<br />
BIOME_FOREST_TROPICAL_CONIFER<br />
BIOME_FOREST_TROPICAL_DRY_BROADLEAF<br />
BIOME_FOREST_TROPICAL_MOIST_BROADLEAF<br />
BIOME_GLACIER<br />
BIOME_GRASSLAND_TEMPERATE<br />
BIOME_GRASSLAND_TROPICAL<br />
BIOME_LAKE_TEMPERATE_BRACKISHWATER<br />
BIOME_LAKE_TEMPERATE_FRESHWATER<br />
BIOME_LAKE_TEMPERATE_SALTWATER<br />
BIOME_LAKE_TROPICAL_BRACKISHWATER<br />
BIOME_LAKE_TROPICAL_FRESHWATER<br />
BIOME_LAKE_TROPICAL_SALTWATER<br />
BIOME_MARSH_TEMPERATE_FRESHWATER<br />
BIOME_MARSH_TEMPERATE_SALTWATER<br />
BIOME_MARSH_TROPICAL_FRESHWATER<br />
BIOME_MARSH_TROPICAL_SALTWATER<br />
BIOME_MOUNTAIN<br />
BIOME_OCEAN_ARCTIC<br />
BIOME_OCEAN_TEMPERATE<br />
BIOME_OCEAN_TROPICAL<br />
BIOME_POOL_TEMPERATE_BRACKISHWATER<br />
BIOME_POOL_TEMPERATE_FRESHWATER<br />
BIOME_POOL_TEMPERATE_SALTWATER<br />
BIOME_POOL_TROPICAL_BRACKISHWATER<br />
BIOME_POOL_TROPICAL_FRESHWATER<br />
BIOME_POOL_TROPICAL_SALTWATER<br />
BIOME_RIVER_TEMPERATE_BRACKISHWATER<br />
BIOME_RIVER_TEMPERATE_FRESHWATER<br />
BIOME_RIVER_TEMPERATE_SALTWATER<br />
BIOME_RIVER_TROPICAL_BRACKISHWATER<br />
BIOME_RIVER_TROPICAL_FRESHWATER<br />
BIOME_RIVER_TROPICAL_SALTWATER<br />
BIOME_SAVANNA_TEMPERATE<br />
BIOME_SAVANNA_TROPICAL<br />
BIOME_SHRUBLAND_TEMPERATE<br />
BIOME_SHRUBLAND_TROPICAL<br />
BIOME_SUBTERRANEAN_CHASM<br />
BIOME_SUBTERRANEAN_LAVA<br />
BIOME_SUBTERRANEAN_WATER<br />
BIOME_SWAMP_MANGROVE<br />
BIOME_SWAMP_TEMPERATE_FRESHWATER<br />
BIOME_SWAMP_TEMPERATE_SALTWATER<br />
BIOME_SWAMP_TROPICAL_FRESHWATER<br />
BIOME_SWAMP_TROPICAL_SALTWATER<br />
BIOME_TUNDRA<br />
DOES_NOT_EXIST<br />
EQUIPMENT<br />
EQUIPMENT_WAGON<br />
EVIL<br />
FANCIFUL<br />
GENERATED<br />
GOOD<br />
HAS_ANY_BENIGN<br />
HAS_ANY_CANNOT_BREATHE_AIR<br />
HAS_ANY_CANNOT_BREATHE_WATER<br />
HAS_ANY_CAN_SWIM<br />
HAS_ANY_CARNIVORE<br />
HAS_ANY_COMMON_DOMESTIC<br />
HAS_ANY_CURIOUS_BEAST<br />
HAS_ANY_DEMON<br />
HAS_ANY_FEATURE_BEAST<br />
HAS_ANY_FLIER<br />
HAS_ANY_FLY_RACE_GAIT<br />
HAS_ANY_GRASP<br />
HAS_ANY_GRAZER<br />
HAS_ANY_HAS_BLOOD<br />
HAS_ANY_IMMOBILE<br />
HAS_ANY_INTELLIGENT_LEARNS<br />
HAS_ANY_INTELLIGENT_SPEAKS<br />
HAS_ANY_LARGE_PREDATOR<br />
HAS_ANY_LOCAL_POPS_CONTROLLABLE<br />
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES<br />
HAS_ANY_MEGABEAST<br />
HAS_ANY_MISCHIEVIOUS<br />
HAS_ANY_NATURAL_ANIMAL<br />
HAS_ANY_NIGHT_CREATURE<br />
HAS_ANY_NIGHT_CREATURE_BOGEYMAN<br />
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER<br />
HAS_ANY_NIGHT_CREATURE_HUNTER<br />
HAS_ANY_NIGHT_CREATURE_NIGHTMARE<br />
HAS_ANY_NOT_FIREIMMUNE<br />
HAS_ANY_NOT_FLIER<br />
HAS_ANY_NOT_LIVING<br />
HAS_ANY_OUTSIDER_CONTROLLABLE<br />
HAS_ANY_POWER<br />
HAS_ANY_RACE_GAIT<br />
HAS_ANY_SEMIMEGABEAST<br />
HAS_ANY_SLOW_LEARNER<br />
HAS_ANY_SUPERNATURAL<br />
HAS_ANY_TITAN<br />
HAS_ANY_UNIQUE_DEMON<br />
HAS_ANY_UTTERANCES<br />
HAS_ANY_VERMIN_HATEABLE<br />
HAS_ANY_VERMIN_MICRO<br />
HAS_FEMALE<br />
HAS_MALE<br />
LARGE_ROAMING<br />
LOOSE_CLUSTERS<br />
MATES_TO_BREED<br />
MUNDANE<br />
OCCURS_AS_ENTITY_RACE<br />
SAVAGE<br />
SMALL_RACE - applies to any vermin creature<br />
TWO_GENDERS<br />
UBIQUITOUS<br />
VERMIN_EATER<br />
VERMIN_FISH<br />
VERMIN_GROUNDER<br />
VERMIN_ROTTER<br />
VERMIN_SOIL<br />
VERMIN_SOIL_COLONY<br />
}}<br />
<br />
{{gamedata|title=Caste Flags|<br />
ADOPTS_OWNER<br />
ALCOHOL_DEPENDENT<br />
ALL_ACTIVE<br />
AMBUSHPREDATOR<br />
AQUATIC_UNDERSWIM<br />
ARENA_RESTRICTED<br />
AT_PEACE_WITH_WILDLIFE<br />
BENIGN<br />
BLOODSUCKER<br />
BONECARN<br />
CANNOT_BREATHE_AIR<br />
CANNOT_CLIMB<br />
CANNOT_JUMP<br />
CANOPENDOORS<br />
CAN_BREATHE_WATER<br />
CAN_LEARN / INTELLIGENT_LEARNS<br />
CAN_SPEAK / INTELLIGENT_SPEAKS<br />
CAN_SWIM<br />
CAN_SWIM_INNATE<br />
CARNIVORE<br />
CAVE_ADAPT<br />
COLONY_EXTERNAL<br />
COMMON_DOMESTIC<br />
CONVERTED_SPOUSE<br />
COOKABLE_LIVE<br />
CRAZED<br />
CREPUSCULAR<br />
CURIOUS_BEAST<br />
CURIOUS_BEAST_EATER<br />
CURIOUS_BEAST_GUZZLER<br />
CURIOUS_BEAST_ITEM<br />
DEMON<br />
DIE_WHEN_VERMIN_BITE<br />
DIURNAL<br />
DIVE_HUNTS_VERMIN<br />
EQUIPS<br />
EXTRAVISION<br />
FEATURE_ATTACK_GROUP<br />
FEATURE_BEAST<br />
FIREIMMUNE<br />
FIREIMMUNE_SUPER<br />
FISHITEM<br />
FLEEQUICK<br />
FLIER<br />
GELDABLE<br />
GETS_INFECTIONS_FROM_ROT<br />
GETS_WOUND_INFECTIONS<br />
GNAWER<br />
GRAZER<br />
HASSHELL<br />
HAS_BABYSTATE<br />
HAS_BLOOD<br />
HAS_CHILDSTATE<br />
HAS_COLOR<br />
HAS_FLY_RACE_GAIT<br />
HAS_GLOW_COLOR<br />
HAS_GLOW_TILE<br />
HAS_GRASP<br />
HAS_NERVES<br />
HAS_PUS<br />
HAS_RACE_GAIT<br />
HAS_ROTTABLE<br />
HAS_SECRETION<br />
HAS_SOLDIER_TILE<br />
HAS_SOUND_ALERT<br />
HAS_SOUND_PEACEFUL_INTERMITTENT<br />
HAS_TILE<br />
HUNTS_VERMIN<br />
IMMOBILE<br />
IMMOBILE_LAND<br />
IMMOLATE<br />
ITEMCORPSE<br />
LAIR_HUNTER<br />
LARGE_PREDATOR<br />
LAYS_EGGS<br />
LAYS_UNUSUAL_EGGS<br />
LIGAMENTS<br />
LIGHT_GEN<br />
LISP<br />
LOCAL_POPS_CONTROLLABLE<br />
LOCAL_POPS_PRODUCE_HEROES<br />
LOCKPICKER<br />
MAGICAL<br />
MAGMA_VISION<br />
MANNERISM_BREATH<br />
MANNERISM_EYELIDS<br />
MANNERISM_LAUGH<br />
MANNERISM_POSTURE<br />
MANNERISM_SIT<br />
MANNERISM_SMILE<br />
MANNERISM_STRETCH<br />
MANNERISM_WALK<br />
MATUTINAL<br />
MEANDERER<br />
MEGABEAST<br />
MILKABLE<br />
MISCHIEVIOUS<br />
MOUNT<br />
MOUNT_EXOTIC<br />
MULTIPART_FULL_VISION<br />
MULTIPLE_LITTER_RARE<br />
NATURAL_ANIMAL<br />
NIGHT_CREATURE<br />
NIGHT_CREATURE_BOGEYMAN<br />
NIGHT_CREATURE_EXPERIMENTER<br />
NIGHT_CREATURE_HUNTER<br />
NIGHT_CREATURE_NIGHTMARE<br />
NOBONES<br />
NOBREATHE<br />
NOCTURNAL<br />
NOEMOTION<br />
NOEXERT<br />
NOFEAR<br />
NOMEAT<br />
NONAUSEA<br />
NOPAIN<br />
NOSKIN<br />
NOSKULL<br />
NOSMELLYROT<br />
NOSTUCKINS<br />
NOSTUN<br />
NOTHOUGHT<br />
NOT_BUTCHERABLE<br />
NOT_LIVING<br />
NO_AUTUMN<br />
NO_CONNECTIONS_FOR_MOVEMENT<br />
NO_DIZZINESS<br />
NO_DRINK<br />
NO_EAT<br />
NO_FEVERS<br />
NO_PHYS_ATT_GAIN<br />
NO_PHYS_ATT_RUST<br />
NO_SLEEP<br />
NO_SPRING<br />
NO_SUMMER<br />
NO_THOUGHT_CENTER_FOR_MOVEMENT<br />
NO_UNIT_TYPE_COLOR<br />
NO_VEGETATION_PERTURB<br />
NO_WINTER<br />
OPPOSED_TO_LIFE<br />
OUTSIDER_CONTROLLABLE<br />
PACK_ANIMAL<br />
PARALYZEIMMUNE<br />
PATTERNFLIER<br />
PEARL<br />
PET<br />
PET_EXOTIC<br />
POWER<br />
REMAINS_ON_VERMIN_BITE_DEATH<br />
REMAINS_UNDETERMINED<br />
RETURNS_VERMIN_KILLS_TO_OWNER<br />
SEMIMEGABEAST<br />
SLOW_LEARNER<br />
SPOUSE_CONVERSION_TARGET<br />
SPOUSE_CONVERTER<br />
SPREAD_EVIL_SPHERES_IF_RULER<br />
STANCE_CLIMBER<br />
STRANGE_MOODS<br />
SUPERNATURAL<br />
TENDONS<br />
THICKWEB<br />
TITAN<br />
TRAINABLE_HUNTING<br />
TRAINABLE_WAR<br />
TRANCES<br />
TRAPAVOID<br />
UNIQUE_DEMON<br />
UTTERANCES<br />
VEGETATION<br />
VERMIN_GOBBLER<br />
VERMIN_HATEABLE<br />
VERMIN_MICRO<br />
VERMIN_NOFISH<br />
VERMIN_NOROAM<br />
VERMIN_NOTRAP<br />
VESPERTINE<br />
WAGON_PULLER<br />
WEBBER<br />
WEBIMMUNE<br />
}}<br />
<br />
==See Also==<br />
* [[Syndrome]]<br />
* [[Interaction examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Interaction token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Interaction_token&diff=257696Interaction token2021-04-05T11:32:25Z<p>Kabocca: /* Definitions */ Added info on mundane research token and gait speed tokens from FotF</p>
<hr />
<div>{{av}}<br />
<br />
The following [[token]]s can be used to define and use interactions.<br />
<br />
==Definitions==<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Context<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|INTERACTION}}<br />
| Global<br />
| ID<br />
| Used to start defining a new interaction. The term "interaction ID" refers to the text specified within this token; this is used to make reference to the interaction in various other places.<br />
<br />
|-<br />
| {{text anchor|EXPERIMENT_ONLY}}{{version|0.47.01}}<br />
| Global<br />
| <br />
| This disallows use of the interaction in play, and also encourages usage specifically to create experimental populations. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
<br />
|-<br />
| {{text anchor|I_SOURCE}}<br />
| Global<br />
| type<br />
| Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values:<br />
* '''CREATURE_ACTION''' - Specifies that the interaction may be used in conjunction with [[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION]]] and [[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]], but it isn't actually necessary for this. It might exist simply to allow for the inclusion of IS_ tokens (detailed below) to be applied when the interaction is used in this context.<br />
* '''ATTACK''' - Allows the interaction to be used in conjunction with [[Creature_token#SPECIALATTACK_INTERACTION|[SPECIALATTACK_INTERACTION]]] and [[Syndrome#Special_Effects|[CE_SPECIAL_ATTACK_INTERACTION]]].<br />
* '''INGESTION''' - Allows the interaction to be used in conjunction with [[Syndrome#CE_BODY_MAT_INTERACTION|[CE_BODY_MAT_INTERACTION]]].<br />
* '''DEITY''' - Allows the interaction to be inflicted upon mortals by the gods, for reasons dictated by [[Interaction_token#IS_USAGE_HINT|[IS_USAGE_HINT]]].<br />
* '''SECRET''' - Allows the interaction to act as a secret which can be learnt and passed on to others, as specified via [[Interaction_token#IS_SECRET|[IS_SECRET]]]. Appropriate [[Interaction_token#I_EFFECT|interaction effects]] with a [[Interaction_token#IE_TARGET|creature target]] will be applied to individuals who learn the secret. It is possible to set restrictions on who may learn the secret by using creature target tokens as described below. Also see [[Interaction_token#IS_SECRET_GOAL|[IS_SECRET_GOAL]]] and [[Interaction_token#IS_SPHERE|[IS_SPHERE]]].<br />
* '''REGION''' - Allows the interaction to take place spontaneously in regions specified using [[Interaction_token#IS_REGION|[IS_REGION]]]. Also see [[Interaction_token#IS_FREQUENCY|[IS_FREQUENCY]]] and [[Interaction_token#IE_INTERMITTENT|[IE_INTERMITTENT]]].<br />
* '''DISTURBANCE''' - Allows the interaction to take place spontaneously in disturbed [[tomb|tombs]]; generated interactions with this token are used to create [[mummy|mummies]].<br />
* '''UNDERGROUND_SPECIAL''' - Allows the interaction to take place spontaneously in [[Demonic fortress|curious underground structures]] (which have since been removed {{version|0.40.01}}); generated interactions with this token used to be used to produce [[undead|zombies]] when creating the structure's inhabitants.<br />
* '''EXPERIMENT''' - Allows the interaction to be used when experimenting on creatures. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8083510#msg8083510]<br />
<br />
|-<br />
| {{text anchor|IS_HIST_STRING_1}}<br />
| Within I_SOURCE<br />
| text<br />
| Describes what the interaction did to a historical figure; this is displayed in legends mode following the name of the historical figure who performed the interaction and preceding the name of the targeted historical figure (or, in the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], the historical figure from whom the consumed material was extracted).<br />
<br />
[IS_HIST_STRING_1: cursed]<br />
<br />
|-<br />
| {{text anchor|IS_HIST_STRING_2}}<br />
| Within I_SOURCE<br />
| text<br />
| Describes what the interaction did to a historical figure; this is displayed in legends mode after the name of the historical figure who was targeted by the interaction. In the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], it is displayed after the name of the historical figure from whom the consumed material was extracted.<br />
<br />
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING}}{{version|0.47.01}}<br />
| Within I_SOURCE<br />
| text<br />
| Displayed as an announcement when the interaction is carried out during play. The text follows the name of the target unit, and is preceded by [[Interaction_token#IS_TRIGGER_STRING_SECOND|IS_TRIGGER_STRING_SECOND]] or [[Interaction_token#IS_TRIGGER_STRING_THIRD|IS_TRIGGER_STRING_THIRD]]. May be limited to [[Interaction_token#I_SOURCE|[I_SOURCE:DEITY]]] and [[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]] interactions at present; this still needs to be tested.<br />
<br />
[IS_TRIGGER_STRING: been infected with a contagious ghoulish condition]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING_SECOND}}{{version|0.47.01}}<br />
| Within I_SOURCE<br />
| text<br />
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the second person.<br />
<br />
[IS_TRIGGER_STRING_SECOND: have]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING_THIRD}}{{version|0.47.01}}<br />
| Within I_SOURCE<br />
| text<br />
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the third person.<br />
<br />
[IS_TRIGGER_STRING_THIRD: has]<br />
<br />
|-<br />
| {{text anchor|IS_NAME}}<br />
| Within I_SOURCE<br />
| string<br />
| Generally used with [[Interaction_token#I_SOURCE|[I_SOURCE:SECRET]]] interactions to describe what the secret is about (though it may be used to name any I_SOURCE). This name is engraved onto the appropriate secret-containing slabs from worldgen, and is used in legends mode when describing the secret being learnt by historical figures.<br />
<br />
[IS_NAME:the secrets of life and death]<br />
<br />
|-<br />
| {{text anchor|IS_SPHERE}}<br />
| Within I_SOURCE:SECRET<br />
| [[Sphere#Available_spheres|sphere]]<br />
| Indicates the [[sphere]] to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, so several [I_SOURCE:SECRET] tokens are required to make a secret belong to multiple spheres.<br />
<br />
|-<br />
| {{text anchor|IS_SECRET_GOAL}}<br />
| Within I_SOURCE:SECRET<br />
| Secret Goal token<br />
| Indicates why somebody would want to learn the secret. Valid values:<br />
* '''STAY_ALIVE'''<br />
* '''MAINTAIN_ENTITY_STATUS'''<br />
* '''START_A_FAMILY'''<br />
* '''RULE_THE_WORLD'''<br />
* '''CREATE_A_GREAT_WORK_OF_ART'''<br />
* '''CRAFT_A_MASTERWORK'''<br />
* '''BRING_PEACE_TO_THE_WORLD'''<br />
* '''BECOME_A_LEGENDARY_WARRIOR'''<br />
* '''MASTER_A_SKILL'''<br />
* '''FALL_IN_LOVE'''<br />
* '''SEE_THE_GREAT_NATURAL_SITES'''<br />
* '''IMMORTALITY'''<br />
However, currently only IMMORTALITY will result in a secret being pursued during world-gen.<br />
<br />
|-<br />
| {{text anchor|IS_SECRET}}<br />
| Within I_SOURCE:SECRET<br />
| Secret Flag<br />
| Indicates how the secret can be learned. Valid values:<br />
* '''SUPERNATURAL_LEARNING_POSSIBLE''' - gods may gift the secret to their worshippers. Secrets with [[Interaction_token#IS_SPHERE|[IS_SPHERE]]] specified may only be granted by gods who have at least one matching sphere.<br />
* '''MUNDANE_RESEARCH_POSSIBLE''' - the secret can be researched by mundane means. This doesn't do anything at present. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222].<br />
* '''MUNDANE_TEACHING_POSSIBLE''' - the secret can be taught to apprentices<br />
* '''MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt''' - the secret can be written in books with the specified title. If this tag is present, a slab will be created upon learning the secret by supernatural means.<br />
<br />
|-<br />
| {{text anchor|IS_USAGE_HINT}}<br />
| Within I_SOURCE:DEITY<br />
| Usage Hint token<br />
| Indicates why a deity would choose to perform this interaction. See [[Interaction_token#USAGE_HINT|CDI:USAGE_HINT]] below for valid values - in this context, '''MINOR_BLESSING'''{{version|0.47.01}}, '''MEDIUM_BLESSING'''{{version|0.47.01}}, '''MINOR_CURSE'''{{version|0.47.01}}, '''MEDIUM_CURSE'''{{version|0.47.01}}, and '''MAJOR_CURSE''' are the only values that make sense.<br />
<br />
|-<br />
| {{text anchor|IS_REGION}}<br />
| Within I_SOURCE:REGION<br />
| Region type<br />
| Indicates what types of regions are capable of performing this interaction. This token may be specified several times per I_SOURCE to permit multiple terrain/alignment types. Valid values:<br />
<br />
* '''ANY''' permits the interaction to occur in all regions, regardless of terrain or alignment<br />
<br />
[[Biome|Terrain]]:<br />
<br />
* '''DESERT'''<br />
* '''FOREST'''<br />
* '''GLACIER'''<br />
* '''GRASSLAND'''<br />
* '''HILLS'''<br />
* '''LAKE'''<br />
* '''MOUNTAINS'''<br />
* '''OCEAN'''<br />
* '''SWAMP'''<br />
* '''TUNDRA'''<br />
* '''ANY_TERRAIN''' permits the interaction to occur in all regions which meet alignment specifications<br />
<br />
[[Surroundings#Combinations & characteristics of surroundings|Alignment]]:<br />
<br />
* '''NORMAL_ALLOWED'''<br />
* '''EVIL_ALLOWED'''<br />
* '''GOOD_ALLOWED'''<br />
* '''SAVAGE_ALLOWED'''<br />
* '''EVIL_ONLY'''<br />
* '''GOOD_ONLY'''<br />
* '''SAVAGE_ONLY'''<br />
<br />
|-<br />
| {{text anchor|IS_FREQUENCY}}<br />
| Within I_SOURCE<br />
| Probability<br />
| When used with [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]], determines how likely it is for the region(s) specified via [[Interaction_token#IS_REGION|[IS_REGION]]] to possess this interaction.<br />
<br />
Note: it appears that regions aren't allowed to possess more than a single regional interaction at present.<br />
<br />
|-<br />
| {{text anchor|I_TARGET}}<br />
| Global<br />
| ID, type<br />
| Defines the targets available for subsequent use with [[Interaction_token#I_EFFECT|[I_EFFECT]]] tokens. Multiple targets may be specified; the precise target(s) used with each interaction effect are indicated via their ID (see [[Interaction_token#IE_TARGET|[IE_TARGET]]]). Valid values:<br />
* '''CORPSE''' - The target is a [[Item_token#CORPSE|CORPSE]] or [[Item_token#CORPSEPIECE|CORPSEPIECE]] item.<br />
* '''CREATURE''' - The target is a [[Creature|unit]].<br />
* '''MATERIAL''' - This is a valid target for use in [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] interaction effects, and is used to set the material or flow type of the emission. This information, in turn, is either obtained from an [[Interaction_token#IT_MATERIAL|[IT_MATERIAL]]] token or by using [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]]. Using the latter implies that the precise emission info will be provided when defining [[Interaction_token#Breath_attacks|how an interaction user can use the interaction in question via CDI tokens]], enabling one to create 'template' material emission interactions such as the MATERIAL_EMISSION and MATERIAL_EMISSION_WITH_HIDE interactions included in the vanilla raws.<br />
* '''LOCATION''' - The target is a [[tile|local map tile]]. If used with [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]]], creatures at the target tile are also valid targets.<br />
<br />
|-<br />
| {{text anchor|IT_LOCATION}}<br />
| Within I_TARGET<br />
| Location<br />
| This is often included after [[Interaction_token#I_TARGET|[I_TARGET]]] token to add more detail about the target. Valid values:<br />
* '''CONTEXT_CREATURE''' - Used with CREATURE to target the whole unit.<br />
* '''CONTEXT_BP''' - Used with CREATURE to target the body part specified in [[Interaction_token#BP_REQUIRED|[CDI:BP_REQUIRED]]].<br />
* '''CONTEXT_LOCATION''' - Used with LOCATION to target only a tile.<br />
* '''CONTEXT_CREATURE_OR_LOCATION''' - Used with LOCATION to allow for targetting of both creatures and tiles.<br />
* '''CONTEXT_ITEM''' - Used with CORPSE.<br />
* '''CONTEXT_REGION''' - Can only be used by [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]] interactions.<br />
* '''CONTEXT_MATERIAL''' - Used with MATERIAL if you want an [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] to obtain the emission material/flow type from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].<br />
* '''RANDOM_NEARBY_LOCATION'''{{version|0.47.01}} - Used with LOCATION. Targets a location from somewhere random within a number of squares from another LOCATION target specified by its target ID. For example, [I_TARGET:B:LOCATION] with [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5] will randomly select a tile lying somewhere within a radius of 5 tiles from [I_TARGET:A:LOCATION]. A walkable path between the two locations must exist.<br />
<br />
|-<br />
| {{text anchor|IT_MANUAL_INPUT}}<br />
| Within I_TARGET<br />
| text<br />
| Tells the adventure mode player what they should be selecting. If not specified, the player will only be able to target themselves.<br />
<br />
|-<br />
| {{text anchor|IT_AFFECTED_CREATURE}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| CREATURE:CASTE<br />
| Specifies specific creatures the interaction can target.<br />
<br />
|-<br />
| {{text anchor|IT_AFFECTED_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature class<br />
| Specifies creature classes the interaction can target.<br />
<br />
|-<br />
| {{text anchor|IT_IMMUNE_CREATURE}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| CREATURE:CASTE<br />
| Specifies specific creatures the interaction cannot target.<br />
<br />
|-<br />
| {{text anchor|IT_IMMUNE_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature class<br />
| Specifies creature classes the interaction cannot target.<br />
<br />
|-<br />
| {{text anchor|IT_REQUIRES}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature token or property<br />
| Indicates that the target must have the specified property. Valid values:<br />
* '''FIT_FOR_ANIMATION''' - Any corpse or body part that can become a zombie (heads, hands, etc.)<br />
* '''FIT_FOR_RESURRECTION''' - The target corpse's UPPERBODY must be attached.<br />
* '''HAS_BLOOD'''<br />
* '''MORTAL'''<br />
* '''NO_AGING'''<br />
* '''STERILE'''<br />
* Creature token: '''BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, MISCHIEVOUS''' (or '''MISCHIEVIOUS'''), '''NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES'''<br />
<br />
|-<br />
| {{text anchor|IT_FORBIDDEN}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature token or property<br />
| Indicates that the target must not have the specified property. Valid values are the same as for IT_REQUIRES.<br />
<br />
|-<br />
| {{text anchor|IT_CANNOT_TARGET_IF_ALREADY_AFFECTED}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| <br />
| Prevents the interaction from targeting a creature that's already under the effect of the same interaction.<br />
<br />
|-<br />
| {{text anchor|IT_CANNOT_HAVE_SYNDROME_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| [[Syndrome]] class<br />
| Prevents the interaction from targeting a creature under the effects of a syndrome having the specified SYN_CLASS value.<br />
<br />
|-<br />
| {{text anchor|IT_MATERIAL}}<br />
| Within I_TARGET:MATERIAL<br />
| type<br />
| Specifies the type of material the interaction targets; currently only used for [[Interaction_token#I_EFFECT|MATERIAL_EMISSION]] interaction effects. See [[Interaction_token#Breath_Attacks_Types|Breath Attack Types]]. Valid values:<br />
* '''FLOW''':Breath attack token - The emission will consist of the specified special flow type.<br />
* '''MATERIAL''':[[Material token]]:Breath attack token - The emission will consist of the specified material dispersed in the specified manner.<br />
* '''CONTEXT_MATERIAL''' - Indicates the emission details should be obtained from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].<br />
<br />
|-<br />
| {{text anchor|I_EFFECT}}<br />
| Global<br />
| type<br />
| Specifies what the interaction does to the targets. Multiple [I_EFFECT]s may be specified in a single interaction, and the same type may be used more than once. Valid values:<br />
* '''ADD_SYNDROME''' - Adds one or more syndromes to a valid creature target. You must specify the syndrome details just below this interaction effect using the [SYNDROME] tag followed by the relevant syndrome tokens. See [[syndrome#The anatomy of a syndrome|here]] for more information.<br />
* '''ANIMATE''' - Raises the target corpse/bodypart as an [[undead]] unit. The zombie will always be hostile to life and will retain no information about its original personality/loyalties. Syndromes can also be specified within this tag. If a regional interaction contains this effect, affected regions will have undead wildlife.<br />
* '''RESURRECT''' - Takes a target corpse and returns the creature to life. This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction. Syndromes can also be specified within this tag.<br />
* '''CLEAN''' - Removes [[Contaminant|contaminants]] from a valid creature target. See [[Interaction_token#IE_GRIME_LEVEL|[IE_GRIME_LEVEL]]] and [[Interaction_token#IE_SYNDROME_TAG|[IE_SYNDROME_TAG]]].<br />
* '''CONTACT''' - Causes the creatures to touch.<br />
* '''MATERIAL_EMISSION''' - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction.<br />
* '''HIDE''' - Allows the creature to hide even if another creature can see it.<br />
* '''CREATE_ITEM'''{{version|0.47.01}} - Creates an item as described by [[Interaction_token#IE_ITEM|[IE_ITEM]]] and [[Interaction_token#IE_ITEM_QUALITY|[IE_ITEM_QUALITY]]].<br />
* '''CHANGE_ITEM_QUALITY'''{{version|0.47.01}} - Alters an item's quality level as indicated by either [[Interaction_token#IE_CHANGE_QUALITY|[IE_CHANGE_QUALITY]]] or [[Interaction_token#IE_SET_QUALITY|[IE_SET_QUALITY]]]. When targeting a unit, all items equipped by that unit will be affected.<br />
* '''SUMMON_UNIT'''{{version|0.47.01}} - Creates a new unit at the target. The type of unit can either be specified using the [[Interaction_token#CREATURE|[CREATURE]]] token, or made to be randomly selected as indicated by a variety of flag-based tokens: [[Interaction_token#IE_CREATURE_FLAG|[IE_CREATURE_FLAG]]], [[Interaction_token#IE_FORBIDDEN_CREATURE_FLAG|[IE_FORBIDDEN_CREATURE_FLAG]]], [[Interaction_token#IE_CREATURE_CASTE_FLAG|[IE_CREATURE_CASTE_FLAG]]] and/or [[Interaction_token#IE_FORBIDDEN_CREATURE_CASTE_FLAG|[IE_FORBIDDEN_CREATURE_CASTE_FLAG]]]. See also [[Interaction_token#IE_TIME_RANGE|[IE_TIME_RANGE]]] and [[Interaction_token#IE_MAKE_PET_IF_POSSIBLE|[IE_MAKE_PET_IF_POSSIBLE]]].<br />
* '''PROPEL_UNIT'''{{version|0.47.01}} - Applies a force specified using [[Interaction_token#IE_PROPEL_FORCE|[IE_PROPEL_FORCE]]] to a unit to knock it back.<br />
* '''CHANGE_WEATHER'''{{version|0.47.01}} - Changes the weather as specified by [[Interaction_token#IE_ADD_WEATHER|[IE_ADD_WEATHER]]] and/or [[Interaction_token#IE_REMOVE_WEATHER|[IE_REMOVE_WEATHER]]].<br />
* '''RAISE_GHOST'''{{version|0.47.01}} - Present in version 0.47.01 and accepted as a valid I_EFFECT token, but does not have an effect currently.<br />
<br />
|-<br />
| {{text anchor|IE_ARENA_NAME}}<br />
| Within I_EFFECT<br />
| text<br />
| Allows the interaction effect to be applied directly to newly spawned creatures in [[object testing arena|arena mode]]. The specified name is used to represent it within the creature creation [[Object_testing_arena#Effects|effects list]].<br />
<br />
|-<br />
| {{text anchor|IE_TARGET}}<br />
| Within I_EFFECT<br />
| ID<br />
| Specifies which [[Interaction_token#I_TARGET|I_TARGET]] a particular interaction effect will be applied to. For example, in an interaction with the token [I_TARGET:B:CREATURE], 'B' is the ID used to indicate this target option. [I_EFFECT:ADD_SYNDROME] followed by [IE_TARGET:B] would therefore apply the syndrome to this target. Certain types of interaction effects require multiple IE_TARGET tokens in a specific order to function properly. A few effects do not require a target at all.<br />
<br />
|-<br />
| {{text anchor|IE_INTERMITTENT}}<br />
| Within I_EFFECT<br />
| Frequency<br />
| Only appears to work with [I_SOURCE:REGION] interactions. Indicates that the effect happens intermittently and specifies roughly how often. Regional interactions aren't able to use effects which lack this token. Valid values:<br />
* '''WEEKLY'''<br />
<br />
Note: DAILY, MONTHLY and YEARLY also exist in the string dump but don't appear to work at present.<br />
<br />
|-<br />
| {{text anchor|IE_IMMEDIATE}}<br />
| Within I_EFFECT<br />
|<br />
| Indicates that the effect happens immediately.<br />
<br />
|-<br />
| {{text anchor|IE_LOCATION}}<br />
| Within I_EFFECT<br />
| Location Hint<br />
| Prevents the interaction effect from manifesting unless the target is in a location which meets the specified criteria. <br />
Valid values:<br />
* '''IN_WATER'''<br />
* '''IN_MAGMA'''<br />
* '''NO_WATER'''<br />
* '''NO_MAGMA'''<br />
* '''NO_THICK_FOG'''<br />
* '''OUTSIDE'''<br />
A [[Water#Depth|depth]] of 1/7 is sufficient for IN_WATER and IN_MAGMA.<br />
<br />
Note: NO_THICK_FOG and OUTSIDE are accepted as valid location hints when specified with IE_LOCATION, but don't appear to work. It's possible that they're currently only implemented for use with <code>[[Interaction_token#LOCATION_HINT|[CDI:LOCATION_HINT]]]</code>.<br />
<br />
|-<br />
| {{text anchor|IE_ADD_WEATHER}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_WEATHER<br />
| type<br />
| Indicates what type of weather is added. Valid values:<br />
* '''FOG_MIST'''<br />
* '''FOG_NORMAL'''<br />
* '''FOG_THICK'''<br />
* '''FRONT_WARM'''<br />
* '''FRONT_COLD'''<br />
* '''FRONT_OCCLUDED'''<br />
* '''STRATUS_ALTO'''<br />
* '''STRATUS_PROPER'''<br />
* '''STRATUS_NIMBUS'''<br />
* '''CUMULUS_MED'''<br />
* '''CUMULUS_MULTI'''<br />
* '''CUMULUS_NIMBUS'''<br />
* '''CIRRUS'''<br />
<br />
|-<br />
| {{text anchor|IE_REMOVE_WEATHER}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_WEATHER<br />
| type<br />
| Indicates what type of weather is removed. See [[Interaction_token#IE_ADD_WEATHER|above]] for a list of valid weather types.<br />
<br />
|-<br />
| {{text anchor|IE_GRIME_LEVEL}}<br />
| Within I_EFFECT:CLEAN<br />
| amount?<br />
| [IE_GRIME_LEVEL:2] appears in the default cleaning interaction, and may indicate amount of grime cleaned.<br />
<br />
|-<br />
| {{text anchor|IE_SYNDROME_TAG}}<br />
| Within I_EFFECT:CLEAN<br />
| syndrome trigger flag<br />
| When a creature cleans off a [[contaminant]] which is associated with a [[syndrome]], the syndrome will be contracted if it has a matching [[Syndrome#The_anatomy_of_a_syndrome|trigger flag]]. This is what enables [[cat]]s to become slightly inebriated when licking off [[alcohol]]. '''SYN_INGESTED''' appears to be the only syndrome trigger flag that works in this context.<br />
<br />
|-<br />
| {{text anchor|IE_PROPEL_FORCE}}{{version|0.47.01}}<br />
| Within I_EFFECT:PROPEL_UNIT<br />
| amount<br />
| Indicates the amount of force that the target will be propelled with.<br />
<br />
|-<br />
| {{text anchor|IE_ITEM}}{{version|0.47.01}}<br />
| Within I_EFFECT:CREATE_ITEM<br />
| <probability>:<quantity>:[[item token]]:[[material token]]<br />
| Defines what item will be created.<br />
<br />
|-<br />
| {{text anchor|IE_ITEM_QUALITY}}{{version|0.47.01}}<br />
| Within I_EFFECT:CREATE_ITEM<br />
| <[[Item_quality|quality]]> OR <minimum [[Item_quality|quality]]>:<maximum [[Item_quality|quality]]><br />
| Defines what [[Item quality|quality]] the created item shall have. Can either be specified in the form of a single, fixed quality (it seems that ARTIFACT can only be used in this manner), or a minimum and maximum level (in which case the quality is selected randomly). Valid values (numerals only except for ARTIFACT):<br />
* '''0''' = ordinary<br />
* '''1''' = well-crafted<br />
* '''2''' = finely crafted<br />
* '''3''' = superior quality<br />
* '''4''' = exceptional<br />
* '''5''' = masterwork<br />
* '''ARTIFACT'''<br />
<br />
|-<br />
| {{text anchor|IE_SET_QUALITY}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_ITEM_QUALITY<br />
| [[Interaction_token#IE_ITEM_QUALITY|quality level]]<br />
| Defines a fixed [[Item_quality|quality]] level which the affected item(s) will be set to (decreasing or increasing in quality as necessary). See [[Interaction_token#IE_ITEM_QUALITY|above]] for a list of valid quality levels (but note that ARTIFACT cannot be used in this effect).<br />
<br />
|-<br />
| {{text anchor|IE_CHANGE_QUALITY}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_ITEM_QUALITY<br />
| amount<br />
| Determines how much the [[Item_quality|quality]] of the item(s) will be changed. For instance, improving a well-crafted -item- ([[Interaction_token#IE_ITEM_QUALITY|quality level]] 1) by 2 will turn it into a superior-quality *item* (quality level 3). A negative value can be used to decrease quality. Quality cannot be increased beyond level 5 (masterwork) or decreased below level 0 (ordinary).<br />
<br />
|-<br />
| {{text anchor|CREATURE}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <creature token>:<caste token><br />
| Indicates which specific creature will be created when using this interaction. ANY can be used in place of a specific caste token. Only one [CREATURE] may currently be specified per interaction effect.<br />
<br />
|-<br />
| {{text anchor|IE_CREATURE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br />
| Any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] may be summoned. This token may be used multiple times per interaction effect; it appears that any creature with at least one of the indicated flags will be counted as a valid option.<br />
<br />
|-<br />
| {{text anchor|IE_FORBIDDEN_CREATURE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br />
| Any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] will not be summoned. This token may be used multiple times per interaction effect; any creature with at least one of the indicated flags is forbidden.<br />
<br />
|-<br />
| {{text anchor|IE_CREATURE_CASTE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br />
| Any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] may be summoned. This token may be used multiple times per interaction effect; it appears that any creature with at least one of the indicated flags will be counted as a valid option.<br />
<br />
|-<br />
| {{text anchor|IE_FORBIDDEN_CREATURE_CASTE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br />
| Any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] will not be summoned. This token may be used multiple times per interaction effect; any creature with at least one of the indicated flags is forbidden.<br />
<br />
|-<br />
| {{text anchor|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <minimum [[Gait#Speed|gait speed]]><br />
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] less than or equal to the specified <minimum gait speed> ("less than" because lower is faster in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
|-<br />
| {{text anchor|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <maximum [[Gait#Speed|gait speed]]><br />
| When this token is added to a random creature summoning effect, it excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] value less than or equal to the specified <maximum gait speed> (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
|-<br />
| {{text anchor|IE_TIME_RANGE}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <minimum [[Time|ticks]]>:<maximum [[Time|ticks]]><br />
| The summoned unit vanishes in a puff of smoke once a certain amount of time has elapsed. The time limit is a randomly selected number of ticks within the specified minimum-maximum time range. The unit will persist indefinitely if this token is omitted.<br />
<br />
|-<br />
| {{text anchor|IE_MAKE_PET_IF_POSSIBLE}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
|<br />
| Makes the summoned unit behave as a pet of the unit who performed the summoning interaction.<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Global<br />
| <br />
| Indicates that this is a generated interaction. Cannot be specified in user-defined raws.<br />
<br />
<br />
|}<br />
<br />
==Usage==<br />
To enable a particular type of creature to use an interaction directly, the [[creature token]] <code>[[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION:<interaction name>]]]</code> should be added to its creature raws (replacing '<interaction name>' with the ID of the desired interaction; for an interaction called <code>[INTERACTION:CLEANING]</code> in the raws, the ID would be "CLEANING"), followed by a series of [CDI:...] tokens as detailed below.<br />
<br />
Interactions can also be granted to individual creatures via [[syndrome]]s using the syndrome effect token <code>[[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]]</code> followed by <code>[[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]]</code> and additional CDI tokens as required.<br />
<br />
The following is a list of valid CDI tokens. Precede them with "CDI:" in the style of <code>[CDI:ADV_NAME:Clean]</code>, for example.<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|INTERACTION}}<br />
| ID<br />
| Specifies which interaction can be performed. This is only needed following [[Syndrome#Special_Effects|CE_CAN_DO_INTERACTION]]; there's no need to include this after [[Creature_token#CAN_DO_INTERACTION|CAN_DO_INTERACTION]] as the latter allows you to specify the interaction directly (as explained [[Interaction_token#Usage|above]]).<br />
<br />
|-<br />
| {{text anchor|ADV_NAME}}<br />
| text<br />
| Specifies the name of the interaction as it will appear on the [[Adventurer_mode|adventure mode]] 'powers/abilities' menu.<br />
<br />
|-<br />
| {{text anchor|TARGET}}<br />
| target ID, target types<br />
| Specifies how the creature chooses what to target. Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls. Valid target types:<br />
* '''LINE_OF_SIGHT''' - the source needs to be able to see the target<br />
* '''TOUCHABLE''' - the source needs to be able to touch the target<br />
* '''DISTURBER_ONLY''' - the target must be whoever disturbed the source (this is currently only relevant to [[mummy|mummies]], allowing them to curse solely the unit who disturbed their [[tomb|resting place]])<br />
* '''SELF_ALLOWED''' - the target can be the source<br />
* '''SELF_ONLY''' - the target '''must''' be the source<br />
<br />
|-<br />
| {{text anchor|TARGET_RANGE}}<br />
| target ID, range<br />
| Determines the maximum distance from the interaction user (in [[tile]]s) at which something can be considered a valid target. For [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], [[Interaction_token#SHARP_ROCK|SHARP_ROCK]], [[Interaction_token#LIQUID_GLOB|LIQUID_GLOB]] and [[Interaction_token#FIREBALL|FIREBALL]] breath attacks, also determines how far the projectiles can fly before falling to the ground.<br />
<br />
|-<br />
| {{text anchor|MAX_TARGET_NUMBER}}<br />
| ID, number<br />
| Specifies the maximum number of things that can be selected for a particular I_TARGET.<br />
<br />
|-<br />
| {{text anchor|LOCATION_HINT}}<br />
| Location Hint<br />
| Prevents CPU-controlled creatures from using the interaction unless they are in a location which meets the specified criteria. See [[Interaction_token#IE_LOCATION|above]] for a list of valid location hint values.<br />
<br />
|-<br />
| {{text anchor|USAGE_HINT}}<br />
| Usage hint token<br />
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified, the interaction will be used whenever a valid target is available{{verify}}. Multiple usage hints may be specified. Valid values:<br />
* '''GREETING''' - Creatures will target 'friendly' creatures, usually at random.<br />
* '''ATTACK''' - Targets enemy creatures in combat. If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.<br />
* '''DEFEND'''{{version|0.47.01}} - Used in combat. Creature will target itself.<br />
* '''FLEEING''' - Used when fleeing an enemy. Creature will target itself.<br />
* '''CLEAN_SELF''' - Creature targets itself when its body is covered with [[contaminant]]s.<br />
* '''CLEAN_FRIEND''' - As above, but targets other friendly units instead.<br />
* '''NEGATIVE_SOCIAL_RESPONSE''' - Used when a creature is expressing contempt (for example, to a murderer). This is used in the default spitting interaction, for example.<br />
* '''TORMENT''' - This is also used in the default spitting interaction, and is presumably used in a similar context.<br />
* '''MINOR_BLESSING'''{{version|0.47.01}} - Used in divination dice blessings. Targets the roller.<br />
* '''MEDIUM_BLESSING'''{{version|0.47.01}} - Used in divination dice blessings. Targets the roller.<br />
* '''MINOR_CURSE'''{{version|0.47.01}} - Used in divination dice curses. Targets the roller.<br />
* '''MEDIUM_CURSE'''{{version|0.47.01}} - Used in divination dice curses. Targets the roller.<br />
* '''MAJOR_CURSE''' - Used in disturbance and deity curses. Targets the tomb disturber/temple defiler.<br />
<br />
|-<br />
| {{text anchor|WAIT_PERIOD}}<br />
| number<br />
| The creature must wait the specified number of [[time|ticks]] before being able to use the interaction again. The delay defaults to 20 ticks if this is omitted. Setting it to 0 removes the delay altogether.<br />
Note: A WAIT_PERIOD of 10 is 10 ticks long in [[fortress mode]], but only 1 tick long in [[adventurer mode]].<br />
<br />
|-<br />
| {{text anchor|FREE_ACTION}}<br />
|<br />
| Indicates that performing the interaction doesn't take any time.<br />
<br />
|-<br />
| {{text anchor|BP_REQUIRED}}<br />
| Body part criteria<br />
| Indicates that a particular body part must be present in order to perform the interaction. Criteria are '''BY_CATEGORY:'''[[Body_token#CATEGORY|category]], '''BY_TYPE:'''type (GRASP, for example), or '''BY_TOKEN:'''[[Body_token#BP|token]] (uses the body part ID). See [[Body_token|body token]].<br />
<br />
|-<br />
| {{text anchor|VERBAL}}<br />
| <br />
| Only creatures that [[Creature_token#CAN_SPEAK|can speak]] will be able to use the interaction. Might also be needed for VERBAL_SPEECH.<br />
<br />
|-<br />
| {{text anchor|VERBAL_SPEECH}}<br />
| filename<br />
| Specifies what the creature says when they perform the interaction. Filename path is relative to /data/speech.<br />
<br />
|-<br />
| {{text anchor|CAN_BE_MUTUAL}}<br />
| <br />
| Presumably allows two creatures with the same interaction to use it on each other simultaneously, for example, cats cleaning each other.<br />
<br />
|-<br />
| {{text anchor|VERB}}<br />
| self:other:mutual<br />
| When a creature uses the interaction, a combat report message will be displayed in the form:<br />
<br />
[interaction user(s)] [VERB text] [target creature (if applicable)]<br />
<br />
The 'self' text is presented when describing the interaction in the second person (that is, when the interaction is carried out by the player character in [[adventure mode]]), the 'other' text is presented when describing it in the third person, and the 'mutual' text is presented when the interaction is carried out in a [[Interaction_token#CAN_BE_MUTUAL|mutual]] fashion.<br />
<br />
[CDI:VERB:lick:licks:lick each other]<br />
<br />
[CDI:VERB:gesture:gestures:NA]<br />
<br />
|-<br />
| {{text anchor|VERB_REVERSE}}<br />
| ?<br />
| ?<br />
<br />
|-<br />
| {{text anchor|TARGET_VERB}}<br />
| self:other<br />
| When a creature uses the interaction, a message will display, describing the target as doing this.<br />
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]<br />
<br />
|-<br />
| {{text anchor|FLOW}}<br />
| [[#Breath Attack Types|Breath attack token]]<br />
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit a special flow type. Valid values:<br />
* '''[[Interaction_token#FIREBALL|FIREBALL]]'''<br />
* '''[[Interaction_token#FIREJET|FIREJET]]'''<br />
* '''[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]'''.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| [[Material token]]:[[Interaction_token#Breath_Attack_Types|Breath attack token]]<br />
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit the specified material in the manner described by the [[Interaction_token#Breath_Attack_Types|breath attack token]] used.<br />
<br />
|}<br />
<br />
==Breath attacks==<br />
Breath attacks are controlled by the MATERIAL_EMISSION interaction, like so:<br />
<br />
[CAN_DO_INTERACTION:MATERIAL_EMISSION]<br />
[CDI:ADV_NAME:Breath custom material]<br />
[CDI:USAGE_HINT:ATTACK]<br />
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]<br />
[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:C:15]<br />
[CDI:MAX_TARGET_NUMBER:C:1]<br />
[CDI:WAIT_PERIOD:50]<br />
<br />
The most important part is this line:<br />
<br />
[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]<br />
<br />
The CDI refers to CAN_DO_INTERACTION; the MATERIAL states that this line shows what the material is. LOCAL_CREATURE_MAT:CUSTOMMATERIAL is your material, and TRAILING_VAPOR_FLOW refers to the breath attack type. Other types are seen below. Also important is this line:<br />
<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
<br />
LINE_OF_SIGHT refers to where the target C may be; others include SELF_ALLOWED (presumably like LINE_OF_SIGHT, but with the creature allowed to target itself), SELF_ONLY (preferable for undirected attacks and TOUCHABLE (for up-close attacks, as trailing flows tend to be).<br />
<br />
===Breath Attack Types===<br />
<br />
'''[CDI:MATERIAL:<[[material token]]>:<material emission type>]'''<br />
<br />
Is used to emit a specific material in a specific manner. A list of valid emission types can be found below.<br />
<br />
Examples:<br />
<br />
[CDI:MATERIAL:INORGANIC:GABBRO:[[Interaction_token#SHARP_ROCK|SHARP_ROCK]]]<br />
shoots a sharp [[gabbro]] rock<br />
[CDI:MATERIAL:PLANT_MAT:GRASS_CAVE_WHEAT:MILL:[[Interaction_token#UNDIRECTED_DUST|UNDIRECTED_DUST]]]<br />
releases a cloud of [[Cave wheat|dwarven wheat flour]]<br />
[CDI:MATERIAL:CREATURE_MAT:DWARF:TEARS:[[Interaction_token#SPATTER_LIQUID|SPATTER_LIQUID]]]<br />
creates a pool of [[dwarf|dwarven]] tears<br />
<br />
<br />
'''[CDI:FLOW:<flow emission type>]'''<br />
<br />
Is used to emit one of the special hardcoded flow types ([[Interaction_token#FIREBALL|FIREBALL]], [[Interaction_token#FIREJET|FIREJET]] or [[Interaction_token#DRAGONFIRE|DRAGONFIRE]]).<br />
<br />
Example:<br />
<br />
[CDI:FLOW:[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]]<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Usage Type<br />
! Description<br />
|-<br />
| {{text anchor|TRAILING_DUST_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of solid dust at the target. Appears to use [[cave-in]] dust physics, as the dust cloud will fling around anything it comes in contact with (including the creature who emitted it), making it capable of smashing creatures into the ground and flinging them over walls. Creatures caught in the dust cloud will be [[contaminant|covered]] with dust; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_VAPOR_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of liquid mist at the target. Creatures caught in the vapor will be [[contaminant|covered]] with the condensed liquid; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_GAS_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of gaseous substance at the target. This can be inhaled, triggering any associated [[Syndrome#SYN_INHALED|inhalation syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_ITEM_FLOW}}:[[item token]]<br />
| MATERIAL<br />
| Shoots a "cloud" of items at the target, leaving piles of this item on the floor. Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately). Instead, this token acts as [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], except that the material will use its ''normal'' temperature - for example, a breath attack of steel anvils will envelop the target in a "burst of steel".<br />
|-<br />
| {{text anchor|UNDIRECTED_DUST}}<br />
| MATERIAL<br />
| The creature releases a cloud of solid dust which spreads and dissipates. Similar to [[Interaction_token#TRAILING_DUST_FLOW|TRAILING_DUST_FLOW]], but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. <s>DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.</s> You know you want to.<br />
|-<br />
| {{text anchor|UNDIRECTED_VAPOR}}<br />
| MATERIAL<br />
| The creature releases a cloud of liquid mist which spreads and dissipates. Similar to [[Interaction_token#TRAILING_VAPOR_FLOW|TRAILING_VAPOR_FLOW]], but undirected, thus affecting a larger area but losing the distance.<br />
|-<br />
| {{text anchor|UNDIRECTED_GAS}}<br />
| MATERIAL<br />
| The creature releases a cloud of gaseous material which spreads and dissipates. Similar to [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], but undirected, thus affecting a larger area but losing the distance.<br />
|-<br />
| {{text anchor|UNDIRECTED_ITEM_CLOUD}}:[[item token]]<br />
| MATERIAL<br />
| The creature releases a "cloud" of items at the target, leaving piles of this item on the floor. The same comments apply as [[Interaction_token#TRAILING_ITEM_FLOW|TRAILING_ITEM_FLOW]].<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_DUST}}<br />
| MATERIAL<br />
| Creates a cloud of creeping dust. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_VAPOR}}<br />
| MATERIAL<br />
| Creates a cloud of creeping vapor. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_GAS}}<br />
| MATERIAL<br />
| Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_FALLING_MATERIAL}}<br />
| MATERIAL<br />
| Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Can transfer [[Syndrome#SYN_CONTACT|contact syndromes]]. Regardless of the nature of the material, being caught in it will give dwarves the negative [[thought]] of being 'caught in freakish weather lately'. Not usable by creatures.<br />
|-<br />
| {{text anchor|SOLID_GLOB}}<br />
| MATERIAL<br />
| Shoots a [[Item_token#GLOB|solid glob]] of spinning substance at the target, leaving a symbol similar to broken arrows, if it misses. Essentially a projectile weapon. If the [[Interaction_token#WAIT_PERIOD|cooldown rate]] is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot globs at their enemies, even when they are right next to them.<br />
|-<br />
| {{text anchor|SHARP_ROCK}}{{version|0.47.01}}<br />
| MATERIAL<br />
| Just like [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], but more harmful, as it shoots a sharpened [[Item_token#ROCK|solid chunk]] of material instead.<br />
|-<br />
| {{text anchor|LIQUID_GLOB}}<br />
| MATERIAL<br />
| Shoots a [[Item_token#LIQUID_MISC|liquid glob]] of substance at the target. [[Syndrome#SYN_CONTACT|Contact syndromes]] will take effect if the glob hits the target's exposed skin.<br />
|-<br />
| {{text anchor|SPATTER_POWDER}}<br />
| MATERIAL<br />
| Creates a [[contaminant|pile of powder]] at the specified location.<br />
|-<br />
| {{text anchor|SPATTER_LIQUID}}<br />
| MATERIAL<br />
| Creates a [[contaminant|pool of liquid]] at the specified location.<br />
|-<br />
| {{text anchor|WEB_SPRAY}}<br />
| MATERIAL<br />
| Emits a burst of [[web]]s that entangle target creatures.<br />
|-<br />
| {{text anchor|DRAGONFIRE}}<br />
| FLOW<br />
| Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}.<br />
|-<br />
| {{text anchor|FIREJET}}<br />
| FLOW<br />
| Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}.<br />
|-<br />
| {{text anchor|FIREBALL}}<br />
| FLOW<br />
| Emits a fireball that burns the target creature.<br />
|}<br />
<br />
Keep in mind that you can give a creature multiple breath attacks, which appears to make the creature choose between them at random. Creatures cannot use the WEATHER effects, these being reserved for regional interactions.<br />
<br />
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist. So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire. You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.<br />
<br />
If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its targets. Make sure to make your creatures immune to their own breath weapons!<br />
<br />
==Creature and Caste Flags==<br />
<br />
Certain interaction and syndrome effects (currently limited to [[Interaction_token#I_EFFECT|[IE_SUMMON_UNIT]]] and [[Syndrome#CE_BODY_TRANSFORMATION|[CE_BODY_TRANSFORMATION]]]) permit modders to specify the required/forbidden creature and caste flags of the desired creature(s). These are a collection of internal flags which are derived from [[Creature_token|creature tokens]] but are not necessarily identical to them. The following lists contain creature and caste flag names as provided by Toady One in a FotF reply [http://www.bay12forums.com/smf//index.php?topic=169696.msg8099138#msg8099138] (valid as of 0.47.04).<br />
<br />
{{gamedata|title=Creature Flags|<br />
ALL_CASTES_ALIVE<br />
ARTIFICIAL_HIVEABLE<br />
BIOME_DESERT_BADLAND<br />
BIOME_DESERT_ROCK<br />
BIOME_DESERT_SAND<br />
BIOME_FOREST_TAIGA<br />
BIOME_FOREST_TEMPERATE_BROADLEAF<br />
BIOME_FOREST_TEMPERATE_CONIFER<br />
BIOME_FOREST_TROPICAL_CONIFER<br />
BIOME_FOREST_TROPICAL_DRY_BROADLEAF<br />
BIOME_FOREST_TROPICAL_MOIST_BROADLEAF<br />
BIOME_GLACIER<br />
BIOME_GRASSLAND_TEMPERATE<br />
BIOME_GRASSLAND_TROPICAL<br />
BIOME_LAKE_TEMPERATE_BRACKISHWATER<br />
BIOME_LAKE_TEMPERATE_FRESHWATER<br />
BIOME_LAKE_TEMPERATE_SALTWATER<br />
BIOME_LAKE_TROPICAL_BRACKISHWATER<br />
BIOME_LAKE_TROPICAL_FRESHWATER<br />
BIOME_LAKE_TROPICAL_SALTWATER<br />
BIOME_MARSH_TEMPERATE_FRESHWATER<br />
BIOME_MARSH_TEMPERATE_SALTWATER<br />
BIOME_MARSH_TROPICAL_FRESHWATER<br />
BIOME_MARSH_TROPICAL_SALTWATER<br />
BIOME_MOUNTAIN<br />
BIOME_OCEAN_ARCTIC<br />
BIOME_OCEAN_TEMPERATE<br />
BIOME_OCEAN_TROPICAL<br />
BIOME_POOL_TEMPERATE_BRACKISHWATER<br />
BIOME_POOL_TEMPERATE_FRESHWATER<br />
BIOME_POOL_TEMPERATE_SALTWATER<br />
BIOME_POOL_TROPICAL_BRACKISHWATER<br />
BIOME_POOL_TROPICAL_FRESHWATER<br />
BIOME_POOL_TROPICAL_SALTWATER<br />
BIOME_RIVER_TEMPERATE_BRACKISHWATER<br />
BIOME_RIVER_TEMPERATE_FRESHWATER<br />
BIOME_RIVER_TEMPERATE_SALTWATER<br />
BIOME_RIVER_TROPICAL_BRACKISHWATER<br />
BIOME_RIVER_TROPICAL_FRESHWATER<br />
BIOME_RIVER_TROPICAL_SALTWATER<br />
BIOME_SAVANNA_TEMPERATE<br />
BIOME_SAVANNA_TROPICAL<br />
BIOME_SHRUBLAND_TEMPERATE<br />
BIOME_SHRUBLAND_TROPICAL<br />
BIOME_SUBTERRANEAN_CHASM<br />
BIOME_SUBTERRANEAN_LAVA<br />
BIOME_SUBTERRANEAN_WATER<br />
BIOME_SWAMP_MANGROVE<br />
BIOME_SWAMP_TEMPERATE_FRESHWATER<br />
BIOME_SWAMP_TEMPERATE_SALTWATER<br />
BIOME_SWAMP_TROPICAL_FRESHWATER<br />
BIOME_SWAMP_TROPICAL_SALTWATER<br />
BIOME_TUNDRA<br />
DOES_NOT_EXIST<br />
EQUIPMENT<br />
EQUIPMENT_WAGON<br />
EVIL<br />
FANCIFUL<br />
GENERATED<br />
GOOD<br />
HAS_ANY_BENIGN<br />
HAS_ANY_CANNOT_BREATHE_AIR<br />
HAS_ANY_CANNOT_BREATHE_WATER<br />
HAS_ANY_CAN_SWIM<br />
HAS_ANY_CARNIVORE<br />
HAS_ANY_COMMON_DOMESTIC<br />
HAS_ANY_CURIOUS_BEAST<br />
HAS_ANY_DEMON<br />
HAS_ANY_FEATURE_BEAST<br />
HAS_ANY_FLIER<br />
HAS_ANY_FLY_RACE_GAIT<br />
HAS_ANY_GRASP<br />
HAS_ANY_GRAZER<br />
HAS_ANY_HAS_BLOOD<br />
HAS_ANY_IMMOBILE<br />
HAS_ANY_INTELLIGENT_LEARNS<br />
HAS_ANY_INTELLIGENT_SPEAKS<br />
HAS_ANY_LARGE_PREDATOR<br />
HAS_ANY_LOCAL_POPS_CONTROLLABLE<br />
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES<br />
HAS_ANY_MEGABEAST<br />
HAS_ANY_MISCHIEVIOUS<br />
HAS_ANY_NATURAL_ANIMAL<br />
HAS_ANY_NIGHT_CREATURE<br />
HAS_ANY_NIGHT_CREATURE_BOGEYMAN<br />
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER<br />
HAS_ANY_NIGHT_CREATURE_HUNTER<br />
HAS_ANY_NIGHT_CREATURE_NIGHTMARE<br />
HAS_ANY_NOT_FIREIMMUNE<br />
HAS_ANY_NOT_FLIER<br />
HAS_ANY_NOT_LIVING<br />
HAS_ANY_OUTSIDER_CONTROLLABLE<br />
HAS_ANY_POWER<br />
HAS_ANY_RACE_GAIT<br />
HAS_ANY_SEMIMEGABEAST<br />
HAS_ANY_SLOW_LEARNER<br />
HAS_ANY_SUPERNATURAL<br />
HAS_ANY_TITAN<br />
HAS_ANY_UNIQUE_DEMON<br />
HAS_ANY_UTTERANCES<br />
HAS_ANY_VERMIN_HATEABLE<br />
HAS_ANY_VERMIN_MICRO<br />
HAS_FEMALE<br />
HAS_MALE<br />
LARGE_ROAMING<br />
LOOSE_CLUSTERS<br />
MATES_TO_BREED<br />
MUNDANE<br />
OCCURS_AS_ENTITY_RACE<br />
SAVAGE<br />
SMALL_RACE - applies to any vermin creature<br />
TWO_GENDERS<br />
UBIQUITOUS<br />
VERMIN_EATER<br />
VERMIN_FISH<br />
VERMIN_GROUNDER<br />
VERMIN_ROTTER<br />
VERMIN_SOIL<br />
VERMIN_SOIL_COLONY<br />
}}<br />
<br />
{{gamedata|title=Caste Flags|<br />
ADOPTS_OWNER<br />
ALCOHOL_DEPENDENT<br />
ALL_ACTIVE<br />
AMBUSHPREDATOR<br />
AQUATIC_UNDERSWIM<br />
ARENA_RESTRICTED<br />
AT_PEACE_WITH_WILDLIFE<br />
BENIGN<br />
BLOODSUCKER<br />
BONECARN<br />
CANNOT_BREATHE_AIR<br />
CANNOT_CLIMB<br />
CANNOT_JUMP<br />
CANOPENDOORS<br />
CAN_BREATHE_WATER<br />
CAN_LEARN / INTELLIGENT_LEARNS<br />
CAN_SPEAK / INTELLIGENT_SPEAKS<br />
CAN_SWIM<br />
CAN_SWIM_INNATE<br />
CARNIVORE<br />
CAVE_ADAPT<br />
COLONY_EXTERNAL<br />
COMMON_DOMESTIC<br />
CONVERTED_SPOUSE<br />
COOKABLE_LIVE<br />
CRAZED<br />
CREPUSCULAR<br />
CURIOUS_BEAST<br />
CURIOUS_BEAST_EATER<br />
CURIOUS_BEAST_GUZZLER<br />
CURIOUS_BEAST_ITEM<br />
DEMON<br />
DIE_WHEN_VERMIN_BITE<br />
DIURNAL<br />
DIVE_HUNTS_VERMIN<br />
EQUIPS<br />
EXTRAVISION<br />
FEATURE_ATTACK_GROUP<br />
FEATURE_BEAST<br />
FIREIMMUNE<br />
FIREIMMUNE_SUPER<br />
FISHITEM<br />
FLEEQUICK<br />
FLIER<br />
GELDABLE<br />
GETS_INFECTIONS_FROM_ROT<br />
GETS_WOUND_INFECTIONS<br />
GNAWER<br />
GRAZER<br />
HASSHELL<br />
HAS_BABYSTATE<br />
HAS_BLOOD<br />
HAS_CHILDSTATE<br />
HAS_COLOR<br />
HAS_FLY_RACE_GAIT<br />
HAS_GLOW_COLOR<br />
HAS_GLOW_TILE<br />
HAS_GRASP<br />
HAS_NERVES<br />
HAS_PUS<br />
HAS_RACE_GAIT<br />
HAS_ROTTABLE<br />
HAS_SECRETION<br />
HAS_SOLDIER_TILE<br />
HAS_SOUND_ALERT<br />
HAS_SOUND_PEACEFUL_INTERMITTENT<br />
HAS_TILE<br />
HUNTS_VERMIN<br />
IMMOBILE<br />
IMMOBILE_LAND<br />
IMMOLATE<br />
ITEMCORPSE<br />
LAIR_HUNTER<br />
LARGE_PREDATOR<br />
LAYS_EGGS<br />
LAYS_UNUSUAL_EGGS<br />
LIGAMENTS<br />
LIGHT_GEN<br />
LISP<br />
LOCAL_POPS_CONTROLLABLE<br />
LOCAL_POPS_PRODUCE_HEROES<br />
LOCKPICKER<br />
MAGICAL<br />
MAGMA_VISION<br />
MANNERISM_BREATH<br />
MANNERISM_EYELIDS<br />
MANNERISM_LAUGH<br />
MANNERISM_POSTURE<br />
MANNERISM_SIT<br />
MANNERISM_SMILE<br />
MANNERISM_STRETCH<br />
MANNERISM_WALK<br />
MATUTINAL<br />
MEANDERER<br />
MEGABEAST<br />
MILKABLE<br />
MISCHIEVIOUS<br />
MOUNT<br />
MOUNT_EXOTIC<br />
MULTIPART_FULL_VISION<br />
MULTIPLE_LITTER_RARE<br />
NATURAL_ANIMAL<br />
NIGHT_CREATURE<br />
NIGHT_CREATURE_BOGEYMAN<br />
NIGHT_CREATURE_EXPERIMENTER<br />
NIGHT_CREATURE_HUNTER<br />
NIGHT_CREATURE_NIGHTMARE<br />
NOBONES<br />
NOBREATHE<br />
NOCTURNAL<br />
NOEMOTION<br />
NOEXERT<br />
NOFEAR<br />
NOMEAT<br />
NONAUSEA<br />
NOPAIN<br />
NOSKIN<br />
NOSKULL<br />
NOSMELLYROT<br />
NOSTUCKINS<br />
NOSTUN<br />
NOTHOUGHT<br />
NOT_BUTCHERABLE<br />
NOT_LIVING<br />
NO_AUTUMN<br />
NO_CONNECTIONS_FOR_MOVEMENT<br />
NO_DIZZINESS<br />
NO_DRINK<br />
NO_EAT<br />
NO_FEVERS<br />
NO_PHYS_ATT_GAIN<br />
NO_PHYS_ATT_RUST<br />
NO_SLEEP<br />
NO_SPRING<br />
NO_SUMMER<br />
NO_THOUGHT_CENTER_FOR_MOVEMENT<br />
NO_UNIT_TYPE_COLOR<br />
NO_VEGETATION_PERTURB<br />
NO_WINTER<br />
OPPOSED_TO_LIFE<br />
OUTSIDER_CONTROLLABLE<br />
PACK_ANIMAL<br />
PARALYZEIMMUNE<br />
PATTERNFLIER<br />
PEARL<br />
PET<br />
PET_EXOTIC<br />
POWER<br />
REMAINS_ON_VERMIN_BITE_DEATH<br />
REMAINS_UNDETERMINED<br />
RETURNS_VERMIN_KILLS_TO_OWNER<br />
SEMIMEGABEAST<br />
SLOW_LEARNER<br />
SPOUSE_CONVERSION_TARGET<br />
SPOUSE_CONVERTER<br />
SPREAD_EVIL_SPHERES_IF_RULER<br />
STANCE_CLIMBER<br />
STRANGE_MOODS<br />
SUPERNATURAL<br />
TENDONS<br />
THICKWEB<br />
TITAN<br />
TRAINABLE_HUNTING<br />
TRAINABLE_WAR<br />
TRANCES<br />
TRAPAVOID<br />
UNIQUE_DEMON<br />
UTTERANCES<br />
VEGETATION<br />
VERMIN_GOBBLER<br />
VERMIN_HATEABLE<br />
VERMIN_MICRO<br />
VERMIN_NOFISH<br />
VERMIN_NOROAM<br />
VERMIN_NOTRAP<br />
VESPERTINE<br />
WAGON_PULLER<br />
WEBBER<br />
WEBIMMUNE<br />
}}<br />
<br />
==See Also==<br />
* [[Syndrome]]<br />
* [[Interaction examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Interaction token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome_examples&diff=257460Syndrome examples2021-03-15T11:35:44Z<p>Kabocca: /* Making a creature with a syndrome always applied */ intermittent active effects for secretion-derived syndromes</p>
<hr />
<div>{{Quality|Fine|21:33, 10 March 2020 (UTC)}}<br />
{{av}}<br />
<br />
This page was created to aid those looking to create new [[syndrome]]s. Those familiar with syndrome design (and [[DF2014:Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.<br />
<br />
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods. Examples on this page should operate the same regardless of application method.<br />
<br />
==General Tips==<br />
<br />
===Synchronizing Adventure and Fort Mode syndrome timers===<br />
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode. For short-term syndromes, this will cause very different behaviors between the two modes. In order to ensure that a syndrome operates the same way regardless of mode, add <code>DWF_STRETCH:144</code> to the end of the CE effect tag.<br />
<br />
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.<br />
<br />
===Making a creature with a syndrome always applied===<br />
Some syndromes have effects that you can't add to a creature's basic RAW. To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs. See [[Syndrome_examples#Creatures_that_behave_differently_underground|below]] for an example of this concept in action.<br />
<br />
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like. <br />
<br />
Of course, you can also add a <code>[[Syndrome#Creature effect tokens|PROB]]</code> value to the syndrome's various effects to determine how likely they are to actually manifest, which could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]], but with no <code>END</code> specified - to prevent the syndrome from being reapplied undesirably (which can occur when the secreted coating is removed and replaced by a new secretion), as this would give creatures who initially failed the <code>PROB</code> check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.<br />
<br />
Expanding on the above, this one-off opportunity to develop a certain syndrome effect can be turned into a recurring event by adding an <code>END</code> duration of your choice to the guaranteed dummy effect (henceforth referred to as the 'inhibitor'). For example, you might want to give a particular creature species the opportunity to evolve into another creature once every [[time|month]], with a 1/100 chance of the [[Syndrome#CE_BODY_TRANSFORMATION|transformation]] manifesting: this could be implemented as a secretion-applied syndrome with a <code>PROB:1</code> transformation effect and an <code>END:33600</code> inhibitor.<br />
<br />
This can also be used to impose delays between the active phase of particular syndrome effects. For example, say you want to give your creature an intermittently activating regenerative ability: you could give it a secretion-derived syndrome providing the requisite [[Syndrome#Healing_Effects|healing effects]] with their <code>END</code> set to X, alongside an 'inhibitor' effect with an <code>END</code> set to X+Y, where Y is the duration of the delay.<br />
<br />
==Stat-modifying syndromes==<br />
Syndromes that affect the creature's stats, particularly in combat.<br />
<br />
===Size Modification===<br />
<code>[[Syndrome#CE_BODY_APPEARANCE_MODIFIER|CE_BODY_APPEARANCE_MODIFIER]]</code> not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature. The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.<br />
<br />
{{gamedata|title=Giant Growth|<br />
[SYNDROME]<br />
[SYN_NAME:giant growth]<br />
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]<br />
}}<br />
<br />
Also, you can change the size [[Syndrome#CE_BP_APPEARANCE_MODIFIER|of particular body parts]], with appropriate effects. The following syndrome, for example, will make the creature's punches more powerful (but it will not make their scratches any stronger, because their fingers are still the same size).<br />
<br />
{{gamedata|title=Hulk Hands|<br />
[SYNDROME]<br />
[SYN_NAME:freakishly big hands]<br />
[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]<br />
}}<br />
<br />
==Counter Trigger examples==<br />
<code>[[Syndrome#Counter_Triggers|CE_COUNTER_TRIGGER]]</code> is a fun token that lets you make syndromes with effects that activate under certain circumstances. You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.<br />
Each counter trigger only affects the tag directly above it.<br />
<br />
===More curse-like vampires===<br />
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood to survive. Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.<br />
<br />
{{gamedata|title=Double-edged vampire curse|<br />
[SYNDROME]<br />
[SYN_NAME:vampire curse]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] <-- Weakens the target always<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] <-- Strengthens the target<br />
[CE:COUNTER_TRIGGER:TIME_SINCE_SUCKED_BOOD:NONE:172799:REQUIRED] <-- Prevents the above strengthening effect from working unless the target has recently sucked blood (vampires become Thirsty at 172800) <br />
}}<br />
<br />
===Creatures that behave differently underground===<br />
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.<br />
Note that the creature must have the {{token|CAVE_ADAPT|c}} tag in order for the CAVE_ADAPT counter-trigger to work, and you will also need a constant secretion in order to ensure the syndrome is applied (see [[Syndrome_examples#Making_a_creature_with_a_syndrome_always_applied|above]]).<br />
<br />
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|<br />
[CAVE_ADAPT]<br />
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]<br />
[SYNDROME]<br />
[SYN_CONTACT]<br />
[SYN_NAME:a lack of sunlight]<br />
[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]<br />
[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]<br />
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]<br />
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]<br />
}}<br />
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).<br />
<br />
{{Category|Modding}}<br />
{{Category|Modding_Examples}}</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome_examples&diff=256426Syndrome examples2021-01-25T14:05:47Z<p>Kabocca: /* Synchronizing Adventure and Fort Mode syndrome timers */</p>
<hr />
<div>{{Quality|Fine|21:33, 10 March 2020 (UTC)}}<br />
{{av}}<br />
<br />
This page was created to aid those looking to create new [[syndrome]]s. Those familiar with syndrome design (and [[DF2014:Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.<br />
<br />
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods. Examples on this page should operate the same regardless of application method.<br />
<br />
==General Tips==<br />
<br />
===Synchronizing Adventure and Fort Mode syndrome timers===<br />
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode. For short-term syndromes, this will cause very different behaviors between the two modes. In order to ensure that a syndrome operates the same way regardless of mode, add <code>DWF_STRETCH:144</code> to the end of the CE effect tag.<br />
<br />
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.<br />
<br />
===Making a creature with a syndrome always applied===<br />
Some syndromes have effects that you can't add to a creature's basic RAW. To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs. See [[Syndrome_examples#Creatures_that_behave_differently_underground|below]] for an example of this concept in action.<br />
<br />
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like. <br />
<br />
Of course, you can also add a [[Syndrome#Creature effect tokens|PROB]] value to the syndrome's various effects to determine how likely they are to actually manifest, which could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]], but with no END specified - to prevent the syndrome from being reapplied undesirably (which can occur when the secreted coating is removed and replaced by a new secretion), as this would give creatures who initially failed the PROB check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.<br />
<br />
Expanding on the above, this one-off opportunity to develop a certain syndrome effect can be turned into a recurring event by adding an END duration of your choosing to the guaranteed dummy effect (henceforth referred to as the 'inhibitor'). For example, you might want to give a particular creature species the opportunity to evolve into another creature once every [[time|month]], with a 1/100 chance of the [[Syndrome#CE_BODY_TRANSFORMATION|transformation]] manifesting: this could be implemented as a secretion-applied syndrome with a <code>PROB:1</code> transformation effect and an <code>END:33600</code> inhibitor.<br />
<br />
==Stat-modifying syndromes==<br />
Syndromes that affect the creature's stats, particularly in combat.<br />
<br />
===Size Modification===<br />
<code>[[Syndrome#CE_BODY_APPEARANCE_MODIFIER|CE_BODY_APPEARANCE_MODIFIER]]</code> not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature. The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.<br />
<br />
{{gamedata|title=Giant Growth|<br />
[SYNDROME]<br />
[SYN_NAME:giant growth]<br />
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]<br />
}}<br />
<br />
Also, you can change the size [[Syndrome#CE_BP_APPEARANCE_MODIFIER|of particular body parts]], with appropriate effects. The following syndrome, for example, will make the creature's punches more powerful (but it will not make their scratches any stronger, because their fingers are still the same size).<br />
<br />
{{gamedata|title=Hulk Hands|<br />
[SYNDROME]<br />
[SYN_NAME:freakishly big hands]<br />
[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]<br />
}}<br />
<br />
==Counter Trigger examples==<br />
<code>[[Syndrome#Counter_Triggers|CE_COUNTER_TRIGGER]]</code> is a fun token that lets you make syndromes with effects that activate under certain circumstances. You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.<br />
Each counter trigger only affects the tag directly above it.<br />
<br />
===More curse-like vampires===<br />
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood to survive. Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.<br />
<br />
{{gamedata|title=Double-edged vampire curse|<br />
[SYNDROME]<br />
[SYN_NAME:vampire curse]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] <-- Weakens the target always<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] <-- Strengthens the target<br />
[CE:COUNTER_TRIGGER:TIME_SINCE_SUCKED_BOOD:NONE:172799:REQUIRED] <-- Prevents the above strengthening effect from working unless the target has recently sucked blood (vampires become Thirsty at 172800) <br />
}}<br />
<br />
===Creatures that behave differently underground===<br />
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.<br />
Note that the creature must have the {{token|CAVE_ADAPT|c}} tag in order for the CAVE_ADAPT counter-trigger to work, and you will also need a constant secretion in order to ensure the syndrome is applied (see [[Syndrome_examples#Making_a_creature_with_a_syndrome_always_applied|above]]).<br />
<br />
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|<br />
[CAVE_ADAPT]<br />
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]<br />
[SYNDROME]<br />
[SYN_CONTACT]<br />
[SYN_NAME:a lack of sunlight]<br />
[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]<br />
[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]<br />
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]<br />
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]<br />
}}<br />
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).<br />
<br />
{{Category|Modding}}<br />
{{Category|Modding_Examples}}</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome_examples&diff=256425Syndrome examples2021-01-25T07:31:36Z<p>Kabocca: /* Making a creature with a syndrome always applied */</p>
<hr />
<div>{{Quality|Fine|21:33, 10 March 2020 (UTC)}}<br />
{{av}}<br />
<br />
This page was created to aid those looking to create new [[syndrome]]s. Those familiar with syndrome design (and [[DF2014:Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.<br />
<br />
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods. Examples on this page should operate the same regardless of application method.<br />
<br />
==General Tips==<br />
<br />
===Synchronizing Adventure and Fort Mode syndrome timers===<br />
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode. For short-term syndromes, this will cause very different behaviors between the two modes. In order to ensure that a syndrome operates the same way regardless of mode, add DWF_STRETCH:144 to the end of the CE effect tag.<br />
<br />
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.<br />
<br />
===Making a creature with a syndrome always applied===<br />
Some syndromes have effects that you can't add to a creature's basic RAW. To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs. See [[Syndrome_examples#Creatures_that_behave_differently_underground|below]] for an example of this concept in action.<br />
<br />
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like. <br />
<br />
Of course, you can also add a [[Syndrome#Creature effect tokens|PROB]] value to the syndrome's various effects to determine how likely they are to actually manifest, which could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]], but with no END specified - to prevent the syndrome from being reapplied undesirably (which can occur when the secreted coating is removed and replaced by a new secretion), as this would give creatures who initially failed the PROB check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.<br />
<br />
Expanding on the above, this one-off opportunity to develop a certain syndrome effect can be turned into a recurring event by adding an END duration of your choosing to the guaranteed dummy effect (henceforth referred to as the 'inhibitor'). For example, you might want to give a particular creature species the opportunity to evolve into another creature once every [[time|month]], with a 1/100 chance of the [[Syndrome#CE_BODY_TRANSFORMATION|transformation]] manifesting: this could be implemented as a secretion-applied syndrome with a <code>PROB:1</code> transformation effect and an <code>END:33600</code> inhibitor.<br />
<br />
==Stat-modifying syndromes==<br />
Syndromes that affect the creature's stats, particularly in combat.<br />
<br />
===Size Modification===<br />
<code>[[Syndrome#CE_BODY_APPEARANCE_MODIFIER|CE_BODY_APPEARANCE_MODIFIER]]</code> not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature. The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.<br />
<br />
{{gamedata|title=Giant Growth|<br />
[SYNDROME]<br />
[SYN_NAME:giant growth]<br />
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]<br />
}}<br />
<br />
Also, you can change the size [[Syndrome#CE_BP_APPEARANCE_MODIFIER|of particular body parts]], with appropriate effects. The following syndrome, for example, will make the creature's punches more powerful (but it will not make their scratches any stronger, because their fingers are still the same size).<br />
<br />
{{gamedata|title=Hulk Hands|<br />
[SYNDROME]<br />
[SYN_NAME:freakishly big hands]<br />
[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]<br />
}}<br />
<br />
==Counter Trigger examples==<br />
<code>[[Syndrome#Counter_Triggers|CE_COUNTER_TRIGGER]]</code> is a fun token that lets you make syndromes with effects that activate under certain circumstances. You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.<br />
Each counter trigger only affects the tag directly above it.<br />
<br />
===More curse-like vampires===<br />
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood to survive. Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.<br />
<br />
{{gamedata|title=Double-edged vampire curse|<br />
[SYNDROME]<br />
[SYN_NAME:vampire curse]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] <-- Weakens the target always<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] <-- Strengthens the target<br />
[CE:COUNTER_TRIGGER:TIME_SINCE_SUCKED_BOOD:NONE:172799:REQUIRED] <-- Prevents the above strengthening effect from working unless the target has recently sucked blood (vampires become Thirsty at 172800) <br />
}}<br />
<br />
===Creatures that behave differently underground===<br />
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.<br />
Note that the creature must have the {{token|CAVE_ADAPT|c}} tag in order for the CAVE_ADAPT counter-trigger to work, and you will also need a constant secretion in order to ensure the syndrome is applied (see [[Syndrome_examples#Making_a_creature_with_a_syndrome_always_applied|above]]).<br />
<br />
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|<br />
[CAVE_ADAPT]<br />
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]<br />
[SYNDROME]<br />
[SYN_CONTACT]<br />
[SYN_NAME:a lack of sunlight]<br />
[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]<br />
[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]<br />
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]<br />
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]<br />
}}<br />
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).<br />
<br />
{{Category|Modding}}<br />
{{Category|Modding_Examples}}</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Creature_token&diff=256272Creature token2021-01-07T14:35:42Z<p>Kabocca: /* U */</p>
<hr />
<div>{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}<br />
{{av}}<br />
<br />
A full list of all known [[creature]] [[token]]s.<br />
<br />
__NOTOC__<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both inside and outside of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Caste<br />
|<br />
*Range<br />
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Caste<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*CV TEMPLATE NAME <br />
| Applies the specified [[creature variation token|creature variation]].<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*bodypart<br />
*selection criteria<br />
*location <br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{Bug|}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><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.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. <br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| Caste-specific {{token|SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult. One can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Spec<br />
| <br />
*CREATURE NAME<br />
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.<br />
<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures it works the same as normal {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| Creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures.<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| Creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]]. May trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information.<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| 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.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are:<br />
*COLLECT_TROPHIES<br />
*COOK_PEOPLE<br />
*COOK_VERMIN<br />
*GRIND_VERMIN<br />
*COOK_BLOOD<br />
*GRIND_BONE_MEAL<br />
*EAT_BONE_PORRIDGE<br />
*USE_ANY_MELEE_WEAPON<br />
*GIANT_NEST<br />
*COLLECT_WEALTH.<br />
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}} or {{token|NIGHT_CREATURE_HUNTER|c}}.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HFID}}<br />
| Creature<br />
| <br />
*Integer (generic token?)<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby [[vermin]].<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:<br />
*SIMPLE_BURROW<br />
*SIMPLE_MOUND<br />
*WILDERNESS_LOCATION<br />
*SHRINE<br />
*LABYRINTH<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| Creature can spawn as a wild animal in the appropriate biomes.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays [[egg]]s instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays the specified item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open [[door]]s that are set to forbidden in Fortress Mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| No function, presumably a placeholder.<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| The creature is male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new material.{{verify}}<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255]<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. <br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| Creature has no gender and is unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not drop meat when [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature can be smelt. Zero is odorless. Default is 50.<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*lover-possible chance<br />
*commitment-possible chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Currently only used by [[trading|merchants]] without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| 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 {{token|CASTE_PROFESSION_NAME|c}} instead.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What creature's [[remains]] are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's [[remains]] are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from the creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from the creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| 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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| 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.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPEECH}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.<br />
<br />
|-<br />
| {{text anchor|SPEECH_FEMALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing females of this creature.<br />
<br />
|-<br />
| {{text anchor|SPEECH_MALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing males of this creature.<br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]]. Also prevents it from becoming a [[vampire]] or a [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's [[web]]s can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file.<br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. <br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[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. Could not be specified in user-defined raws prior to version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| 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."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Caste<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| 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).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Important Related Tokens==<br />
These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)<br />
<br />
===Tissue Modification===<br />
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds a tissue to those selected<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| continues a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Selects a tissue layer for descriptor and cosmetic purposes.<br />
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
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<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
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:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Creature_token&diff=256271Creature token2021-01-07T14:30:25Z<p>Kabocca: /* T */</p>
<hr />
<div>{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}<br />
{{av}}<br />
<br />
A full list of all known [[creature]] [[token]]s.<br />
<br />
__NOTOC__<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both inside and outside of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Caste<br />
|<br />
*Range<br />
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Caste<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*CV TEMPLATE NAME <br />
| Applies the specified [[creature variation token|creature variation]].<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*bodypart<br />
*selection criteria<br />
*location <br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{Bug|}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><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.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. <br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| Caste-specific {{token|SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult. One can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Spec<br />
| <br />
*CREATURE NAME<br />
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.<br />
<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures it works the same as normal {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| Creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures.<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| Creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]]. May trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information.<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| 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.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are:<br />
*COLLECT_TROPHIES<br />
*COOK_PEOPLE<br />
*COOK_VERMIN<br />
*GRIND_VERMIN<br />
*COOK_BLOOD<br />
*GRIND_BONE_MEAL<br />
*EAT_BONE_PORRIDGE<br />
*USE_ANY_MELEE_WEAPON<br />
*GIANT_NEST<br />
*COLLECT_WEALTH.<br />
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}} or {{token|NIGHT_CREATURE_HUNTER|c}}.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HFID}}<br />
| Creature<br />
| <br />
*Integer (generic token?)<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby [[vermin]].<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:<br />
*SIMPLE_BURROW<br />
*SIMPLE_MOUND<br />
*WILDERNESS_LOCATION<br />
*SHRINE<br />
*LABYRINTH<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| Creature can spawn as a wild animal in the appropriate biomes.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays [[egg]]s instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays the specified item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open [[door]]s that are set to forbidden in Fortress Mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| No function, presumably a placeholder.<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| The creature is male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new material.{{verify}}<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255]<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. <br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| Creature has no gender and is unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not drop meat when [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature can be smelt. Zero is odorless. Default is 50.<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*lover-possible chance<br />
*commitment-possible chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Currently only used by [[trading|merchants]] without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| 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 {{token|CASTE_PROFESSION_NAME|c}} instead.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What creature's [[remains]] are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's [[remains]] are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from the creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from the creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| 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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| 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.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPEECH}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.<br />
<br />
|-<br />
| {{text anchor|SPEECH_FEMALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing females of this creature.<br />
<br />
|-<br />
| {{text anchor|SPEECH_MALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing males of this creature.<br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]]. Also prevents it from becoming a [[vampire]] or a [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's [[web]]s can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file.<br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. <br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[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. Could not be specified in user-defined raws until 47.01.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| 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."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Caste<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| 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).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Important Related Tokens==<br />
These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)<br />
<br />
===Tissue Modification===<br />
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds a tissue to those selected<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| continues a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Selects a tissue layer for descriptor and cosmetic purposes.<br />
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
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<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
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:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Creature_token&diff=256270Creature token2021-01-07T14:25:50Z<p>Kabocca: /* L */</p>
<hr />
<div>{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}<br />
{{av}}<br />
<br />
A full list of all known [[creature]] [[token]]s.<br />
<br />
__NOTOC__<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both inside and outside of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Caste<br />
|<br />
*Range<br />
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Caste<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*CV TEMPLATE NAME <br />
| Applies the specified [[creature variation token|creature variation]].<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*bodypart<br />
*selection criteria<br />
*location <br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{Bug|}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><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.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. <br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| Caste-specific {{token|SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult. One can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Spec<br />
| <br />
*CREATURE NAME<br />
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.<br />
<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures it works the same as normal {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| Creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures.<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| Creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]]. May trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information.<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| 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.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are:<br />
*COLLECT_TROPHIES<br />
*COOK_PEOPLE<br />
*COOK_VERMIN<br />
*GRIND_VERMIN<br />
*COOK_BLOOD<br />
*GRIND_BONE_MEAL<br />
*EAT_BONE_PORRIDGE<br />
*USE_ANY_MELEE_WEAPON<br />
*GIANT_NEST<br />
*COLLECT_WEALTH.<br />
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}} or {{token|NIGHT_CREATURE_HUNTER|c}}.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HFID}}<br />
| Creature<br />
| <br />
*Integer (generic token?)<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby [[vermin]].<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:<br />
*SIMPLE_BURROW<br />
*SIMPLE_MOUND<br />
*WILDERNESS_LOCATION<br />
*SHRINE<br />
*LABYRINTH<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| Creature can spawn as a wild animal in the appropriate biomes.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays [[egg]]s instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays the specified item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open [[door]]s that are set to forbidden in Fortress Mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| No function, presumably a placeholder.<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| The creature is male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new material.{{verify}}<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255]<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. <br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| Creature has no gender and is unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not drop meat when [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature can be smelt. Zero is odorless. Default is 50.<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*lover-possible chance<br />
*commitment-possible chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Currently only used by [[trading|merchants]] without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| 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 {{token|CASTE_PROFESSION_NAME|c}} instead.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What creature's [[remains]] are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's [[remains]] are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from the creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from the creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| 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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| 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.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPEECH}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.<br />
<br />
|-<br />
| {{text anchor|SPEECH_FEMALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing females of this creature.<br />
<br />
|-<br />
| {{text anchor|SPEECH_MALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing males of this creature.<br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]]. Also prevents it from becoming a [[vampire]] or a [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's webs can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file.<br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. <br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be trained as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be trained as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[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. Could not be specified in user-defined raws until 47.01.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| 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."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Caste<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| 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).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Important Related Tokens==<br />
These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)<br />
<br />
===Tissue Modification===<br />
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds a tissue to those selected<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| continues a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Selects a tissue layer for descriptor and cosmetic purposes.<br />
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
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<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
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:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Creature_token&diff=256268Creature token2021-01-07T14:21:54Z<p>Kabocca: /* H */</p>
<hr />
<div>{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}<br />
{{av}}<br />
<br />
A full list of all known [[creature]] [[token]]s.<br />
<br />
__NOTOC__<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both inside and outside of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Caste<br />
|<br />
*Range<br />
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Caste<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*CV TEMPLATE NAME <br />
| Applies the specified [[creature variation token|creature variation]].<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*bodypart<br />
*selection criteria<br />
*location <br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{Bug|}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><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.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. <br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| Caste-specific {{token|SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult. One can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Spec<br />
| <br />
*CREATURE NAME<br />
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.<br />
<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief descritpion of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures it works the same as normal {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| Creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures.<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| Creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]]. May trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information.<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| 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.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are:<br />
*COLLECT_TROPHIES<br />
*COOK_PEOPLE<br />
*COOK_VERMIN<br />
*GRIND_VERMIN<br />
*COOK_BLOOD<br />
*GRIND_BONE_MEAL<br />
*EAT_BONE_PORRIDGE<br />
*USE_ANY_MELEE_WEAPON<br />
*GIANT_NEST<br />
*COLLECT_WEALTH.<br />
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}} or {{token|NIGHT_CREATURE_HUNTER|c}}.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HFID}}<br />
| Creature<br />
| <br />
*Integer (generic token?)<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby [[vermin]].<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| Creature can spawn as a wild animal in the appropriate biomes.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays eggs instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays a particular item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open doors that are set to forbidden in Fortress Mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| No function, presumably a placeholder.<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| The creature is male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new material.{{verify}}<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255]<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. <br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| Creature has no gender and is unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not drop meat when [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature can be smelt. Zero is odorless. Default is 50.<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*lover-possible chance<br />
*commitment-possible chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Currently only used by [[trading|merchants]] without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| 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 {{token|CASTE_PROFESSION_NAME|c}} instead.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What creature's [[remains]] are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's [[remains]] are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from the creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from the creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| 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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| 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.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPEECH}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.<br />
<br />
|-<br />
| {{text anchor|SPEECH_FEMALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing females of this creature.<br />
<br />
|-<br />
| {{text anchor|SPEECH_MALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing males of this creature.<br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]]. Also prevents it from becoming a [[vampire]] or a [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's webs can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file.<br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. <br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be trained as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be trained as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[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. Could not be specified in user-defined raws until 47.01.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| 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."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Caste<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| 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).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Important Related Tokens==<br />
These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)<br />
<br />
===Tissue Modification===<br />
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds a tissue to those selected<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| continues a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Selects a tissue layer for descriptor and cosmetic purposes.<br />
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
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<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
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:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Creature_token&diff=256267Creature token2021-01-07T14:17:32Z<p>Kabocca: /* D */</p>
<hr />
<div>{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}<br />
{{av}}<br />
<br />
A full list of all known [[creature]] [[token]]s.<br />
<br />
__NOTOC__<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both inside and outside of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Caste<br />
|<br />
*Range<br />
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Caste<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*CV TEMPLATE NAME <br />
| Applies the specified [[creature variation token|creature variation]].<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*bodypart<br />
*selection criteria<br />
*location <br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{Bug|}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><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.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. <br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| Caste-specific {{token|SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult. One can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Spec<br />
| <br />
*CREATURE NAME<br />
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.<br />
<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief descritpion of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures it works the same as normal {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| Creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures.<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| Creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]]. May trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information.<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| 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.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HFID}}<br />
| Creature<br />
| <br />
*Integer (generic token?)<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby vermin.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| Creature can spawn as a wild animal in the appropriate biomes.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays eggs instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays a particular item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open doors that are set to forbidden in Fortress Mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| No function, presumably a placeholder.<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| The creature is male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new material.{{verify}}<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255]<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. <br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| Creature has no gender and is unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not drop meat when [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature can be smelt. Zero is odorless. Default is 50.<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*lover-possible chance<br />
*commitment-possible chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Currently only used by [[trading|merchants]] without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| 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 {{token|CASTE_PROFESSION_NAME|c}} instead.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What creature's [[remains]] are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's [[remains]] are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from the creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from the creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| 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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| 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.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPEECH}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.<br />
<br />
|-<br />
| {{text anchor|SPEECH_FEMALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing females of this creature.<br />
<br />
|-<br />
| {{text anchor|SPEECH_MALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing males of this creature.<br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]]. Also prevents it from becoming a [[vampire]] or a [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's webs can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file.<br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. <br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be trained as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be trained as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[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. Could not be specified in user-defined raws until 47.01.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| 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."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Caste<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| 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).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Important Related Tokens==<br />
These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)<br />
<br />
===Tissue Modification===<br />
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds a tissue to those selected<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| continues a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Selects a tissue layer for descriptor and cosmetic purposes.<br />
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
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<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
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:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Creature_token&diff=256265Creature token2021-01-07T14:02:49Z<p>Kabocca: /* R */ links</p>
<hr />
<div>{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}<br />
{{av}}<br />
<br />
A full list of all known [[creature]] [[token]]s.<br />
<br />
__NOTOC__<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both inside and outside of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Caste<br />
|<br />
*Range<br />
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Caste<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*CV TEMPLATE NAME <br />
| Applies the specified [[creature variation token|creature variation]].<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*bodypart<br />
*selection criteria<br />
*location <br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{Bug|}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><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.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. <br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| Caste-specific {{token|SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult. One can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Spec<br />
| <br />
*CREATURE NAME<br />
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.<br />
<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures it works the same as normal [[#HUNTS_VERMIN|HUNTS_VERMIN]]. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| Creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures.<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| Creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]]. May trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information.<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| 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.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HFID}}<br />
| Creature<br />
| <br />
*Integer (generic token?)<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby vermin.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| Creature can spawn as a wild animal in the appropriate biomes.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays eggs instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays a particular item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open doors that are set to forbidden in Fortress Mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| No function, presumably a placeholder.<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| The creature is male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new material.{{verify}}<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255]<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. <br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| Creature has no gender and is unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not drop meat when [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature can be smelt. Zero is odorless. Default is 50.<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*lover-possible chance<br />
*commitment-possible chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Currently only used by [[trading|merchants]] without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| 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 {{token|CASTE_PROFESSION_NAME|c}} instead.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What creature's [[remains]] are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's [[remains]] are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from the creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from the creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| 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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| 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.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPEECH}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.<br />
<br />
|-<br />
| {{text anchor|SPEECH_FEMALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing females of this creature.<br />
<br />
|-<br />
| {{text anchor|SPEECH_MALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing males of this creature.<br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]]. Also prevents it from becoming a [[vampire]] or a [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's webs can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file.<br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. <br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be trained as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be trained as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[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. Could not be specified in user-defined raws until 47.01.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| 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."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Caste<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| 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).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Important Related Tokens==<br />
These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)<br />
<br />
===Tissue Modification===<br />
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds a tissue to those selected<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| continues a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Selects a tissue layer for descriptor and cosmetic purposes.<br />
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
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<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
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:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Creature_token&diff=256264Creature token2021-01-07T13:54:26Z<p>Kabocca: /* P */ links</p>
<hr />
<div>{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}<br />
{{av}}<br />
<br />
A full list of all known [[creature]] [[token]]s.<br />
<br />
__NOTOC__<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both inside and outside of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Caste<br />
|<br />
*Range<br />
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Caste<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*CV TEMPLATE NAME <br />
| Applies the specified [[creature variation token|creature variation]].<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*bodypart<br />
*selection criteria<br />
*location <br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{Bug|}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><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.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. <br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| Caste-specific {{token|SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult. One can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Spec<br />
| <br />
*CREATURE NAME<br />
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.<br />
<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures it works the same as normal [[#HUNTS_VERMIN|HUNTS_VERMIN]]. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| Creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures.<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| Creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]]. May trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information.<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| 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.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HFID}}<br />
| Creature<br />
| <br />
*Integer (generic token?)<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby vermin.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| Creature can spawn as a wild animal in the appropriate biomes.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays eggs instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays a particular item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open doors that are set to forbidden in Fortress Mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| No function, presumably a placeholder.<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| The creature is male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new material.{{verify}}<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255]<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. <br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| Creature has no gender and is unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not drop meat when [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature can be smelt. Zero is odorless. Default is 50.<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*lover-possible chance<br />
*commitment-possible chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Currently only used by [[trading|merchants]] without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| 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 {{token|CASTE_PROFESSION_NAME|c}} instead.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What creature's remains are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's remains are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from a creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from a creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires HUNTS_VERMIN, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| 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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| 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.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPEECH}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.<br />
<br />
|-<br />
| {{text anchor|SPEECH_FEMALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing females of this creature.<br />
<br />
|-<br />
| {{text anchor|SPEECH_MALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing males of this creature.<br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]]. Also prevents it from becoming a [[vampire]] or a [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's webs can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file.<br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. <br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be trained as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be trained as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[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. Could not be specified in user-defined raws until 47.01.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| 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."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Caste<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| 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).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Important Related Tokens==<br />
These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)<br />
<br />
===Tissue Modification===<br />
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds a tissue to those selected<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| continues a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Selects a tissue layer for descriptor and cosmetic purposes.<br />
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
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<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
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:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Creature_token&diff=256263Creature token2021-01-07T13:42:29Z<p>Kabocca: /* O */ links</p>
<hr />
<div>{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}<br />
{{av}}<br />
<br />
A full list of all known [[creature]] [[token]]s.<br />
<br />
__NOTOC__<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both inside and outside of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Caste<br />
|<br />
*Range<br />
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Caste<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*CV TEMPLATE NAME <br />
| Applies the specified [[creature variation token|creature variation]].<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*bodypart<br />
*selection criteria<br />
*location <br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{Bug|}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><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.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. <br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| Caste-specific {{token|SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult. One can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Spec<br />
| <br />
*CREATURE NAME<br />
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.<br />
<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures it works the same as normal [[#HUNTS_VERMIN|HUNTS_VERMIN]]. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| Creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures.<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| Creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]]. May trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information.<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| 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.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HFID}}<br />
| Creature<br />
| <br />
*Integer (generic token?)<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby vermin.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| Creature can spawn as a wild animal in the appropriate biomes.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays eggs instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays a particular item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open doors that are set to forbidden in Fortress Mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| No function, presumably a placeholder.<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| The creature is male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new material.{{verify}}<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255]<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. <br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| Creature has no gender and is unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not drop meat when [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature can be smelt. Zero is odorless. Default is 50.<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*lover-possible chance<br />
*commitment-possible chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all paralyzing special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate pearls. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's PETVALUE by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| Physical attribute gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| 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.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by infected wounds.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What creature's remains are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's remains are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from a creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from a creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires HUNTS_VERMIN, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| 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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| 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.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPEECH}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.<br />
<br />
|-<br />
| {{text anchor|SPEECH_FEMALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing females of this creature.<br />
<br />
|-<br />
| {{text anchor|SPEECH_MALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing males of this creature.<br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]]. Also prevents it from becoming a [[vampire]] or a [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's webs can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file.<br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. <br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be trained as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be trained as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[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. Could not be specified in user-defined raws until 47.01.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| 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."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Caste<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| 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).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Important Related Tokens==<br />
These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)<br />
<br />
===Tissue Modification===<br />
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds a tissue to those selected<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| continues a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Selects a tissue layer for descriptor and cosmetic purposes.<br />
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
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<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
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:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Creature_token&diff=256236Creature token2021-01-04T20:46:02Z<p>Kabocca: /* E */</p>
<hr />
<div>{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}<br />
{{av}}<br />
<br />
A full list of all known [[creature]] [[token]]s.<br />
<br />
__NOTOC__<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both inside and outside of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Caste<br />
|<br />
*Range<br />
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Caste<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*CV TEMPLATE NAME <br />
| Applies the specified [[creature variation token|creature variation]].<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*bodypart<br />
*selection criteria<br />
*location <br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{Bug|}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><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.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. <br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| Caste-specific {{token|SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult. One can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Spec<br />
| <br />
*CREATURE NAME<br />
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.<br />
<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures it works the same as normal [[#HUNTS_VERMIN|HUNTS_VERMIN]]. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| Creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures.<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| Creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]]. May trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information.<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| 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.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HFID}}<br />
| Creature<br />
| <br />
*Integer (generic token?)<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby vermin.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| Creature can spawn as a wild animal in the appropriate biomes.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays eggs instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays a particular item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open doors that are set to forbidden in Fortress Mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| No function, presumably a placeholder.<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| The creature is male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new material.{{verify}}<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255]<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. <br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| Creature has no gender and is unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not drop meat when [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature can be smelt. Zero is odorless. Default is 50.<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the NOT_LIVING token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*lover-possible chance<br />
*commitment-possible chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| Lets you play as an outsider of this species in adventure mode.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all paralyzing special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate pearls. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's PETVALUE by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| Physical attribute gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| 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.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by infected wounds.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What creature's remains are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's remains are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from a creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from a creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires HUNTS_VERMIN, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| 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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| 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.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPEECH}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.<br />
<br />
|-<br />
| {{text anchor|SPEECH_FEMALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing females of this creature.<br />
<br />
|-<br />
| {{text anchor|SPEECH_MALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing males of this creature.<br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]]. Also prevents it from becoming a [[vampire]] or a [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's webs can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file.<br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. <br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be trained as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be trained as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[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. Could not be specified in user-defined raws until 47.01.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| 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."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Caste<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| 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).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Important Related Tokens==<br />
These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)<br />
<br />
===Tissue Modification===<br />
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds a tissue to those selected<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| continues a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Selects a tissue layer for descriptor and cosmetic purposes.<br />
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
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<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
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:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Creature_token&diff=256235Creature token2021-01-04T20:29:10Z<p>Kabocca: /* E */ added token links</p>
<hr />
<div>{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}<br />
{{av}}<br />
<br />
A full list of all known [[creature]] [[token]]s.<br />
<br />
__NOTOC__<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both inside and outside of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Caste<br />
|<br />
*Range<br />
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Caste<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*CV TEMPLATE NAME <br />
| Applies the specified [[creature variation token|creature variation]].<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*bodypart<br />
*selection criteria<br />
*location <br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{Bug|}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><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.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. <br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| Caste-specific {{token|SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult. One can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Spec<br />
| <br />
*CREATURE NAME<br />
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.<br />
<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures it works the same as normal [[#HUNTS_VERMIN|HUNTS_VERMIN]]. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being butchered. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra butchering drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| 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.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of eggs. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| Creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when butchered (typically a gizzard stone), defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}.<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| Creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]]. May trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information.<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| 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.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HFID}}<br />
| Creature<br />
| <br />
*Integer (generic token?)<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby vermin.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| Creature can spawn as a wild animal in the appropriate biomes.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays eggs instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays a particular item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open doors that are set to forbidden in Fortress Mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| No function, presumably a placeholder.<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| The creature is male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new material.{{verify}}<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255]<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. <br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| Creature has no gender and is unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not drop meat when [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature can be smelt. Zero is odorless. Default is 50.<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the NOT_LIVING token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*lover-possible chance<br />
*commitment-possible chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| Lets you play as an outsider of this species in adventure mode.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all paralyzing special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate pearls. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's PETVALUE by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| Physical attribute gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| 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.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by infected wounds.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What creature's remains are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's remains are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from a creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from a creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires HUNTS_VERMIN, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| 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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| 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.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPEECH}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.<br />
<br />
|-<br />
| {{text anchor|SPEECH_FEMALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing females of this creature.<br />
<br />
|-<br />
| {{text anchor|SPEECH_MALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing males of this creature.<br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]]. Also prevents it from becoming a [[vampire]] or a [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's webs can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file.<br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. <br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be trained as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be trained as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[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. Could not be specified in user-defined raws until 47.01.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| 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."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Caste<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| 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).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Important Related Tokens==<br />
These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)<br />
<br />
===Tissue Modification===<br />
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds a tissue to those selected<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| continues a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Selects a tissue layer for descriptor and cosmetic purposes.<br />
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
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<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
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:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Body_token&diff=256234Body token2021-01-04T20:16:57Z<p>Kabocca: </p>
<hr />
<div>{{Quality|Superior|18:11, 11 September 2014 (UTC)}}<br />
{{av}}<br />
<br />
'''Body tokens''' are one of the fundamental parts of creatures, and determine their bodily structure. There are two major types of body tokens: ''body templates'' (BODY) and ''body parts'' (BP).<br />
<br />
A creature uses the {{token|BODY|c}} [[creature token]] to list all of the body templates it includes. Each part listed in each template is then included in the creature. In other words: a creature lists the ''body templates'' it is made of. Each ''body template'' contains a set of ''body parts''. Each ''body part'' specifies which other body part it is attached to.<br />
<br />
Body parts can connect specifically to another body part, or generally to any body part of a certain category. These connections are handled by the CON and CONTYPE body part tokens respectively.<br />
<br />
Body parts can be renamed with a [[bodygloss]], allowing someone to reuse an existing template instead of defining a similar template with only the names of the body parts changed.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#999999"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|APERTURE}}<br />
| <br />
| Marks the body part as an opening in the body. If it is {{token|EMBEDDED|bo}}, it cannot be gouged.<br />
<br />
|-<br />
| {{text anchor|BP}}<br />
|<br />
*ID<br />
*name<br />
*pluralized name<br />
| "STP stands for "Standard Plural" and it just adds an 's' to the singular word to save some typing. If you don't add something in that slot, the body part won't even load." --Toady. Note that this can cause confusing issues when porting from 40d to 2010. Make sure you add your pluralizations!<br />
<br />
|-<br />
| {{text anchor|BREATHE}}<br />
| <br />
| Body part is used to breathe. If all body parts with [BREATHE] are damaged or destroyed, the creature will suffocate unless it has the {{token|NOBREATHE|c}} tag. Note that bruising counts as (fast-healing) damage.<br />
<br />
|-<br />
| {{text anchor|CATEGORY}}<br />
| <br />
*ID<br />
| Assigns the body part to a user-defined category. Used by {{token|CON_CAT|bo}} to attach to other body parts.<br />
<br />
|-<br />
| {{text anchor|CON}}<br />
| <br />
*value<br />
| Connects the body part to a specific other body part.<br />
<br />
|-<br />
| {{text anchor|CON_CAT}}<br />
| <br />
*value<br />
| Connects the body part to all other body parts having the specified {{token|CATEGORY|bo}}.<br />
<br />
|-<br />
| {{text anchor|CONTYPE}}<br />
| <br />
*value<br />
| Connects the body part to all other body parts having the specified type token. Valid values are [[body_token#UPPERBODY|UPPERBODY]], [[body_token#LOWERBODY|LOWERBODY]], [[body_token#HEAD|HEAD]], [[body_token#GRASP|GRASP]], or [[body_token#STANCE|STANCE]].<br />
<br />
|-<br />
| {{text anchor|CIRCULATION}}<br />
| <br />
| Body part is responsible for blood circulation. Exact effects not known.<br />
<br />
|-<br />
| {{text anchor|CONNECTOR}}<br />
| <br />
| Body part is used to connect other body parts together. Used for the neck and lower spine.<br />
<br />
|-<br />
| {{text anchor|DEFAULT_RELSIZE}}<br />
| <br />
*Size<br />
| This command establishes the relative size of body parts within a creature. The numbers have no absolute meaning or units.<br />
<br />
|-<br />
| {{text anchor|DIGIT}}<br />
| <br />
| Defines part as a digit. Body parts that are digits, or have them as direct sub-parts, can perform gouging attacks within a wrestling hold.<br />
<br />
|-<br />
| {{text anchor|EMBEDDED}}<br />
| <br />
| Body part with this tag is embedded on the surface of parent body part. i.e.: eyes and mouth on head. It cannot be chopped off, can't be used to wrestle enemies and can't be grabbed by them.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| <br />
| Flags the body part as being needed for flight. Damage to a certain number of FLIER body parts will prevent the creature from flying. Note that a creature can only fly if the creature has the {{token|FLIER|c}} tag in its creature definition, and that a flying creature does not actually need any FLIER body parts. This tag's only purpose is to identify body parts which will cause a creature to '''lose''' the ability to fly when damaged.<br />
<br />
|-<br />
| {{text anchor|GELDABLE}}<br />
| <br />
| Creatures with a body part containing this token may be [[gelder|gelded]]. Gelding may also occur during combat if this body part is damaged sufficiently. <br />
<br />
|-<br />
| {{text anchor|GRASP}}<br />
| <br />
| Creature can wield a picked-up weapon with the body part, and can use the part to initiate almost all wrestling moves. When creatures are spawned with a weapon and shield, one GRASP part will hold a weapon while '''all others''' will hold shields. A grasp-able bodypart is needed for Grasp-attacks, which are in turn needed to start a fist fight. Creatures throwing a tantrum, but missing a bodypart with the grasp-property, will be cancelling their fist fight, due to being 'too injured'.<br />
<br />
|-<br />
| {{text anchor|GUTS}}<br />
| <br />
| Body part is susceptible to low blows. Used for guts. Damage to this body part causes nausea and may make the creature lose turns, vomiting uncontrollably.<br />
<br />
|-<br />
| {{text anchor|HEAD}}<br />
| <br />
| Flags the body part as being able to wear head clothing like hats, helms, etc. If all heads are chopped off, the creature dies. Multiple heads '''are''' redundant - for example, [[hydra]]s can survive with several missing heads.<br />
<br />
|-<br />
| {{text anchor|HEAR}}<br />
| <br />
| Body part is used to hear. May be a requirement for the body part to wear earrings.<br />
<br />
|-<br />
| {{text anchor|INDIVIDUAL_NAME}}<br />
| <br />
*name<br />
*plural<br />
| Adding individual names tells the game what to call each individual part in a [[body_token#NUMBER|NUMBER]]ed bodypart. This command replaces "first upper front tooth" for example.<br />
<br />
|-<br />
| {{text anchor|INTERNAL}}<br />
|<br />
| Marks the body part as being inside the body. It is behind all the other tissues of the body part, cannot be severed, nor used for wrestling. It cannot be targeted directly in combat, but can be damaged by attacks to the parent body part.<br />
<br />
|-<br />
| {{text anchor|JOINT}}<br />
| <br />
| Body part is a joint. If the limb it's in is grabbed in a wrestling hold, it can be broken with bending force, disabling the parent limb. If the joint is modded to sit outside the body, grabbing and breaking it snaps the entire limb right off.<br />
<br />
|-<br />
| {{text anchor|LIMB}}<br />
| <br />
| Body part is a limb. It can be used to initiate most wrestling moves. If it is located between an {{token|UPPERBODY|bo}} part and a {{token|GRASP|bo}} body part, it is eligible to be covered by certain types of armor (body armors and gauntlets). If it is located between a {{token|LOWERBODY|bo}} part and a {{token|STANCE|bo}} body part, it is eligible to be covered by other types of armor (Leg armors like pants, etc.; trailing body armors like mail shirts and robes; and high boots).<br />
<br />
|-<br />
| {{text anchor|LOWERBODY}}<br />
| <br />
| Flags the body part as being able to wear lower body clothing like skirts, pants, etc. If all parts with this token are chopped off or pulped, the creature dies. If the creature has multiple parts with this token, they will not die until all parts with this token have been pulped or severed. No such creature exists in the base game, however.<br />
<br />
|-<br />
| {{text anchor|LEFT}}<br />
| <br />
| Marks body part as on the left side of the body and vulnerable to attacks from the left. Used in conjunction with tags in the b_detail_plan_default raw.<br />
<br />
|-<br />
| {{text anchor|MOUTH}}<br />
| <br />
| Body part is a mouth. Implication unknown.<br />
<br />
|-<br />
| {{text anchor|NUMBER}}<br />
| <br />
*value<br />
| The number lets you stack identical body parts. These can be individually damaged by wounds, but you don't have to define them explicitly one by one. If you don't give them individual names (see teeth) they'll be preceded by ordinal numbers (first, second, etc.). In practice, though, they cannot be individually damaged - if you knock out one tooth, the entire group will be knocked out at once (and will be scattered across the area). Butchering doesn't respect this and produces only a single body part per group. The value is capped at 32.<br />
<br />
|-<br />
| {{text anchor|NERVOUS}}<br />
| <br />
| Body part is the hub of nervous function. Used for the parts of the spine. Damage disables everything in the parent bodypart and what's below it, causing death by suffocation in most cases.<br />
<br />
|-<br />
| {{text anchor|PREVENTS_PARENT_COLLAPSE}}<br />
| <br />
| Body part must be destroyed in order for the attached parent object to be considered destroyed. Found on skulls and spinal columns. <br />
<br />
|-<br />
| {{text anchor|RIGHT}}<br />
| <br />
| Marks body part as on the right side of the body and vulnerable to attacks from the right. Used in conjunction with tags in the b_detail_plan_default raw.<br />
<br />
|-<br />
| {{text anchor|SKELETON}}<br />
| <br />
| Body part is part of the creature's skeleton.<br />
<br />
|-<br />
| {{text anchor|STANCE}}<br />
| <br />
| Allows the creature to stand. Damage or loss of these body parts will cause creature to fall over. Loss of one STANCE part can be substituted with a crutch. Does not give the body part an ability to initiate wrestling moves, unlike {{token|GRASP|bo}} or {{token|LIMB|bo}}.<br />
<br />
|-<br />
| {{text anchor|SIGHT}}<br />
| <br />
| Body part is used to see with. If the creature has no SIGHT body parts, or if all its sight body parts are damaged or destroyed, it can't see unless it has the {{token|EXTRAVISION|c}} tag in its creature definition.<br />
<br />
|-<br />
| {{text anchor|SMELL}}<br />
| <br />
| Body part is used to smell. No known function. (could possibly control reactions to miasma in fortress mode?)<br />
<br />
|-<br />
| {{text anchor|SMALL}}<br />
| <br />
| "SMALL means that the part isn't displayed as part of the overall displayed body part lists. They can't be splinted. They are more often targeted for torture (although those situations might not occur anymore). They are removed in skeletons if they aren't specifically skeletons/joints/digits/apertures. They are more easily lost in world gen duels. They are the only gougable/pinchable parts ''(note: at least this is no longer the case.)''. SMALL is an old tag, so it has accumulated some weird functions which'll get split off over time. " --Toady<br />
<br />
|-<br />
| {{text anchor|SOCKET}}<br />
| <br />
| Body part breaks off and goes flying if broken, even with blunt force. Used on teeth to make them easy to knock out. Rendered invalid by {{token|INTERNAL|bo}}.<br />
<br />
|-<br />
| {{text anchor|THROAT}}<br />
| <br />
| Body part can be strangled. Latching bites that hit the head have a chance to target this instead. Note: this tag doesn't control any bleeding behavior.<br />
<br />
|-<br />
| {{text anchor|THOUGHT}}<br />
| <br />
| The central core of the body. Used with the brain. Damage causes instant death unless the creature has {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT|c}}/{{token|NOTHOUGHT|c}}.{{verify}} <br />
<br />
|-<br />
| {{text anchor|TOTEMABLE}}<br />
| <br />
| This bodypart can be turned into a totem by craftsmen. Always drops from slaughtered creatures, no matter how small.<br />
<br />
|-<br />
| {{text anchor|UPPERBODY}}<br />
| <br />
| Flags the body part as being able to wear upper body clothing like coats, breastplates etc. If all parts with this token are pulped or chopped off, the creature dies. Multiple UPPERBODY parts are redundant, but no such creatures exist in the base game. All default creatures with bodies have the upper body as the root of the body tree, making it impossible to chop off.<br />
<br />
|-<br />
| {{text anchor|UNDER_PRESSURE}}<br />
| <br />
| Makes the body part pop out of the body when cut through. Used on guts. Body part shows up as "~" and drags behind the victim when spilled.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BUTCHER_ITEM}}<br />
| <br />
| Allows the item to be obtained from butchered or rotted vermin. Used with [[shell]]s.<br />
<br />
|}<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Body token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Body_token&diff=256233Body token2021-01-04T20:14:31Z<p>Kabocca: Added token links</p>
<hr />
<div>{{Quality|Superior|18:11, 11 September 2014 (UTC)}}<br />
{{av}}<br />
<br />
'''Body tokens''' are one of the fundamental parts of creatures, and determine their bodily structure. There are two major types of body tokens: ''body templates'' (BODY) and ''body parts'' (BP).<br />
<br />
A creature uses the {{token|BODY|c}} [[creature token]] to list all of the body templates it includes. Each part listed in each template is then included in the creature. In other words: a creature lists the ''body templates'' it is made of. Each ''body template'' contains a set of ''body parts''. Each ''body part'' specifies which other body part it is attached to.<br />
<br />
Body parts can connect specifically to another body part, or generally to any body part of a certain category. These connections are handled by the CON and CONTYPE body part tokens respectively.<br />
<br />
Body parts can be renamed with a [[bodygloss]], allowing someone to reuse an existing template instead of defining a similar template with only the names of the body parts changed.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#999999"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|APERTURE}}<br />
| <br />
| Marks the body part as an opening in the body. If it is {{token|EMBEDDED|bo}}, it cannot be gouged.<br />
<br />
|-<br />
| {{text anchor|BP}}<br />
|<br />
*ID<br />
*name<br />
*pluralized name<br />
| "STP stands for "Standard Plural" and it just adds an 's' to the singular word to save some typing. If you don't add something in that slot, the body part won't even load." --Toady. Note that this can cause confusing issues when porting from 40d to 2010. Make sure you add your pluralizations!<br />
<br />
|-<br />
| {{text anchor|BREATHE}}<br />
| <br />
| Body part is used to breathe. If all body parts with [BREATHE] are damaged or destroyed, the creature will suffocate unless it has the {{token|NOBREATHE|c}} tag. Note that bruising counts as (fast-healing) damage.<br />
<br />
|-<br />
| {{text anchor|CATEGORY}}<br />
| <br />
*ID<br />
| Assigns the body part to a user-defined category. Used by {{token|CON_CAT|bo}} to attach to other body parts.<br />
<br />
|-<br />
| {{text anchor|CON}}<br />
| <br />
*value<br />
| Connects the body part to a specific other body part.<br />
<br />
|-<br />
| {{text anchor|CON_CAT}}<br />
| <br />
*value<br />
| Connects the body part to all other body parts having the specified {{token|CATEGORY|bo}}.<br />
<br />
|-<br />
| {{text anchor|CONTYPE}}<br />
| <br />
*value<br />
| Connects the body part to all other body parts having the specified type token. Valid values are UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE.<br />
<br />
|-<br />
| {{text anchor|CIRCULATION}}<br />
| <br />
| Body part is responsible for blood circulation. Exact effects not known.<br />
<br />
|-<br />
| {{text anchor|CONNECTOR}}<br />
| <br />
| Body part is used to connect other body parts together. Used for the neck and lower spine.<br />
<br />
|-<br />
| {{text anchor|DEFAULT_RELSIZE}}<br />
| <br />
*Size<br />
| This command establishes the relative size of body parts within a creature. The numbers have no absolute meaning or units.<br />
<br />
|-<br />
| {{text anchor|DIGIT}}<br />
| <br />
| Defines part as a digit. Body parts that are digits, or have them as direct sub-parts, can perform gouging attacks within a wrestling hold.<br />
<br />
|-<br />
| {{text anchor|EMBEDDED}}<br />
| <br />
| Body part with this tag is embedded on the surface of parent body part. i.e.: eyes and mouth on head. It cannot be chopped off, can't be used to wrestle enemies and can't be grabbed by them.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| <br />
| Flags the body part as being needed for flight. Damage to a certain number of FLIER body parts will prevent the creature from flying. Note that a creature can only fly if the creature has the {{token|FLIER|c}} tag in its creature definition, and that a flying creature does not actually need any FLIER body parts. This tag's only purpose is to identify body parts which will cause a creature to '''lose''' the ability to fly when damaged.<br />
<br />
|-<br />
| {{text anchor|GELDABLE}}<br />
| <br />
| Creatures with a body part containing this token may be [[gelder|gelded]]. Gelding may also occur during combat if this body part is damaged sufficiently. <br />
<br />
|-<br />
| {{text anchor|GRASP}}<br />
| <br />
| Creature can wield a picked-up weapon with the body part, and can use the part to initiate almost all wrestling moves. When creatures are spawned with a weapon and shield, one GRASP part will hold a weapon while '''all others''' will hold shields. A grasp-able bodypart is needed for Grasp-attacks, which are in turn needed to start a fist fight. Creatures throwing a tantrum, but missing a bodypart with the grasp-property, will be cancelling their fist fight, due to being 'too injured'.<br />
<br />
|-<br />
| {{text anchor|GUTS}}<br />
| <br />
| Body part is susceptible to low blows. Used for guts. Damage to this body part causes nausea and may make the creature lose turns, vomiting uncontrollably.<br />
<br />
|-<br />
| {{text anchor|HEAD}}<br />
| <br />
| Flags the body part as being able to wear head clothing like hats, helms, etc. If all heads are chopped off, the creature dies. Multiple heads '''are''' redundant - for example, [[hydra]]s can survive with several missing heads.<br />
<br />
|-<br />
| {{text anchor|HEAR}}<br />
| <br />
| Body part is used to hear. May be a requirement for the body part to wear earrings.<br />
<br />
|-<br />
| {{text anchor|INDIVIDUAL_NAME}}<br />
| <br />
*name<br />
*plural<br />
| Adding individual names tells the game what to call each individual part in a [[body_token#NUMBER|NUMBER]]ed bodypart. This command replaces "first upper front tooth" for example.<br />
<br />
|-<br />
| {{text anchor|INTERNAL}}<br />
|<br />
| Marks the body part as being inside the body. It is behind all the other tissues of the body part, cannot be severed, nor used for wrestling. It cannot be targeted directly in combat, but can be damaged by attacks to the parent body part.<br />
<br />
|-<br />
| {{text anchor|JOINT}}<br />
| <br />
| Body part is a joint. If the limb it's in is grabbed in a wrestling hold, it can be broken with bending force, disabling the parent limb. If the joint is modded to sit outside the body, grabbing and breaking it snaps the entire limb right off.<br />
<br />
|-<br />
| {{text anchor|LIMB}}<br />
| <br />
| Body part is a limb. It can be used to initiate most wrestling moves. If it is located between an {{token|UPPERBODY|bo}} part and a {{token|GRASP|bo}} body part, it is eligible to be covered by certain types of armor (body armors and gauntlets). If it is located between a {{token|LOWERBODY|bo}} part and a {{token|STANCE|bo}} body part, it is eligible to be covered by other types of armor (Leg armors like pants, etc.; trailing body armors like mail shirts and robes; and high boots).<br />
<br />
|-<br />
| {{text anchor|LOWERBODY}}<br />
| <br />
| Flags the body part as being able to wear lower body clothing like skirts, pants, etc. If all parts with this token are chopped off or pulped, the creature dies. If the creature has multiple parts with this token, they will not die until all parts with this token have been pulped or severed. No such creature exists in the base game, however.<br />
<br />
|-<br />
| {{text anchor|LEFT}}<br />
| <br />
| Marks body part as on the left side of the body and vulnerable to attacks from the left. Used in conjunction with tags in the b_detail_plan_default raw.<br />
<br />
|-<br />
| {{text anchor|MOUTH}}<br />
| <br />
| Body part is a mouth. Implication unknown.<br />
<br />
|-<br />
| {{text anchor|NUMBER}}<br />
| <br />
*value<br />
| The number lets you stack identical body parts. These can be individually damaged by wounds, but you don't have to define them explicitly one by one. If you don't give them individual names (see teeth) they'll be preceded by ordinal numbers (first, second, etc.). In practice, though, they cannot be individually damaged - if you knock out one tooth, the entire group will be knocked out at once (and will be scattered across the area). Butchering doesn't respect this and produces only a single body part per group. The value is capped at 32.<br />
<br />
|-<br />
| {{text anchor|NERVOUS}}<br />
| <br />
| Body part is the hub of nervous function. Used for the parts of the spine. Damage disables everything in the parent bodypart and what's below it, causing death by suffocation in most cases.<br />
<br />
|-<br />
| {{text anchor|PREVENTS_PARENT_COLLAPSE}}<br />
| <br />
| Body part must be destroyed in order for the attached parent object to be considered destroyed. Found on skulls and spinal columns. <br />
<br />
|-<br />
| {{text anchor|RIGHT}}<br />
| <br />
| Marks body part as on the right side of the body and vulnerable to attacks from the right. Used in conjunction with tags in the b_detail_plan_default raw.<br />
<br />
|-<br />
| {{text anchor|SKELETON}}<br />
| <br />
| Body part is part of the creature's skeleton.<br />
<br />
|-<br />
| {{text anchor|STANCE}}<br />
| <br />
| Allows the creature to stand. Damage or loss of these body parts will cause creature to fall over. Loss of one STANCE part can be substituted with a crutch. Does not give the body part an ability to initiate wrestling moves, unlike {{token|GRASP|bo}} or {{token|LIMB|bo}}.<br />
<br />
|-<br />
| {{text anchor|SIGHT}}<br />
| <br />
| Body part is used to see with. If the creature has no SIGHT body parts, or if all its sight body parts are damaged or destroyed, it can't see unless it has the {{token|EXTRAVISION|c}} tag in its creature definition.<br />
<br />
|-<br />
| {{text anchor|SMELL}}<br />
| <br />
| Body part is used to smell. No known function. (could possibly control reactions to miasma in fortress mode?)<br />
<br />
|-<br />
| {{text anchor|SMALL}}<br />
| <br />
| "SMALL means that the part isn't displayed as part of the overall displayed body part lists. They can't be splinted. They are more often targeted for torture (although those situations might not occur anymore). They are removed in skeletons if they aren't specifically skeletons/joints/digits/apertures. They are more easily lost in world gen duels. They are the only gougable/pinchable parts ''(note: at least this is no longer the case.)''. SMALL is an old tag, so it has accumulated some weird functions which'll get split off over time. " --Toady<br />
<br />
|-<br />
| {{text anchor|SOCKET}}<br />
| <br />
| Body part breaks off and goes flying if broken, even with blunt force. Used on teeth to make them easy to knock out. Rendered invalid by {{token|INTERNAL|bo}}.<br />
<br />
|-<br />
| {{text anchor|THROAT}}<br />
| <br />
| Body part can be strangled. Latching bites that hit the head have a chance to target this instead. Note: this tag doesn't control any bleeding behavior.<br />
<br />
|-<br />
| {{text anchor|THOUGHT}}<br />
| <br />
| The central core of the body. Used with the brain. Damage causes instant death unless the creature has {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT|c}}/{{token|NOTHOUGHT|c}}.{{verify}} <br />
<br />
|-<br />
| {{text anchor|TOTEMABLE}}<br />
| <br />
| This bodypart can be turned into a totem by craftsmen. Always drops from slaughtered creatures, no matter how small.<br />
<br />
|-<br />
| {{text anchor|UPPERBODY}}<br />
| <br />
| Flags the body part as being able to wear upper body clothing like coats, breastplates etc. If all parts with this token are pulped or chopped off, the creature dies. Multiple UPPERBODY parts are redundant, but no such creatures exist in the base game. All default creatures with bodies have the upper body as the root of the body tree, making it impossible to chop off.<br />
<br />
|-<br />
| {{text anchor|UNDER_PRESSURE}}<br />
| <br />
| Makes the body part pop out of the body when cut through. Used on guts. Body part shows up as "~" and drags behind the victim when spilled.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BUTCHER_ITEM}}<br />
| <br />
| Allows the item to be obtained from butchered or rotted vermin. Used with [[shell]]s.<br />
<br />
|}<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Body token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Body_token&diff=256232Body token2021-01-04T20:02:19Z<p>Kabocca: Undo revision 256224 by Silverwing235 (talk)</p>
<hr />
<div>{{Quality|Superior|18:11, 11 September 2014 (UTC)}}<br />
{{av}}<br />
<br />
'''Body tokens''' are one of the fundamental parts of creatures, and determine their bodily structure. There are two major types of body tokens: ''body templates'' (BODY) and ''body parts'' (BP).<br />
<br />
A creature uses the {{token|BODY|c}} [[creature token]] to list all of the body templates it includes. Each part listed in each template is then included in the creature. In other words: a creature lists the ''body templates'' it is made of. Each ''body template'' contains a set of ''body parts''. Each ''body part'' specifies which other body part it is attached to.<br />
<br />
Body parts can connect specifically to another body part, or generally to any body part of a certain category. These connections are handled by the CON and CONTYPE body part tokens respectively.<br />
<br />
Body parts can be renamed with a [[bodygloss]], allowing someone to reuse an existing template instead of defining a similar template with only the names of the body parts changed.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#999999"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|APERTURE}}<br />
| <br />
| Marks the body part as an opening in the body. If it is EMBEDDED, it cannot be gouged.<br />
<br />
|-<br />
| {{text anchor|BP}}<br />
|<br />
*ID<br />
*name<br />
*pluralized name<br />
| "STP stands for "Standard Plural" and it just adds an 's' to the singular word to save some typing. If you don't add something in that slot, the body part won't even load." --Toady. Note that this can cause confusing issues when porting from 40d to 2010. Make sure you add your pluralizations!<br />
<br />
|-<br />
| {{text anchor|BREATHE}}<br />
| <br />
| Body part is used to breathe. If all body parts with [BREATHE] are damaged or destroyed, the creature will suffocate unless it has the NOBREATHE tag. Note that bruising counts as (fast-healing) damage.<br />
<br />
|-<br />
| {{text anchor|CATEGORY}}<br />
| <br />
*ID<br />
| Assigns the body part to a user-defined category. Used by CON_CAT to attach to other body parts.<br />
<br />
|-<br />
| {{text anchor|CON}}<br />
| <br />
*value<br />
| Connects the body part to a specific other body part.<br />
<br />
|-<br />
| {{text anchor|CON_CAT}}<br />
| <br />
*value<br />
| Connects the body part to all other body parts having the specified CATEGORY.<br />
<br />
|-<br />
| {{text anchor|CONTYPE}}<br />
| <br />
*value<br />
| Connects the body part to all other body parts having the specified type token. Valid values are UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE.<br />
<br />
|-<br />
| {{text anchor|CIRCULATION}}<br />
| <br />
| Body part is responsible for blood circulation. Exact effects not known.<br />
<br />
|-<br />
| {{text anchor|CONNECTOR}}<br />
| <br />
| Body part is used to connect other body parts together. Used for the neck and lower spine.<br />
<br />
|-<br />
| {{text anchor|DEFAULT_RELSIZE}}<br />
| <br />
*Size<br />
| This command establishes the relative size of body parts within a creature. The numbers have no absolute meaning or units.<br />
<br />
|-<br />
| {{text anchor|DIGIT}}<br />
| <br />
| Defines part as a digit. Body parts that are digits, or have them as direct sub-parts, can perform gouging attacks within a wrestling hold.<br />
<br />
|-<br />
| {{text anchor|EMBEDDED}}<br />
| <br />
| Body part with this tag is embedded on the surface of parent body part. i.e.: eyes and mouth on head. It cannot be chopped off, can't be used to wrestle enemies and can't be grabbed by them.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| <br />
| Flags the body part as being needed for flight. Damage to a certain number of FLIER body parts will prevent the creature from flying. Note that a creature can only fly if the creature has the [[Creature_token#FLIER|FLIER]] tag in its creature definition, and that a flying creature does not actually need any FLIER body parts. This tag's only purpose is to identify body parts which will cause a creature to '''lose''' the ability to fly when damaged.<br />
<br />
|-<br />
| {{text anchor|GELDABLE}}<br />
| <br />
| Creatures with a body part containing this token may be [[gelder|gelded]]. Gelding may also occur during combat if this body part is damaged sufficiently. <br />
<br />
|-<br />
| {{text anchor|GRASP}}<br />
| <br />
| Creature can wield a picked-up weapon with the body part, and can use the part to initiate almost all wrestling moves. When creatures are spawned with a weapon and shield, one GRASP part will hold a weapon while '''all others''' will hold shields. A grasp-able bodypart is needed for Grasp-attacks, which are in turn needed to start a fist fight. Creatures throwing a tantrum, but missing a bodypart with the grasp-property, will be cancelling their fist fight, due to being 'too injured'.<br />
<br />
|-<br />
| {{text anchor|GUTS}}<br />
| <br />
| Body part is susceptible to low blows. Used for guts. Damage to this body part causes nausea and may make the creature lose turns, vomiting uncontrollably.<br />
<br />
|-<br />
| {{text anchor|HEAD}}<br />
| <br />
| Flags the body part as being able to wear head clothing like hats, helms, etc. If all heads are chopped off, the creature dies. Multiple heads '''are''' redundant - for example, [[hydra]]s can survive with several missing heads.<br />
<br />
|-<br />
| {{text anchor|HEAR}}<br />
| <br />
| Body part is used to hear. May be a requirement for the body part to wear earrings.<br />
<br />
|-<br />
| {{text anchor|INDIVIDUAL_NAME}}<br />
| <br />
*name<br />
*plural<br />
| Adding individual names tells the game what to call each individual part in a NUMBERed bodypart. This command replaces "first upper front tooth" for example.<br />
<br />
|-<br />
| {{text anchor|INTERNAL}}<br />
|<br />
| Marks the body part as being inside the body. It is behind all the other tissues of the body part, cannot be severed, nor used for wrestling. In combat it cannot be targeted directly, but can be damaged by attacks to the parent body part.<br />
<br />
|-<br />
| {{text anchor|JOINT}}<br />
| <br />
| Body part is a joint. If the limb it's in is grabbed in a wrestling hold, it can be broken with bending force, disabling the parent limb. If the joint is modded to sit outside the body, grabbing and breaking it snaps the entire limb right off.<br />
<br />
|-<br />
| {{text anchor|LIMB}}<br />
| <br />
| Body part is a limb. It can be used to initiate most wrestling moves. If it is located between an UPPERBODY part and a GRASP body part, it is eligible to be covered by certain types of armor (body armors and gauntlets). If it is located between a LOWERBODY part and a STANCE body part, it is eligible to be covered by other types of armor (Leg armors like pants, etc.; trailing body armors like mail shirts and robes; and high boots).<br />
<br />
|-<br />
| {{text anchor|LOWERBODY}}<br />
| <br />
| Flags the body part as being able to wear lower body clothing like skirts, pants, etc. If all parts with this token are chopped off or pulped, the creature dies. If the creature has multiple parts with this token, they will not die until all parts with this token have been pulped or severed. No such creature exists in the base game, however.<br />
<br />
|-<br />
| {{text anchor|LEFT}}<br />
| <br />
| Marks body part as on the left side of the body and vulnerable to attacks from the left. Used in conjunction with tags in the b_detail_plan_default raw.<br />
<br />
|-<br />
| {{text anchor|MOUTH}}<br />
| <br />
| Body part is a mouth. Implication unknown.<br />
<br />
|-<br />
| {{text anchor|NUMBER}}<br />
| <br />
*value<br />
| The number lets you stack identical body parts. These can be individually damaged by wounds, but you don't have to define them explicitly one by one. If you don't give them individual names (see teeth) they'll be preceded by ordinal numbers (first, second, etc.). In practice, though, they cannot be individually damaged - if you knock out one tooth, the entire group will be knocked out at once (and will be scattered across the area). Butchering doesn't respect this and produces only a single body part per group. The value is capped at 32.<br />
<br />
|-<br />
| {{text anchor|NERVOUS}}<br />
| <br />
| Body part is the hub of nervous function. Used for the parts of the spine. Damage disables everything in the parent bodypart and what's below it, causing death by suffocation in most cases.<br />
<br />
|-<br />
| {{text anchor|PREVENTS_PARENT_COLLAPSE}}<br />
| <br />
| Body part must be destroyed in order for the attached parent object to be considered destroyed. Found on skulls and spinal columns. <br />
<br />
|-<br />
| {{text anchor|RIGHT}}<br />
| <br />
| Marks body part as on the right side of the body and vulnerable to attacks from the right. Used in conjunction with tags in the b_detail_plan_default raw.<br />
<br />
|-<br />
| {{text anchor|SKELETON}}<br />
| <br />
| Body part is part of the creature's skeleton.<br />
<br />
|-<br />
| {{text anchor|STANCE}}<br />
| <br />
| Allows the creature to stand. Damage or loss of these body parts will cause creature to fall over. Loss of one STANCE part can be substituted with a crutch. Does not give the body part an ability to initiate wrestling moves, unlike GRASP or LIMB.<br />
<br />
|-<br />
| {{text anchor|SIGHT}}<br />
| <br />
| Body part is used to see with. If the creature has no SIGHT body parts, or if all its sight body parts are damaged or destroyed, it can't see unless it has the EXTRAVISION tag in its creature def.<br />
<br />
|-<br />
| {{text anchor|SMELL}}<br />
| <br />
| Body part is used to smell. No known function. (could possibly control reactions to miasma in fortress mode?)<br />
<br />
|-<br />
| {{text anchor|SMALL}}<br />
| <br />
| "SMALL means that the part isn't displayed as part of the overall displayed body part lists. They can't be splinted. They are more often targeted for torture (although those situations might not occur anymore). They are removed in skeletons if they aren't specifically skeletons/joints/digits/apertures. They are more easily lost in world gen duels. They are the only gougable/pinchable parts ''(note: at least this is no longer the case.)''. SMALL is an old tag, so it has accumulated some weird functions which'll get split off over time. " --Toady<br />
<br />
|-<br />
| {{text anchor|SOCKET}}<br />
| <br />
| Body part breaks off and goes flying if broken, even with blunt force. Used on teeth to make them easy to knock out. Rendered invalid by INTERNAL.<br />
<br />
|-<br />
| {{text anchor|THROAT}}<br />
| <br />
| Body part can be strangled. Latching bites that hit the head have a chance to target this instead. Note: this tag doesn't control any bleeding behavior.<br />
<br />
|-<br />
| {{text anchor|THOUGHT}}<br />
| <br />
| The central core of the body. Used with the brain. Damage causes instant death unless the creature has NO_THOUGHT_CENTER_FOR_MOVEMENT/NOTHOUGHT.{{verify}} <br />
<br />
|-<br />
| {{text anchor|TOTEMABLE}}<br />
| <br />
| This bodypart can be turned into a totem by craftsmen. Always drops from slaughtered creatures, no matter how small.<br />
<br />
|-<br />
| {{text anchor|UPPERBODY}}<br />
| <br />
| Flags the body part as being able to wear upper body clothing like coats, breastplates etc. If all parts with this token are pulped or chopped off, the creature dies. Multiple UPPERBODY parts are redundant, but no such creatures exist in the base game. All default creatures with bodies have the upper body as the root of the body tree, making it impossible to chop off.<br />
<br />
|-<br />
| {{text anchor|UNDER_PRESSURE}}<br />
| <br />
| Makes the body part pop out of the body when cut through. Used on guts. Body part shows up as "~" and drags behind the victim when spilled.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BUTCHER_ITEM}}<br />
| <br />
| Allows the item to be obtained from butchered or rotted vermin. Used with [[shell]]s.<br />
<br />
|}<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Body token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome&diff=256227Syndrome2021-01-04T10:35:19Z<p>Kabocca: /* Counter Triggers */</p>
<hr />
<div>{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}<br />
{{av}}<br />
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]<br />
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. <br />
<br />
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''<br />
<br />
==List of syndromes==<br />
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion.<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Syndrome<br />
! Venom<br />
! Acquired<br />
! Short-term Symptoms<br />
! Long-term Symptoms<br />
! Chronic Symptoms <br />
|-<br />
| Adder bite<br />
| adder venom (injected)<br />
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]<br />
| Strong pain<br />
| Swelling<br>Blisters<br>Nausea<br />
| None<br />
|-<br />
| Bark scorpion sting<br />
| bark scorpion venom (injected)<br />
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]<br />
| Strong pain<br />
| None<br />
| None<br />
|-<br />
| Black mamba bite<br />
| black mamba venom (injected)<br />
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]<br />
| Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Blob blisters<br />
| cave blob fluid<br />(contact or ingested)<br />
| Touching a [[cave blob]]<br />
| Mild pain<br/>Mild blisters<br />
| None<br />
| None<br />
|-<br />
| Brown recluse spider bite<br />
| brown recluse spider venom (injected)<br />
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]<br />
| Nausea<br>Fever<br>Pain<br><br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Bumblebee sting<br />
| bumblebee venom (injected)<br />
| Being stung by a [[bumblebee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Bushmaster bite<br />
| bushmaster venom (injected)<br />
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]<br />
| Strong pain<br>Mild bleeding<br>Dizziness<br>Nausea<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Cave floater sickness<br />
| cave floater gas<br />(inhaled or ingested)<br />
| Expelled from [[cave floater]]<br />
| Mild nausea<br />
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)<br />
| None<br />
|-<br />
| Cave spider bite<br />
| cave spider venom<br />(injected)<br />
| Being bitten by a [[cave spider]]<br />
| None<br />
| None<br />
| Very mild dizziness<br />
|-<br />
| Copperhead snake bite<br />
| copperhead snake venom (injected)<br />
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]<br />
| Pain<br>Swelling<br>Nausea<br />
| None<br />
| None<br />
|-<br />
| Giant cave spider bite<br />
| giant cave spider venom<br />(injected)<br />
| Being bitten by a [[giant cave spider]]<br />
| Size-dependant paralysis.<br />
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.<br />
| None, not that it really matters.<br />
|-<br />
| Gila monster bite<br />
| gila monster venom (injected)<br />
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]<br />
| Pain<br>Mild swelling<br />
| None<br />
| None<br />
|-<br />
| Gnomeblight<br />
| [[gnomeblight]]<br />(contact, inhaled, injected, or ingested)<br />
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.<br />
| None<br />
| Severe systemic necrosis<sup>2</sup><br />
| None<br />
|-<br />
| Giant desert scorpion sting<br />
| giant desert scorpion venom<br />(injected)<br />
| Being stung by a [[giant desert scorpion]] <br />
| Necrosis of the brain and nervous system<br />
| '''Certain death'''<br />
| None, not that it really matters.<br />
|- <br />
| Helmet snake bite<br />
| helmet snake venom<br />(injected)<br />
| Being bitten by a [[helmet snake]]<br />
| Minor bleeding<br />
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb <br />
| None<br />
|-<br />
| Honey bee sting<br />
| honey bee venom (injected)<br />
| Being stung by a [[honey bee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Inebriation{{version|0.42.01}}<br />
| [[Alcohol]] (consumed/injected)<br />
| Consuming alcoholic drinks<br />
| Nausea<br>Dizziness<br>Unconsciousness<br>Personality changes<br>Euphoria<br>Erratic behavior<br>Trouble breathing<br />
| None<br />
| None<br />
|-<br />
| Iron man cough<br />
| iron man gas<br />(inhaled)<br />
| Expelled by [[iron man]]<br />
| Coughing blood<br />
| None<br />
| None<br />
|-<br />
| King cobra bite<br />
| king cobra venom<br />(injected)<br />
| Being bitten by a [[king cobra]]<br />
| Complete paralysis<sup>1</sup><br/>Pain, dizziness, drowsiness<br />
| None<br />
| None<br />
|-<br />
| Phantom spider bite<br />
| phantom spider venom<br />(injected)<br />
| Being bitten by a [[phantom spider]]<br />
| None<br />
| Numbness and mild dizziness<br />
| None<br />
|-<br />
| Platypus sting<br />
| platypus venom<br />(injected)<br />
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]<br />
| Pain and swelling<br />
| Extreme pain, swelling possibly to the point of necrosis<br />
| None<br />
|-<br />
| Rattlesnake bite<br />
| rattlesnake venom<br />(injected)<br />
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]<br />
| Pain, nausea, blisters, swelling, bruising<br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Serpent man bite<br />
| serpent man venom<br />(injected)<br />
| Being bitten by a [[serpent man]]<br />
| Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Mummy's curse<br />
| [[DF2014:Mummy|Disturbance interaction]].<br />
| Being cursed by a [[mummy]], when caught raiding their tombs<br />
| None<br />
| None<br />
| 20% chance of any skill roll failing, regardless of skill.<br />
|-<br />
| Vampirism<br />
| [[Deity|Divine]] curse<br />
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[vampire]].<br />
|-<br />
| Werebeast curse<br />
| [[Deity|Divine]] curse<br />
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[werebeast]].<br />
|-<br />
| Necromancy<br />
| [[Deity|Divine]] 'curse'<br />
| Reading a book/slab that contains the secrets of life and death.<br />
| None<br />
| None<br />
| Reader becomes a [[necromancer]].<br />
|-<br />
| evil rain sickness<sup>3</sup><br />
|rowspan=7| Random<br />
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|-<br />
| evil cloud sickness<sup>4</sup><br />
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]<br />
|-<br />
| beast sickness<sup>5</sup><br />
| Encounters with [[forgotten beast]]s<br />
|-<br />
| titan sickness<sup>5</sup><br />
| Encounters with [[titan]]s<br />
|-<br />
| night sickness<sup>5</sup><br />
| Encounters with [[nightmare]]s or [[experiment]]s<br />
|-<br />
| demon sickness<sup>5</sup><br />
| Encounters with [[demon]]s<br />
|-<br />
| divine sickness<sup>5</sup><br />
| Encounters with [[angel]]s<br />
|}<br />
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.<br />
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. <br />
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. <br />
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. <br />
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).<br />
<br />
==The anatomy of a syndrome==<br />
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.<br />
<br />
<br />
'''1) Transmission via Materials'''<br />
<br />
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.<br />
<br />
<br />
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:<br />
<br />
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_NAME:LIQUID:giant cave spider venom]<br />
[STATE_ADJ:LIQUID:giant cave spider venom]<br />
[STATE_NAME:GAS:boiling giant cave spider venom]<br />
[STATE_ADJ:GAS:boiling giant cave spider venom]<br />
[PREFIX:NONE]<br />
[ENTERS_BLOOD]<br />
'''[SYNDROME]'''<br />
'''[SYN_NAME:giant cave spider bite]'''<br />
'''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''<br />
'''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''<br />
'''[SYN_INJECTED]'''<br />
'''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''<br />
<br />
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.<br />
<br />
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.<br />
<br />
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).<br />
<br />
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).<br />
<br />
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.<br />
<br />
<br />
'''2) Transmission via Interactions'''<br />
<br />
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.<br />
<br />
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.<br />
<br />
==Basic syndrome tokens==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|SYNDROME}}<br />
| <br />
| Used to begin defining a new syndrome.<br />
<br />
|-<br />
| {{text anchor|SYN_NAME}}<br />
| <your text><br />
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.<br />
<br />
|-<br />
| {{text anchor|SYN_CLASS}}<br />
| <your text><br />
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.<br />
<br />
|-<br />
| {{text anchor|SYN_CONTACT}}<br />
| <br />
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.<br />
<br />
Methods of getting a material contaminant onto a creature's body include: <br />
* [[Creature token#SECRETION|secretions]]<br />
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)<br />
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust clouds]] (contaminate all external body parts, even if covered)<br />
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])<br />
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)<br />
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)<br />
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)<br />
* striking the creature's body with a contaminated item (see below)<br />
<br />
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.<br />
<br />
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).<br />
<br />
|-<br />
| {{text anchor|SYN_INGESTED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.<br />
<br />
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.<br />
<br />
|-<br />
| {{text anchor|SYN_INHALED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.<br />
<br />
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.<br />
<br />
|-<br />
| {{text anchor|SYN_INJECTED}}<br />
| <br />
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. <br />
<br />
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon "lodged into the wound" isn't a requirement.<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.<br />
<br />
DWARF:FEMALE is an example of a valid <creature>:<caste> combination; "ALL" can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, "ALL" can be used in place of a specific caste.<br />
<br />
|-<br />
| {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}}<br />
| <br />
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.<br />
<br />
|-<br />
| {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}}<br />
| <your text><br />
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.<br />
<br />
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.<br />
<br />
A creature can only possess a single syndrome with a particular identifier at any given time. As such, if a creature contracts a syndrome with a particular identifier and is subsequently exposed to another syndrome with a matching identifier whilst that first syndrome is still active, then this later obtained syndrome will '''not''' be contracted. If the latter comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will instead adjust the first syndrome's concentration as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would only increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated.<br />
<br />
|-<br />
| {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}}<br />
| <amount>:<max><br />
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level.<br />
<br />
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by <amount> whenever the creature is exposed to it, until its specified <max> concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher <max> value, the concentration will of course increase further.<br />
<br />
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with <code>[SYN_IDENTIFIER:INEBRIATION]</code> and <code>[SYN_CONCENTRATION_ADDED:100:1000]</code>. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, "Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off."<br />
<br />
Some of the generated interaction-derived syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
|}<br />
<br />
==Creature effect tokens==<br />
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows:<br />
<br />
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]<br />
<br />
<br />
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.<br />
<br />
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.<br />
<br />
*CE_X<br />
The effect type. This can be a number of different tokens, as detailed in the table below this list.<br />
*SEV:X<br />
The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.<br />
*PROB:X<br />
The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance.<br />
*LOCALIZED (Overwrites BP tokens)<br />
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. <br />
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)<br />
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!<br />
*VASCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the VASCULAR token.<br />
*MUSCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the MUSCULAR token. Are you seeing a trend here?<br />
*SIZE_DILUTES (Optional)<br />
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.<br />
*SIZE_DELAYS (Optional)<br />
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.<br />
*DWF_STRETCH:X{{version|0.42.01}} (Optional)<br />
Multiplies the duration of the syndrome by X in Fortress mode. If X is 144, syndrome will last the same amount of ticks in fortress and adventure mode.<br />
*ABRUPT{{version|0.42.01}} (Optional)<br />
Makes the symptom begin immediately rather than ramping up. {{verify}}<br />
*CAN_BE_HIDDEN (Optional)<br />
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}<br />
*RESISTABLE (Optional)<br />
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.<br />
<br />
<br />
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.<br />
<br />
<br />
===Symptomatic Effects===<br />
<br />
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.<br />
<br />
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.<br />
<br />
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_BRUISING}}<br />
| Yes<br />
| Causes the targeted bodypart to undergo bruising.<br />
|-<br />
| {{text anchor|CE_BLISTERS}}<br />
| Yes<br />
| Covers the targeted bodypart with blisters.<br />
|-<br />
| {{text anchor|CE_OOZING}}<br />
| Yes<br />
| Causes pus to ooze from the afflicted bodypart.<br />
|-<br />
| {{text anchor|CE_BLEEDING}}<br />
| Yes<br />
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.<br />
|-<br />
| {{text anchor|CE_SWELLING}}<br />
| Yes<br />
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.<br />
|-<br />
| {{text anchor|CE_NECROSIS}}<br />
| Yes<br />
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.<br />
|-<br />
| {{text anchor|CE_NUMBNESS}}<br />
| Yes<br />
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.<br />
|-<br />
| {{text anchor|CE_PAIN}}<br />
| Yes<br />
| Afflicts the targeted bodypart with intense pain.<br />
|-<br />
| {{text anchor|CE_PARALYSIS}}<br />
| Yes<br />
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.<br />
|-<br />
| {{text anchor|CE_IMPAIR_FUNCTION}}<br />
| Yes<br />
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.<br />
|-<br />
| {{text anchor|CE_DIZZINESS}}<br />
| No<br />
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.<br />
|-<br />
| {{text anchor|CE_DROWSINESS}}<br />
| No<br />
| Causes the Drowsiness condition.<br />
|-<br />
| {{text anchor|CE_UNCONSCIOUSNESS}}<br />
| No<br />
| Renders unconscious.<br />
|-<br />
| {{text anchor|CE_FEVER}}<br />
| No<br />
| Causes the Fever condition.<br />
|-<br />
| {{text anchor|CE_NAUSEA}}<br />
| No<br />
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.<br />
|-<br />
| {{text anchor|CE_COUGH_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|-<br />
| {{text anchor|CE_VOMIT_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|}<br />
<br />
===Healing Effects===<br />
As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_REDUCE_PAIN}}<br />
| Yes<br />
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.<br />
|-<br />
| {{text anchor|CE_REDUCE_SWELLING}}<br />
| Yes<br />
| Decreases the severity of swelling on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_PARALYSIS}}<br />
| Yes<br />
| Decreases the severity of any paralysis effects on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_DIZZINESS}}<br />
| No<br />
| Decreases the severity of any dizziness the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_NAUSEA}}<br />
| No<br />
| Decreases the severity of any nausea the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_FEVER}}<br />
| No<br />
| Decreases the severity of any fever the creature has.<br />
|-<br />
| {{text anchor|CE_STOP_BLEEDING}}<br />
| Yes<br />
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.<br />
|-<br />
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}<br />
| Yes<br />
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_CURE_INFECTION}}<br />
| Yes?<br />
| Probably decreases the severity of the infection from infected wounds over time.<br />
|-<br />
| {{text anchor|CE_HEAL_TISSUES}}<br />
| Yes<br />
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_HEAL_NERVES}}<br />
| Yes<br />
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_REGROW_PARTS}}<br />
| Yes<br />
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.<br />
|}<br />
<br />
===Special Effects===<br />
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Arguments<br />
! Description<br />
|-<br />
| {{text anchor|CE_ADD_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:<br />
<br />
<br />
'''Special tags:'''<br />
<br />
*NO_AGING<br />
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].<br />
<br />
*STERILE<br />
Makes the creature unable to produce [[children|offspring]].<br />
<br />
*HAS_BLOOD<br />
*MORTAL<br />
*FIT_FOR_ANIMATION<br />
*FIT_FOR_RESURRECTION<br />
Adding these tags to a creature doesn't appear to do anything.<br />
<br />
<br />
'''Creature tokens:'''<br />
<br />
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]<br />
*[[Creature_token#CAN_LEARN|CAN_LEARN]]<br />
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]<br />
*[[Creature_token#CRAZED|CRAZED]]<br />
*[[Creature_token#EXTRAVISION|EXTRAVISION]]<br />
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]<br />
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])<br />
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]<br />
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]<br />
*[[Creature_token#NO_DRINK|NO_DRINK]]<br />
*[[Creature_token#NO_EAT|NO_EAT]]<br />
*[[Creature_token#NO_FEVERS|NO_FEVERS]]<br />
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]<br />
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]<br />
*[[Creature_token#NO_SLEEP|NO_SLEEP]]<br />
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]<br />
*[[Creature_token#NOBREATHE|NOBREATHE]]<br />
*[[Creature_token#NOEMOTION|NOEMOTION]]<br />
*[[Creature_token#NOEXERT|NOEXERT]]<br />
*[[Creature_token#NOFEAR|NOFEAR]]<br />
*[[Creature_token#NONAUSEA|NONAUSEA]]<br />
*[[Creature_token#NOPAIN|NOPAIN]]<br />
*[[Creature_token#NOSTUN|NOSTUN]]<br />
*[[Creature_token#NOT_LIVING|NOT_LIVING]]<br />
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]<br />
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]<br />
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]<br />
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]<br />
*[[Creature_token#TRANCES|TRANCES]]<br />
*[[Creature_token#UTTERANCES|UTTERANCES]]<br />
<br />
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.<br />
<br />
|-<br />
| {{text anchor|CE_REMOVE_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.<br />
<br />
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.<br />
<br />
Removing tags will cause the creature to fail/pass any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).<br />
<br />
<br />
'''Special tags:'''<br />
<br />
* HAS_BLOOD<br />
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.<br />
<br />
* NO_AGING<br />
* STERILE<br />
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.<br />
<br />
* MORTAL<br />
* FIT_FOR_ANIMATION<br />
* FIT_FOR_RESURRECTION<br />
Removing these tags doesn't appear to do anything.<br />
<br />
|- a<br />
| {{text anchor|CE_DISPLAY_NAME}}<br />
| No<br />
| NAME:singular:plural:adjective<br />
| Attaches the specified name to the creature's normal name.<br />
<br />
|-<br />
| {{text anchor|CE_DISPLAY_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Causes the creature to display the specified tile instead of its normal one.<br />
<br />
|-<br />
| {{text anchor|CE_FLASH_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile><br />
| Causes the creature to flash between its normal tile and the one specified here.<br />
<br />
|-<br />
| {{text anchor|CE_PHYS_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_MENT_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_SPEED_CHANGE}}<br />
| No<br />
| speed modifier:number<br />
| Changes the creature's speed.<br />
Speed modifier contains one or both of:<br />
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)<br />
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)<br />
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.<br />
<br />
|-<br />
| {{text anchor|CE_SKILL_ROLL_ADJUST}}<br />
| No<br />
| PERC:percentage:PERC_ON:percentage<br />
| Alters the creature's specified skill level. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}<br />
| No<br />
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) <br />
| Alters the size of the creature.<br />
<br />
|-<br />
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}<br />
| Yes<br />
| body part:APPEARANCE_MODIFIER:attribute:number<br />
| Alters the characteristics (height, width etc.) of a body part.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_TRANSFORMATION}}<br />
| No<br />
|<br />
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the creature and/or caste flag restrictions listed below (of which multiple may be specified).<br />
<br />
Note that any wounds the creature has suffered will heal instantly upon transforming into or out of the target form. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.<br />
<br />
* '''CE:CREATURE:'''<creature>:<caste><br><br />
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. <br />
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] <br />
<br />
* '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Any creature with the specified creature flag may be randomly selected to be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Forbids all creatures with the specified creature flag from the random selection pool.<br />
<br />
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Allows any creature with the specified caste flag to be randomly selected.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Forbids all creatures with the specified caste flag from being randomly selected.<br />
<br />
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br><br />
Presumably narrows down the random transformation options to creatures who have a relatively fast zero energy expenditure [[Creature_token#GAIT|gait]].{{verify}}<br />
<br />
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br><br />
Presumably narrows down the random transformation options to creatures who don't have any relatively fast zero energy expenditure [[Creature_token#GAIT|gaits]].{{verify}}<br />
<br />
|-<br />
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}<br />
| No<br />
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B><br />
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.<br />
<br />
|-<br />
| {{text anchor|CE_CAN_DO_INTERACTION}}<br />
| No<br />
| <br />
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.<br />
|-<br />
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}}<br />
| Yes<br />
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts><br />
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example<br />
<br />
|-<br />
| {{text anchor|CE_BODY_MAT_INTERACTION}}<br />
| No<br />
| MAT_TOKEN:<body material token><br />
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.<br />
<br />
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.<br />
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.<br />
<br />
The following tokens should be placed after this effect:<br />
* '''CE:SYNDROME_TAG:'''<transmission method> is used to specify what must be done with the body material to trigger the interaction. Replace "<transmission method>" with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''<br />
* '''CE:INTERACTION:'''<[[Interaction_token#INTERACTION|interaction ID]]> is used to specify which interaction is to be run (replace "<interaction ID>" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.<br />
<br />
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood".<br />
<br />
|-<br />
| {{text anchor|CE_SENSE_CREATURE_CLASS}}<br />
| No<br />
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:<br />
[[Tilesets|<tile value or character>]]:<br />
[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}<br />
| No<br />
| EMOTION:<[[emotion]]><br />
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.<br />
<br />
|-<br />
| {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}}<br />
| No<br />
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount><br />
| Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative - for example, generated [[necromancer]] syndromes come with the following effect:<br><br />
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code><br />
<br />
|-<br />
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}<br />
| No<br />
|<br />
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]<br />
|}<br />
<br />
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.<br />
<br />
===Periodic Triggers===<br />
<br />
'''[CE:{{text anchor|PERIODIC}}:<period_type>:<min_value>:<max_value>]'''<br />
<br />
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.<br />
<br />
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with <code>[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]</code>, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).<br />
<br />
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.<br />
<br />
MOON_PHASE is currently the only valid period type:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Period<br />
! Description<br />
|-<br />
| {{text anchor|MOON_PHASE}}<br />
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:<br />
* '''0''' = full moon<br />
* '''1-4''' = waning gibbous<br />
* '''5-8''' = waning half<br />
* '''9-12''' = waning crescent<br />
* '''13-14''' = new moon<br />
* '''15-18''' = waxing crescent<br />
* '''19-22''' = waxing half<br />
* '''23-26''' = waxing gibbous<br />
* '''27''' = full moon<br />
|}<br />
<br />
===Counter Triggers===<br />
<br />
'''[CE:{{text anchor|COUNTER_TRIGGER}}:<counter_name>:<min_value>:<max_value>:REQUIRED]'''<br />
<br />
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.<br />
<br />
For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.<br />
<br />
Note that <code>NONE</code> can be used in place of <max_value> to indicate that any value above <min_value> is valid. <code>NONE</code> can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.<br />
<br />
<code>REQUIRED</code> implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with <code>NONE</code> doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.<br />
<br />
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying <code>0</code> or <code>NONE</code> as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.<br />
<br />
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.<br />
<br />
The following is a list of valid counter types including a couple of notable values:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Counter<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ALCOHOLIC}}<br />
| For {{token|ALCOHOL_DEPENDENT|c}} creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values:<br />
* 100800 (3 months) = and is starting to work slowly due to its scarcity<br />
* 201600 (6 months) = and really wants a drink<br />
* 302400 (9 months) = and has gone without a drink for far, far too long<br />
* 403200 (1 year) = and can't even remember the last time (s)he had some<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| For creatures with the {{token|CAVE_ADAPT|c}} token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.<br />
* 403200 (1 year) = going outside causes irritation<br />
* 604800 (1.5 years) = going outside causes nausea<br />
<br />
|-<br />
| {{text anchor|MILK_COUNTER}}<br />
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's {{token|MILKABLE|c}} token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is immediately removed, making the creature available for milking again.<br />
<br />
|-<br />
| {{text anchor|EGG_SPENT}}<br />
| This counter is created and set to 100800 (3 months' worth of [[time|tick]]s in fortress mode) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point it is removed and the creature regains the ability to lay eggs.<br />
<br />
|-<br />
| {{text anchor|GROUNDED_ANIMAL_ANGER}}<br />
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.<br />
<br />
|-<br />
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}<br />
| This counter rises by 1 every [[time|tick]] for creatures with the {{token|BLOODSUCKER|c}} token. When it rises high enough (generally around 100800; 3 months in fortress mode time), the creature will seek an [[sleep|unconscious]] victim to leech off of. Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.<br />
<br />
When playing as a bloodsucker in [[adventure mode]], the following bloodthirst indicators are displayed when this counter reaches the specified values:<br />
* 172800 (1 day in adventure mode time) = {{DFtext|Thirsty|4:0}}<br />
* 1209600 (1 week) = {{DFtext|Thirsty!|4:1}}<br />
* 2419200 (2 weeks) = {{DFtext|Thirsty!|5:1}}<br />
Various penalties are applied as bloodthirst increases; see the [[vampire]] article for more information.<br />
<br />
|-<br />
| {{text anchor|DRINKING_BLOOD}}<br />
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]) until it reaches 0, at which point the counter is removed.<br />
<br />
|-<br />
| {{text anchor|PARTIED_OUT}}<br />
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.<br />
|}<br />
<br />
{{mod}}<br />
<br />
==Inorganic syndromes and you!==<br />
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition. The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced. This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release. <br />
<br />
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.<br />
[MELTING_POINT:NONE]<br />
[BOILING_POINT:10000]<br />
[MAT_FIXED_TEMP:10001]<br />
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier!<br />
<br />
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.<br />
<br />
==Spreading diseases==<br />
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_CAN_DO_INTERACTION:START:1500:END:25000]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:INTERACTION:PLAGUE]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.<br />
<br />
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:<br />
<br />
[CAN_DO_INTERACTION:PLAGUE]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.<br />
<br />
===In 0.47.01===<br />
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.<br />
<br />
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]<br />
<br />
<br />
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.<br />
<br />
==Multi-caste/multi-creature body transformations==<br />
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:<br />
[SYNDROME]<br />
[SYN_NAME:draconic curse]<br />
[SYN_CLASS:DRACONIC_CURSE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:FEMALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:FEMALE]<br />
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it.<br />
<br />
==See Also==<br />
<br />
* [[Syndrome examples]]<br />
* [[Interaction token]]<br />
* [[Modding]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Creature attributes}}<br />
{{Category|Tokens}}<br />
[[ru:DF2012:Syndrome]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome_examples&diff=256211Syndrome examples2021-01-02T08:27:00Z<p>Kabocca: /* More curse-like vampires */ Corrected counter trigger example</p>
<hr />
<div>{{Quality|Fine|21:33, 10 March 2020 (UTC)}}<br />
{{av}}<br />
<br />
This page was created to aid those looking to create new [[syndrome]]s. Those familiar with syndrome design (and [[DF2014:Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.<br />
<br />
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods. Examples on this page should operate the same regardless of application method.<br />
<br />
==General Tips==<br />
<br />
===Synchronizing Adventure and Fort Mode syndrome timers===<br />
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode. For short-term syndromes, this will cause very different behaviors between the two modes. In order to ensure that a syndrome operates the same way regardless of mode, add DWF_STRETCH:144 to the end of the CE effect tag.<br />
<br />
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.<br />
<br />
===Making a creature with a syndrome always applied===<br />
Some syndromes have effects that you can't add to a creature's basic RAW. To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs. See [[Syndrome_examples#Creatures_that_behave_differently_underground|below]] for an example of this concept in action.<br />
<br />
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like. <br />
<br />
Of course, you can also add a [[Syndrome#Creature effect tokens|PROB]] value to the syndrome's various effects to determine how likely they are to actually manifest, which could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]], but with no END specified - to prevent the syndrome from being reapplied undesirably (which can occur when the secreted coating is removed and replaced by a new secretion), as this would give creatures who initially failed the PROB check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.<br />
<br />
==Stat-modifying syndromes==<br />
Syndromes that affect the creature's stats, particularly in combat.<br />
<br />
===Size Modification===<br />
<code>[[Syndrome#CE_BODY_APPEARANCE_MODIFIER|CE_BODY_APPEARANCE_MODIFIER]]</code> not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature. The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.<br />
<br />
{{gamedata|title=Giant Growth|<br />
[SYNDROME]<br />
[SYN_NAME:giant growth]<br />
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]<br />
}}<br />
<br />
Also, you can change the size [[Syndrome#CE_BP_APPEARANCE_MODIFIER|of particular body parts]], with appropriate effects. The following syndrome, for example, will make the creature's punches more powerful (but it will not make their scratches any stronger, because their fingers are still the same size).<br />
<br />
{{gamedata|title=Hulk Hands|<br />
[SYNDROME]<br />
[SYN_NAME:freakishly big hands]<br />
[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]<br />
}}<br />
<br />
==Counter Trigger examples==<br />
<code>[[Syndrome#Counter_Triggers|CE_COUNTER_TRIGGER]]</code> is a fun token that lets you make syndromes with effects that activate under certain circumstances. You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.<br />
Each counter trigger only affects the tag directly above it.<br />
<br />
===More curse-like vampires===<br />
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood to survive. Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.<br />
<br />
{{gamedata|title=Double-edged vampire curse|<br />
[SYNDROME]<br />
[SYN_NAME:vampire curse]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] <-- Weakens the target always<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] <-- Strengthens the target<br />
[CE:COUNTER_TRIGGER:TIME_SINCE_SUCKED_BOOD:NONE:172799:REQUIRED] <-- Prevents the above strengthening effect from working unless the target has recently sucked blood (vampires become Thirsty at 172800) <br />
}}<br />
<br />
===Creatures that behave differently underground===<br />
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.<br />
Note that the creature must have the {{token|CAVE_ADAPT|c}} tag in order for the CAVE_ADAPT counter-trigger to work, and you will also need a constant secretion in order to ensure the syndrome is applied (see [[Syndrome_examples#Making_a_creature_with_a_syndrome_always_applied|above]]).<br />
<br />
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|<br />
[CAVE_ADAPT]<br />
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]<br />
[SYNDROME]<br />
[SYN_CONTACT]<br />
[SYN_NAME:a lack of sunlight]<br />
[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]<br />
[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]<br />
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]<br />
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]<br />
}}<br />
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).<br />
<br />
{{Category|Modding}}<br />
{{Category|Modding_Examples}}</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome&diff=256205Syndrome2021-01-01T18:42:54Z<p>Kabocca: /* Counter Triggers */ added bloodthirst counter values</p>
<hr />
<div>{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}<br />
{{av}}<br />
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]<br />
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. <br />
<br />
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''<br />
<br />
==List of syndromes==<br />
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion.<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Syndrome<br />
! Venom<br />
! Acquired<br />
! Short-term Symptoms<br />
! Long-term Symptoms<br />
! Chronic Symptoms <br />
|-<br />
| Adder bite<br />
| adder venom (injected)<br />
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]<br />
| Strong pain<br />
| Swelling<br>Blisters<br>Nausea<br />
| None<br />
|-<br />
| Bark scorpion sting<br />
| bark scorpion venom (injected)<br />
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]<br />
| Strong pain<br />
| None<br />
| None<br />
|-<br />
| Black mamba bite<br />
| black mamba venom (injected)<br />
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]<br />
| Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Blob blisters<br />
| cave blob fluid<br />(contact or ingested)<br />
| Touching a [[cave blob]]<br />
| Mild pain<br/>Mild blisters<br />
| None<br />
| None<br />
|-<br />
| Brown recluse spider bite<br />
| brown recluse spider venom (injected)<br />
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]<br />
| Nausea<br>Fever<br>Pain<br><br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Bumblebee sting<br />
| bumblebee venom (injected)<br />
| Being stung by a [[bumblebee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Bushmaster bite<br />
| bushmaster venom (injected)<br />
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]<br />
| Strong pain<br>Mild bleeding<br>Dizziness<br>Nausea<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Cave floater sickness<br />
| cave floater gas<br />(inhaled or ingested)<br />
| Expelled from [[cave floater]]<br />
| Mild nausea<br />
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)<br />
| None<br />
|-<br />
| Cave spider bite<br />
| cave spider venom<br />(injected)<br />
| Being bitten by a [[cave spider]]<br />
| None<br />
| None<br />
| Very mild dizziness<br />
|-<br />
| Copperhead snake bite<br />
| copperhead snake venom (injected)<br />
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]<br />
| Pain<br>Swelling<br>Nausea<br />
| None<br />
| None<br />
|-<br />
| Giant cave spider bite<br />
| giant cave spider venom<br />(injected)<br />
| Being bitten by a [[giant cave spider]]<br />
| Size-dependant paralysis.<br />
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.<br />
| None, not that it really matters.<br />
|-<br />
| Gila monster bite<br />
| gila monster venom (injected)<br />
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]<br />
| Pain<br>Mild swelling<br />
| None<br />
| None<br />
|-<br />
| Gnomeblight<br />
| [[gnomeblight]]<br />(contact, inhaled, injected, or ingested)<br />
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.<br />
| None<br />
| Severe systemic necrosis<sup>2</sup><br />
| None<br />
|-<br />
| Giant desert scorpion sting<br />
| giant desert scorpion venom<br />(injected)<br />
| Being stung by a [[giant desert scorpion]] <br />
| Necrosis of the brain and nervous system<br />
| '''Certain death'''<br />
| None, not that it really matters.<br />
|- <br />
| Helmet snake bite<br />
| helmet snake venom<br />(injected)<br />
| Being bitten by a [[helmet snake]]<br />
| Minor bleeding<br />
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb <br />
| None<br />
|-<br />
| Honey bee sting<br />
| honey bee venom (injected)<br />
| Being stung by a [[honey bee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Inebriation{{version|0.42.01}}<br />
| [[Alcohol]] (consumed/injected)<br />
| Consuming alcoholic drinks<br />
| Nausea<br>Dizziness<br>Unconsciousness<br>Personality changes<br>Euphoria<br>Erratic behavior<br>Trouble breathing<br />
| None<br />
| None<br />
|-<br />
| Iron man cough<br />
| iron man gas<br />(inhaled)<br />
| Expelled by [[iron man]]<br />
| Coughing blood<br />
| None<br />
| None<br />
|-<br />
| King cobra bite<br />
| king cobra venom<br />(injected)<br />
| Being bitten by a [[king cobra]]<br />
| Complete paralysis<sup>1</sup><br/>Pain, dizziness, drowsiness<br />
| None<br />
| None<br />
|-<br />
| Phantom spider bite<br />
| phantom spider venom<br />(injected)<br />
| Being bitten by a [[phantom spider]]<br />
| None<br />
| Numbness and mild dizziness<br />
| None<br />
|-<br />
| Platypus sting<br />
| platypus venom<br />(injected)<br />
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]<br />
| Pain and swelling<br />
| Extreme pain, swelling possibly to the point of necrosis<br />
| None<br />
|-<br />
| Rattlesnake bite<br />
| rattlesnake venom<br />(injected)<br />
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]<br />
| Pain, nausea, blisters, swelling, bruising<br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Serpent man bite<br />
| serpent man venom<br />(injected)<br />
| Being bitten by a [[serpent man]]<br />
| Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Mummy's curse<br />
| [[DF2014:Mummy|Disturbance interaction]].<br />
| Being cursed by a [[mummy]], when caught raiding their tombs<br />
| None<br />
| None<br />
| 20% chance of any skill roll failing, regardless of skill.<br />
|-<br />
| Vampirism<br />
| [[Deity|Divine]] curse<br />
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[vampire]].<br />
|-<br />
| Werebeast curse<br />
| [[Deity|Divine]] curse<br />
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[werebeast]].<br />
|-<br />
| Necromancy<br />
| [[Deity|Divine]] 'curse'<br />
| Reading a book/slab that contains the secrets of life and death.<br />
| None<br />
| None<br />
| Reader becomes a [[necromancer]].<br />
|-<br />
| evil rain sickness<sup>3</sup><br />
|rowspan=7| Random<br />
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|-<br />
| evil cloud sickness<sup>4</sup><br />
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]<br />
|-<br />
| beast sickness<sup>5</sup><br />
| Encounters with [[forgotten beast]]s<br />
|-<br />
| titan sickness<sup>5</sup><br />
| Encounters with [[titan]]s<br />
|-<br />
| night sickness<sup>5</sup><br />
| Encounters with [[nightmare]]s or [[experiment]]s<br />
|-<br />
| demon sickness<sup>5</sup><br />
| Encounters with [[demon]]s<br />
|-<br />
| divine sickness<sup>5</sup><br />
| Encounters with [[angel]]s<br />
|}<br />
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.<br />
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. <br />
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. <br />
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. <br />
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).<br />
<br />
==The anatomy of a syndrome==<br />
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.<br />
<br />
<br />
'''1) Transmission via Materials'''<br />
<br />
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.<br />
<br />
<br />
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:<br />
<br />
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_NAME:LIQUID:giant cave spider venom]<br />
[STATE_ADJ:LIQUID:giant cave spider venom]<br />
[STATE_NAME:GAS:boiling giant cave spider venom]<br />
[STATE_ADJ:GAS:boiling giant cave spider venom]<br />
[PREFIX:NONE]<br />
[ENTERS_BLOOD]<br />
'''[SYNDROME]'''<br />
'''[SYN_NAME:giant cave spider bite]'''<br />
'''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''<br />
'''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''<br />
'''[SYN_INJECTED]'''<br />
'''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''<br />
<br />
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.<br />
<br />
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.<br />
<br />
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).<br />
<br />
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).<br />
<br />
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.<br />
<br />
<br />
'''2) Transmission via Interactions'''<br />
<br />
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.<br />
<br />
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.<br />
<br />
==Basic syndrome tokens==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|SYNDROME}}<br />
| <br />
| Used to begin defining a new syndrome.<br />
<br />
|-<br />
| {{text anchor|SYN_NAME}}<br />
| <your text><br />
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.<br />
<br />
|-<br />
| {{text anchor|SYN_CLASS}}<br />
| <your text><br />
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.<br />
<br />
|-<br />
| {{text anchor|SYN_CONTACT}}<br />
| <br />
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.<br />
<br />
Methods of getting a material contaminant onto a creature's body include: <br />
* [[Creature token#SECRETION|secretions]]<br />
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)<br />
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust clouds]] (contaminate all external body parts, even if covered)<br />
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])<br />
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)<br />
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)<br />
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)<br />
* striking the creature's body with a contaminated item (see below)<br />
<br />
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.<br />
<br />
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).<br />
<br />
|-<br />
| {{text anchor|SYN_INGESTED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.<br />
<br />
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.<br />
<br />
|-<br />
| {{text anchor|SYN_INHALED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.<br />
<br />
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.<br />
<br />
|-<br />
| {{text anchor|SYN_INJECTED}}<br />
| <br />
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. <br />
<br />
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon "lodged into the wound" isn't a requirement.<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.<br />
<br />
DWARF:FEMALE is an example of a valid <creature>:<caste> combination; "ALL" can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, "ALL" can be used in place of a specific caste.<br />
<br />
|-<br />
| {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}}<br />
| <br />
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.<br />
<br />
|-<br />
| {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}}<br />
| <your text><br />
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.<br />
<br />
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.<br />
<br />
A creature can only possess a single syndrome with a particular identifier at any given time. As such, if a creature contracts a syndrome with a particular identifier and is subsequently exposed to another syndrome with a matching identifier whilst that first syndrome is still active, then this later obtained syndrome will '''not''' be contracted. If the latter comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will instead adjust the first syndrome's concentration as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would only increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated.<br />
<br />
|-<br />
| {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}}<br />
| <amount>:<max><br />
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level.<br />
<br />
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by <amount> whenever the creature is exposed to it, until its specified <max> concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher <max> value, the concentration will of course increase further.<br />
<br />
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with <code>[SYN_IDENTIFIER:INEBRIATION]</code> and <code>[SYN_CONCENTRATION_ADDED:100:1000]</code>. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, "Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off."<br />
<br />
Some of the generated interaction-derived syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
|}<br />
<br />
==Creature effect tokens==<br />
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows:<br />
<br />
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]<br />
<br />
<br />
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.<br />
<br />
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.<br />
<br />
*CE_X<br />
The effect type. This can be a number of different tokens, as detailed in the table below this list.<br />
*SEV:X<br />
The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.<br />
*PROB:X<br />
The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance.<br />
*LOCALIZED (Overwrites BP tokens)<br />
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. <br />
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)<br />
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!<br />
*VASCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the VASCULAR token.<br />
*MUSCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the MUSCULAR token. Are you seeing a trend here?<br />
*SIZE_DILUTES (Optional)<br />
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.<br />
*SIZE_DELAYS (Optional)<br />
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.<br />
*DWF_STRETCH:X{{version|0.42.01}} (Optional)<br />
Multiplies the duration of the syndrome by X in Fortress mode. If X is 144, syndrome will last the same amount of ticks in fortress and adventure mode.<br />
*ABRUPT{{version|0.42.01}} (Optional)<br />
Makes the symptom begin immediately rather than ramping up. {{verify}}<br />
*CAN_BE_HIDDEN (Optional)<br />
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}<br />
*RESISTABLE (Optional)<br />
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.<br />
<br />
<br />
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.<br />
<br />
<br />
===Symptomatic Effects===<br />
<br />
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.<br />
<br />
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.<br />
<br />
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_BRUISING}}<br />
| Yes<br />
| Causes the targeted bodypart to undergo bruising.<br />
|-<br />
| {{text anchor|CE_BLISTERS}}<br />
| Yes<br />
| Covers the targeted bodypart with blisters.<br />
|-<br />
| {{text anchor|CE_OOZING}}<br />
| Yes<br />
| Causes pus to ooze from the afflicted bodypart.<br />
|-<br />
| {{text anchor|CE_BLEEDING}}<br />
| Yes<br />
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.<br />
|-<br />
| {{text anchor|CE_SWELLING}}<br />
| Yes<br />
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.<br />
|-<br />
| {{text anchor|CE_NECROSIS}}<br />
| Yes<br />
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.<br />
|-<br />
| {{text anchor|CE_NUMBNESS}}<br />
| Yes<br />
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.<br />
|-<br />
| {{text anchor|CE_PAIN}}<br />
| Yes<br />
| Afflicts the targeted bodypart with intense pain.<br />
|-<br />
| {{text anchor|CE_PARALYSIS}}<br />
| Yes<br />
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.<br />
|-<br />
| {{text anchor|CE_IMPAIR_FUNCTION}}<br />
| Yes<br />
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.<br />
|-<br />
| {{text anchor|CE_DIZZINESS}}<br />
| No<br />
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.<br />
|-<br />
| {{text anchor|CE_DROWSINESS}}<br />
| No<br />
| Causes the Drowsiness condition.<br />
|-<br />
| {{text anchor|CE_UNCONSCIOUSNESS}}<br />
| No<br />
| Renders unconscious.<br />
|-<br />
| {{text anchor|CE_FEVER}}<br />
| No<br />
| Causes the Fever condition.<br />
|-<br />
| {{text anchor|CE_NAUSEA}}<br />
| No<br />
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.<br />
|-<br />
| {{text anchor|CE_COUGH_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|-<br />
| {{text anchor|CE_VOMIT_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|}<br />
<br />
===Healing Effects===<br />
As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_REDUCE_PAIN}}<br />
| Yes<br />
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.<br />
|-<br />
| {{text anchor|CE_REDUCE_SWELLING}}<br />
| Yes<br />
| Decreases the severity of swelling on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_PARALYSIS}}<br />
| Yes<br />
| Decreases the severity of any paralysis effects on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_DIZZINESS}}<br />
| No<br />
| Decreases the severity of any dizziness the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_NAUSEA}}<br />
| No<br />
| Decreases the severity of any nausea the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_FEVER}}<br />
| No<br />
| Decreases the severity of any fever the creature has.<br />
|-<br />
| {{text anchor|CE_STOP_BLEEDING}}<br />
| Yes<br />
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.<br />
|-<br />
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}<br />
| Yes<br />
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_CURE_INFECTION}}<br />
| Yes?<br />
| Probably decreases the severity of the infection from infected wounds over time.<br />
|-<br />
| {{text anchor|CE_HEAL_TISSUES}}<br />
| Yes<br />
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_HEAL_NERVES}}<br />
| Yes<br />
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_REGROW_PARTS}}<br />
| Yes<br />
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.<br />
|}<br />
<br />
===Special Effects===<br />
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Arguments<br />
! Description<br />
|-<br />
| {{text anchor|CE_ADD_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:<br />
<br />
<br />
'''Special tags:'''<br />
<br />
*NO_AGING<br />
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].<br />
<br />
*STERILE<br />
Makes the creature unable to produce [[children|offspring]].<br />
<br />
*HAS_BLOOD<br />
*MORTAL<br />
*FIT_FOR_ANIMATION<br />
*FIT_FOR_RESURRECTION<br />
Adding these tags to a creature doesn't appear to do anything.<br />
<br />
<br />
'''Creature tokens:'''<br />
<br />
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]<br />
*[[Creature_token#CAN_LEARN|CAN_LEARN]]<br />
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]<br />
*[[Creature_token#CRAZED|CRAZED]]<br />
*[[Creature_token#EXTRAVISION|EXTRAVISION]]<br />
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]<br />
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])<br />
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]<br />
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]<br />
*[[Creature_token#NO_DRINK|NO_DRINK]]<br />
*[[Creature_token#NO_EAT|NO_EAT]]<br />
*[[Creature_token#NO_FEVERS|NO_FEVERS]]<br />
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]<br />
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]<br />
*[[Creature_token#NO_SLEEP|NO_SLEEP]]<br />
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]<br />
*[[Creature_token#NOBREATHE|NOBREATHE]]<br />
*[[Creature_token#NOEMOTION|NOEMOTION]]<br />
*[[Creature_token#NOEXERT|NOEXERT]]<br />
*[[Creature_token#NOFEAR|NOFEAR]]<br />
*[[Creature_token#NONAUSEA|NONAUSEA]]<br />
*[[Creature_token#NOPAIN|NOPAIN]]<br />
*[[Creature_token#NOSTUN|NOSTUN]]<br />
*[[Creature_token#NOT_LIVING|NOT_LIVING]]<br />
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]<br />
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]<br />
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]<br />
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]<br />
*[[Creature_token#TRANCES|TRANCES]]<br />
*[[Creature_token#UTTERANCES|UTTERANCES]]<br />
<br />
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.<br />
<br />
|-<br />
| {{text anchor|CE_REMOVE_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.<br />
<br />
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.<br />
<br />
Removing tags will cause the creature to fail/pass any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).<br />
<br />
<br />
'''Special tags:'''<br />
<br />
* HAS_BLOOD<br />
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.<br />
<br />
* NO_AGING<br />
* STERILE<br />
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.<br />
<br />
* MORTAL<br />
* FIT_FOR_ANIMATION<br />
* FIT_FOR_RESURRECTION<br />
Removing these tags doesn't appear to do anything.<br />
<br />
|- a<br />
| {{text anchor|CE_DISPLAY_NAME}}<br />
| No<br />
| NAME:singular:plural:adjective<br />
| Attaches the specified name to the creature's normal name.<br />
<br />
|-<br />
| {{text anchor|CE_DISPLAY_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Causes the creature to display the specified tile instead of its normal one.<br />
<br />
|-<br />
| {{text anchor|CE_FLASH_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile><br />
| Causes the creature to flash between its normal tile and the one specified here.<br />
<br />
|-<br />
| {{text anchor|CE_PHYS_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_MENT_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_SPEED_CHANGE}}<br />
| No<br />
| speed modifier:number<br />
| Changes the creature's speed.<br />
Speed modifier contains one or both of:<br />
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)<br />
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)<br />
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.<br />
<br />
|-<br />
| {{text anchor|CE_SKILL_ROLL_ADJUST}}<br />
| No<br />
| PERC:percentage:PERC_ON:percentage<br />
| Alters the creature's specified skill level. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}<br />
| No<br />
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) <br />
| Alters the size of the creature.<br />
<br />
|-<br />
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}<br />
| Yes<br />
| body part:APPEARANCE_MODIFIER:attribute:number<br />
| Alters the characteristics (height, width etc.) of a body part.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_TRANSFORMATION}}<br />
| No<br />
|<br />
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the creature and/or caste flag restrictions listed below (of which multiple may be specified).<br />
<br />
Note that any wounds the creature has suffered will heal instantly upon transforming into or out of the target form. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.<br />
<br />
* '''CE:CREATURE:'''<creature>:<caste><br><br />
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. <br />
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] <br />
<br />
* '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Any creature with the specified creature flag may be randomly selected to be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Forbids all creatures with the specified creature flag from the random selection pool.<br />
<br />
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Allows any creature with the specified caste flag to be randomly selected.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Forbids all creatures with the specified caste flag from being randomly selected.<br />
<br />
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br><br />
Presumably narrows down the random transformation options to creatures who have a relatively fast zero energy expenditure [[Creature_token#GAIT|gait]].{{verify}}<br />
<br />
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br><br />
Presumably narrows down the random transformation options to creatures who don't have any relatively fast zero energy expenditure [[Creature_token#GAIT|gaits]].{{verify}}<br />
<br />
|-<br />
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}<br />
| No<br />
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B><br />
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.<br />
<br />
|-<br />
| {{text anchor|CE_CAN_DO_INTERACTION}}<br />
| No<br />
| <br />
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.<br />
|-<br />
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}}<br />
| Yes<br />
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts><br />
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example<br />
<br />
|-<br />
| {{text anchor|CE_BODY_MAT_INTERACTION}}<br />
| No<br />
| MAT_TOKEN:<body material token><br />
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.<br />
<br />
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.<br />
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.<br />
<br />
The following tokens should be placed after this effect:<br />
* '''CE:SYNDROME_TAG:'''<transmission method> is used to specify what must be done with the body material to trigger the interaction. Replace "<transmission method>" with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''<br />
* '''CE:INTERACTION:'''<[[Interaction_token#INTERACTION|interaction ID]]> is used to specify which interaction is to be run (replace "<interaction ID>" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.<br />
<br />
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood".<br />
<br />
|-<br />
| {{text anchor|CE_SENSE_CREATURE_CLASS}}<br />
| No<br />
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:<br />
[[Tilesets|<tile value or character>]]:<br />
[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}<br />
| No<br />
| EMOTION:<[[emotion]]><br />
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.<br />
<br />
|-<br />
| {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}}<br />
| No<br />
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount><br />
| Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative - for example, generated [[necromancer]] syndromes come with the following effect:<br><br />
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code><br />
<br />
|-<br />
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}<br />
| No<br />
|<br />
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]<br />
|}<br />
<br />
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.<br />
<br />
===Periodic Triggers===<br />
<br />
'''[CE:{{text anchor|PERIODIC}}:<period_type>:<min_value>:<max_value>]'''<br />
<br />
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.<br />
<br />
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with <code>[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]</code>, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).<br />
<br />
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.<br />
<br />
MOON_PHASE is currently the only valid period type:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Period<br />
! Description<br />
|-<br />
| {{text anchor|MOON_PHASE}}<br />
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:<br />
* '''0''' = full moon<br />
* '''1-4''' = waning gibbous<br />
* '''5-8''' = waning half<br />
* '''9-12''' = waning crescent<br />
* '''13-14''' = new moon<br />
* '''15-18''' = waxing crescent<br />
* '''19-22''' = waxing half<br />
* '''23-26''' = waxing gibbous<br />
* '''27''' = full moon<br />
|}<br />
<br />
===Counter Triggers===<br />
<br />
'''[CE:{{text anchor|COUNTER_TRIGGER}}:<counter_name>:<min_value>:<max_value>:REQUIRED]'''<br />
<br />
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.<br />
<br />
For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.<br />
<br />
Note that <code>NONE</code> can be used in place of <max_value> to indicate that any value above <min_value> is valid. <code>NONE</code> can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.<br />
<br />
<code>REQUIRED</code> implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with <code>NONE</code> doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.<br />
<br />
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying <code>0</code> or <code>NONE</code> as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.<br />
<br />
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.<br />
<br />
The following is a list of valid counter types including a couple of notable values:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Counter<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ALCOHOLIC}}<br />
| For [[Creature_token#ALCOHOL_DEPENDENT|ALCOHOL_DEPENDENT]] creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values:<br />
* 100800 (3 months) = and is starting to work slowly due to its scarcity<br />
* 201600 (6 months) = and really wants a drink<br />
* 302400 (9 months) = and has gone without a drink for far, far too long<br />
* 403200 (1 year) = and can't even remember the last time (s)he had some<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| For creatures with the [[Creature_token#CAVE_ADAPT|CAVE_ADAPT]] token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.<br />
* 403200 (1 year) = going outside causes irritation<br />
* 604800 (1.5 years) = going outside causes nausea<br />
<br />
|-<br />
| {{text anchor|MILK_COUNTER}}<br />
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's [[Creature_token#MILKABLE|MILKABLE]] token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is immediately removed, making the creature available for milking again.<br />
<br />
|-<br />
| {{text anchor|EGG_SPENT}}<br />
| This counter is created and set to 100800 (the total number of [[time|tick]]s in 3 months) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point it is removed and the creature regains the ability to lay eggs.<br />
<br />
|-<br />
| {{text anchor|GROUNDED_ANIMAL_ANGER}}<br />
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.<br />
<br />
|-<br />
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}<br />
| This counter rises by 1 every [[time|tick]] for [[Creature_token#BLOODSUCKER|blood-sucking]] creatures such as [[vampire]]s. When it rises high enough (generally around 100800; 3 months in fortress mode time), the creature will seek an [[sleep|unconscious]] victim to leech off of. Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.<br />
<br />
When playing as a bloodsucker in [[adventure mode]], the following bloodthirst indicators are displayed when this counter reaches the specified values:<br />
* 172800 (1 day in adventure mode time) = {{DFtext|Thirsty|4:0}}<br />
* 1209600 (1 week) = {{DFtext|Thirsty!|4:1}}<br />
* 2419200 (2 weeks) = {{DFtext|Thirsty!|5:1}}<br />
Various penalties are applied as bloodthirst increases; see the [[vampire]] article for more information.<br />
<br />
|-<br />
| {{text anchor|DRINKING_BLOOD}}<br />
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]), seemingly preventing the creature from doing other activities until it reaches 0, at which point the counter is removed.<br />
<br />
|-<br />
| {{text anchor|PARTIED_OUT}}<br />
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.<br />
|}<br />
<br />
{{mod}}<br />
<br />
==Inorganic syndromes and you!==<br />
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition. The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced. This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release. <br />
<br />
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.<br />
[MELTING_POINT:NONE]<br />
[BOILING_POINT:10000]<br />
[MAT_FIXED_TEMP:10001]<br />
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier!<br />
<br />
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.<br />
<br />
==Spreading diseases==<br />
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_CAN_DO_INTERACTION:START:1500:END:25000]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:INTERACTION:PLAGUE]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.<br />
<br />
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:<br />
<br />
[CAN_DO_INTERACTION:PLAGUE]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.<br />
<br />
===In 0.47.01===<br />
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.<br />
<br />
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]<br />
<br />
<br />
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.<br />
<br />
==Multi-caste/multi-creature body transformations==<br />
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:<br />
[SYNDROME]<br />
[SYN_NAME:draconic curse]<br />
[SYN_CLASS:DRACONIC_CURSE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:FEMALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:FEMALE]<br />
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it.<br />
<br />
==See Also==<br />
<br />
* [[Syndrome examples]]<br />
* [[Interaction token]]<br />
* [[Modding]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Creature attributes}}<br />
{{Category|Tokens}}<br />
[[ru:DF2012:Syndrome]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Creature_token&diff=256190Creature token2020-12-29T10:39:43Z<p>Kabocca: /* S */</p>
<hr />
<div>{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}<br />
{{av}}<br />
<br />
A full list of all known [[creature]] [[token]]s.<br />
<br />
__NOTOC__<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both inside and outside of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Caste<br />
|<br />
*Range<br />
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Caste<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*CV TEMPLATE NAME <br />
| Applies the specified [[creature variation token|creature variation]].<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*bodypart<br />
*selection criteria<br />
*location <br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{Bug|}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><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.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. <br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| Caste-specific {{token|SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult. One can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Spec<br />
| <br />
*CREATURE NAME<br />
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.<br />
<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures it works the same as normal [[#HUNTS_VERMIN|HUNTS_VERMIN]]. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra butchering drop. Used with EXTRA_BUTCHER_OBJECT.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| 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.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of eggs. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| Creature can see regardless of whether it has working eyes. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]]. May trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information.<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| 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.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HFID}}<br />
| Creature<br />
| <br />
*Integer (generic token?)<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby vermin.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| Creature can spawn as a wild animal in the appropriate biomes.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays eggs instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays a particular item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open doors that are set to forbidden in Fortress Mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| No function, presumably a placeholder.<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| The creature is male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new material.{{verify}}<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255]<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. <br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| Creature has no gender and is unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not drop meat when [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature can be smelt. Zero is odorless. Default is 50.<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the NOT_LIVING token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*lover-possible chance<br />
*commitment-possible chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| Lets you play as an outsider of this species in adventure mode.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all paralyzing special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate pearls. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's PETVALUE by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| Physical attribute gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| 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.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by infected wounds.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What creature's remains are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's remains are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from a creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from a creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires HUNTS_VERMIN, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| 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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| 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.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPEECH}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.<br />
<br />
|-<br />
| {{text anchor|SPEECH_FEMALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing females of this creature.<br />
<br />
|-<br />
| {{text anchor|SPEECH_MALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing males of this creature.<br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]]. Also prevents it from becoming a [[vampire]] or a [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's webs can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file.<br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. <br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be trained as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be trained as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[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. Could not be specified in user-defined raws until 47.01.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| 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."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Caste<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| 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).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Important Related Tokens==<br />
These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)<br />
<br />
===Tissue Modification===<br />
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds a tissue to those selected<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| continues a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Selects a tissue layer for descriptor and cosmetic purposes.<br />
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
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<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
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:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome&diff=256189Syndrome2020-12-29T10:23:07Z<p>Kabocca: /* Counter Triggers */</p>
<hr />
<div>{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}<br />
{{av}}<br />
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]<br />
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. <br />
<br />
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''<br />
<br />
==List of syndromes==<br />
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion.<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Syndrome<br />
! Venom<br />
! Acquired<br />
! Short-term Symptoms<br />
! Long-term Symptoms<br />
! Chronic Symptoms <br />
|-<br />
| Adder bite<br />
| adder venom (injected)<br />
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]<br />
| Strong pain<br />
| Swelling<br>Blisters<br>Nausea<br />
| None<br />
|-<br />
| Bark scorpion sting<br />
| bark scorpion venom (injected)<br />
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]<br />
| Strong pain<br />
| None<br />
| None<br />
|-<br />
| Black mamba bite<br />
| black mamba venom (injected)<br />
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]<br />
| Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Blob blisters<br />
| cave blob fluid<br />(contact or ingested)<br />
| Touching a [[cave blob]]<br />
| Mild pain<br/>Mild blisters<br />
| None<br />
| None<br />
|-<br />
| Brown recluse spider bite<br />
| brown recluse spider venom (injected)<br />
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]<br />
| Nausea<br>Fever<br>Pain<br><br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Bumblebee sting<br />
| bumblebee venom (injected)<br />
| Being stung by a [[bumblebee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Bushmaster bite<br />
| bushmaster venom (injected)<br />
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]<br />
| Strong pain<br>Mild bleeding<br>Dizziness<br>Nausea<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Cave floater sickness<br />
| cave floater gas<br />(inhaled or ingested)<br />
| Expelled from [[cave floater]]<br />
| Mild nausea<br />
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)<br />
| None<br />
|-<br />
| Cave spider bite<br />
| cave spider venom<br />(injected)<br />
| Being bitten by a [[cave spider]]<br />
| None<br />
| None<br />
| Very mild dizziness<br />
|-<br />
| Copperhead snake bite<br />
| copperhead snake venom (injected)<br />
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]<br />
| Pain<br>Swelling<br>Nausea<br />
| None<br />
| None<br />
|-<br />
| Giant cave spider bite<br />
| giant cave spider venom<br />(injected)<br />
| Being bitten by a [[giant cave spider]]<br />
| Size-dependant paralysis.<br />
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.<br />
| None, not that it really matters.<br />
|-<br />
| Gila monster bite<br />
| gila monster venom (injected)<br />
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]<br />
| Pain<br>Mild swelling<br />
| None<br />
| None<br />
|-<br />
| Gnomeblight<br />
| [[gnomeblight]]<br />(contact, inhaled, injected, or ingested)<br />
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.<br />
| None<br />
| Severe systemic necrosis<sup>2</sup><br />
| None<br />
|-<br />
| Giant desert scorpion sting<br />
| giant desert scorpion venom<br />(injected)<br />
| Being stung by a [[giant desert scorpion]] <br />
| Necrosis of the brain and nervous system<br />
| '''Certain death'''<br />
| None, not that it really matters.<br />
|- <br />
| Helmet snake bite<br />
| helmet snake venom<br />(injected)<br />
| Being bitten by a [[helmet snake]]<br />
| Minor bleeding<br />
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb <br />
| None<br />
|-<br />
| Honey bee sting<br />
| honey bee venom (injected)<br />
| Being stung by a [[honey bee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Inebriation{{version|0.42.01}}<br />
| [[Alcohol]] (consumed/injected)<br />
| Consuming alcoholic drinks<br />
| Nausea<br>Dizziness<br>Unconsciousness<br>Personality changes<br>Euphoria<br>Erratic behavior<br>Trouble breathing<br />
| None<br />
| None<br />
|-<br />
| Iron man cough<br />
| iron man gas<br />(inhaled)<br />
| Expelled by [[iron man]]<br />
| Coughing blood<br />
| None<br />
| None<br />
|-<br />
| King cobra bite<br />
| king cobra venom<br />(injected)<br />
| Being bitten by a [[king cobra]]<br />
| Complete paralysis<sup>1</sup><br/>Pain, dizziness, drowsiness<br />
| None<br />
| None<br />
|-<br />
| Phantom spider bite<br />
| phantom spider venom<br />(injected)<br />
| Being bitten by a [[phantom spider]]<br />
| None<br />
| Numbness and mild dizziness<br />
| None<br />
|-<br />
| Platypus sting<br />
| platypus venom<br />(injected)<br />
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]<br />
| Pain and swelling<br />
| Extreme pain, swelling possibly to the point of necrosis<br />
| None<br />
|-<br />
| Rattlesnake bite<br />
| rattlesnake venom<br />(injected)<br />
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]<br />
| Pain, nausea, blisters, swelling, bruising<br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Serpent man bite<br />
| serpent man venom<br />(injected)<br />
| Being bitten by a [[serpent man]]<br />
| Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Mummy's curse<br />
| [[DF2014:Mummy|Disturbance interaction]].<br />
| Being cursed by a [[mummy]], when caught raiding their tombs<br />
| None<br />
| None<br />
| 20% chance of any skill roll failing, regardless of skill.<br />
|-<br />
| Vampirism<br />
| [[Deity|Divine]] curse<br />
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[vampire]].<br />
|-<br />
| Werebeast curse<br />
| [[Deity|Divine]] curse<br />
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[werebeast]].<br />
|-<br />
| Necromancy<br />
| [[Deity|Divine]] 'curse'<br />
| Reading a book/slab that contains the secrets of life and death.<br />
| None<br />
| None<br />
| Reader becomes a [[necromancer]].<br />
|-<br />
| evil rain sickness<sup>3</sup><br />
|rowspan=7| Random<br />
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|-<br />
| evil cloud sickness<sup>4</sup><br />
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]<br />
|-<br />
| beast sickness<sup>5</sup><br />
| Encounters with [[forgotten beast]]s<br />
|-<br />
| titan sickness<sup>5</sup><br />
| Encounters with [[titan]]s<br />
|-<br />
| night sickness<sup>5</sup><br />
| Encounters with [[nightmare]]s or [[experiment]]s<br />
|-<br />
| demon sickness<sup>5</sup><br />
| Encounters with [[demon]]s<br />
|-<br />
| divine sickness<sup>5</sup><br />
| Encounters with [[angel]]s<br />
|}<br />
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.<br />
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. <br />
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. <br />
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. <br />
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).<br />
<br />
==The anatomy of a syndrome==<br />
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.<br />
<br />
<br />
'''1) Transmission via Materials'''<br />
<br />
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.<br />
<br />
<br />
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:<br />
<br />
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_NAME:LIQUID:giant cave spider venom]<br />
[STATE_ADJ:LIQUID:giant cave spider venom]<br />
[STATE_NAME:GAS:boiling giant cave spider venom]<br />
[STATE_ADJ:GAS:boiling giant cave spider venom]<br />
[PREFIX:NONE]<br />
[ENTERS_BLOOD]<br />
'''[SYNDROME]'''<br />
'''[SYN_NAME:giant cave spider bite]'''<br />
'''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''<br />
'''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''<br />
'''[SYN_INJECTED]'''<br />
'''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''<br />
<br />
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.<br />
<br />
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.<br />
<br />
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).<br />
<br />
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).<br />
<br />
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.<br />
<br />
<br />
'''2) Transmission via Interactions'''<br />
<br />
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.<br />
<br />
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.<br />
<br />
==Basic syndrome tokens==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|SYNDROME}}<br />
| <br />
| Used to begin defining a new syndrome.<br />
<br />
|-<br />
| {{text anchor|SYN_NAME}}<br />
| <your text><br />
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.<br />
<br />
|-<br />
| {{text anchor|SYN_CLASS}}<br />
| <your text><br />
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.<br />
<br />
|-<br />
| {{text anchor|SYN_CONTACT}}<br />
| <br />
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.<br />
<br />
Methods of getting a material contaminant onto a creature's body include: <br />
* [[Creature token#SECRETION|secretions]]<br />
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)<br />
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust clouds]] (contaminate all external body parts, even if covered)<br />
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])<br />
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)<br />
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)<br />
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)<br />
* striking the creature's body with a contaminated item (see below)<br />
<br />
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.<br />
<br />
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).<br />
<br />
|-<br />
| {{text anchor|SYN_INGESTED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.<br />
<br />
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.<br />
<br />
|-<br />
| {{text anchor|SYN_INHALED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.<br />
<br />
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.<br />
<br />
|-<br />
| {{text anchor|SYN_INJECTED}}<br />
| <br />
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. <br />
<br />
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon "lodged into the wound" isn't a requirement.<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.<br />
<br />
DWARF:FEMALE is an example of a valid <creature>:<caste> combination; "ALL" can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, "ALL" can be used in place of a specific caste.<br />
<br />
|-<br />
| {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}}<br />
| <br />
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.<br />
<br />
|-<br />
| {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}}<br />
| <your text><br />
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.<br />
<br />
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.<br />
<br />
A creature can only possess a single syndrome with a particular identifier at any given time. As such, if a creature contracts a syndrome with a particular identifier and is subsequently exposed to another syndrome with a matching identifier whilst that first syndrome is still active, then this later obtained syndrome will '''not''' be contracted. If the latter comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will instead adjust the first syndrome's concentration as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would only increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated.<br />
<br />
|-<br />
| {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}}<br />
| <amount>:<max><br />
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level.<br />
<br />
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by <amount> whenever the creature is exposed to it, until its specified <max> concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher <max> value, the concentration will of course increase further.<br />
<br />
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with <code>[SYN_IDENTIFIER:INEBRIATION]</code> and <code>[SYN_CONCENTRATION_ADDED:100:1000]</code>. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, "Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off."<br />
<br />
Some of the generated interaction-derived syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
|}<br />
<br />
==Creature effect tokens==<br />
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows:<br />
<br />
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]<br />
<br />
<br />
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.<br />
<br />
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.<br />
<br />
*CE_X<br />
The effect type. This can be a number of different tokens, as detailed in the table below this list.<br />
*SEV:X<br />
The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.<br />
*PROB:X<br />
The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance.<br />
*LOCALIZED (Overwrites BP tokens)<br />
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. <br />
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)<br />
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!<br />
*VASCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the VASCULAR token.<br />
*MUSCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the MUSCULAR token. Are you seeing a trend here?<br />
*SIZE_DILUTES (Optional)<br />
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.<br />
*SIZE_DELAYS (Optional)<br />
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.<br />
*DWF_STRETCH:X{{version|0.42.01}} (Optional)<br />
Multiplies the duration of the syndrome by X in Fortress mode. If X is 144, syndrome will last the same amount of ticks in fortress and adventure mode.<br />
*ABRUPT{{version|0.42.01}} (Optional)<br />
Makes the symptom begin immediately rather than ramping up. {{verify}}<br />
*CAN_BE_HIDDEN (Optional)<br />
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}<br />
*RESISTABLE (Optional)<br />
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.<br />
<br />
<br />
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.<br />
<br />
<br />
===Symptomatic Effects===<br />
<br />
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.<br />
<br />
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.<br />
<br />
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_BRUISING}}<br />
| Yes<br />
| Causes the targeted bodypart to undergo bruising.<br />
|-<br />
| {{text anchor|CE_BLISTERS}}<br />
| Yes<br />
| Covers the targeted bodypart with blisters.<br />
|-<br />
| {{text anchor|CE_OOZING}}<br />
| Yes<br />
| Causes pus to ooze from the afflicted bodypart.<br />
|-<br />
| {{text anchor|CE_BLEEDING}}<br />
| Yes<br />
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.<br />
|-<br />
| {{text anchor|CE_SWELLING}}<br />
| Yes<br />
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.<br />
|-<br />
| {{text anchor|CE_NECROSIS}}<br />
| Yes<br />
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.<br />
|-<br />
| {{text anchor|CE_NUMBNESS}}<br />
| Yes<br />
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.<br />
|-<br />
| {{text anchor|CE_PAIN}}<br />
| Yes<br />
| Afflicts the targeted bodypart with intense pain.<br />
|-<br />
| {{text anchor|CE_PARALYSIS}}<br />
| Yes<br />
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.<br />
|-<br />
| {{text anchor|CE_IMPAIR_FUNCTION}}<br />
| Yes<br />
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.<br />
|-<br />
| {{text anchor|CE_DIZZINESS}}<br />
| No<br />
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.<br />
|-<br />
| {{text anchor|CE_DROWSINESS}}<br />
| No<br />
| Causes the Drowsiness condition.<br />
|-<br />
| {{text anchor|CE_UNCONSCIOUSNESS}}<br />
| No<br />
| Renders unconscious.<br />
|-<br />
| {{text anchor|CE_FEVER}}<br />
| No<br />
| Causes the Fever condition.<br />
|-<br />
| {{text anchor|CE_NAUSEA}}<br />
| No<br />
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.<br />
|-<br />
| {{text anchor|CE_COUGH_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|-<br />
| {{text anchor|CE_VOMIT_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|}<br />
<br />
===Healing Effects===<br />
As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_REDUCE_PAIN}}<br />
| Yes<br />
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.<br />
|-<br />
| {{text anchor|CE_REDUCE_SWELLING}}<br />
| Yes<br />
| Decreases the severity of swelling on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_PARALYSIS}}<br />
| Yes<br />
| Decreases the severity of any paralysis effects on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_DIZZINESS}}<br />
| No<br />
| Decreases the severity of any dizziness the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_NAUSEA}}<br />
| No<br />
| Decreases the severity of any nausea the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_FEVER}}<br />
| No<br />
| Decreases the severity of any fever the creature has.<br />
|-<br />
| {{text anchor|CE_STOP_BLEEDING}}<br />
| Yes<br />
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.<br />
|-<br />
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}<br />
| Yes<br />
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_CURE_INFECTION}}<br />
| Yes?<br />
| Probably decreases the severity of the infection from infected wounds over time.<br />
|-<br />
| {{text anchor|CE_HEAL_TISSUES}}<br />
| Yes<br />
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_HEAL_NERVES}}<br />
| Yes<br />
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_REGROW_PARTS}}<br />
| Yes<br />
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.<br />
|}<br />
<br />
===Special Effects===<br />
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Arguments<br />
! Description<br />
|-<br />
| {{text anchor|CE_ADD_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:<br />
<br />
<br />
'''Special tags:'''<br />
<br />
*NO_AGING<br />
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].<br />
<br />
*STERILE<br />
Makes the creature unable to produce [[children|offspring]].<br />
<br />
*HAS_BLOOD<br />
*MORTAL<br />
*FIT_FOR_ANIMATION<br />
*FIT_FOR_RESURRECTION<br />
Adding these tags to a creature doesn't appear to do anything.<br />
<br />
<br />
'''Creature tokens:'''<br />
<br />
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]<br />
*[[Creature_token#CAN_LEARN|CAN_LEARN]]<br />
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]<br />
*[[Creature_token#CRAZED|CRAZED]]<br />
*[[Creature_token#EXTRAVISION|EXTRAVISION]]<br />
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]<br />
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])<br />
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]<br />
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]<br />
*[[Creature_token#NO_DRINK|NO_DRINK]]<br />
*[[Creature_token#NO_EAT|NO_EAT]]<br />
*[[Creature_token#NO_FEVERS|NO_FEVERS]]<br />
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]<br />
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]<br />
*[[Creature_token#NO_SLEEP|NO_SLEEP]]<br />
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]<br />
*[[Creature_token#NOBREATHE|NOBREATHE]]<br />
*[[Creature_token#NOEMOTION|NOEMOTION]]<br />
*[[Creature_token#NOEXERT|NOEXERT]]<br />
*[[Creature_token#NOFEAR|NOFEAR]]<br />
*[[Creature_token#NONAUSEA|NONAUSEA]]<br />
*[[Creature_token#NOPAIN|NOPAIN]]<br />
*[[Creature_token#NOSTUN|NOSTUN]]<br />
*[[Creature_token#NOT_LIVING|NOT_LIVING]]<br />
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]<br />
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]<br />
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]<br />
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]<br />
*[[Creature_token#TRANCES|TRANCES]]<br />
*[[Creature_token#UTTERANCES|UTTERANCES]]<br />
<br />
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.<br />
<br />
|-<br />
| {{text anchor|CE_REMOVE_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.<br />
<br />
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.<br />
<br />
Removing tags will cause the creature to fail/pass any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).<br />
<br />
<br />
'''Special tags:'''<br />
<br />
* HAS_BLOOD<br />
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.<br />
<br />
* NO_AGING<br />
* STERILE<br />
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.<br />
<br />
* MORTAL<br />
* FIT_FOR_ANIMATION<br />
* FIT_FOR_RESURRECTION<br />
Removing these tags doesn't appear to do anything.<br />
<br />
|- a<br />
| {{text anchor|CE_DISPLAY_NAME}}<br />
| No<br />
| NAME:singular:plural:adjective<br />
| Attaches the specified name to the creature's normal name.<br />
<br />
|-<br />
| {{text anchor|CE_DISPLAY_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Causes the creature to display the specified tile instead of its normal one.<br />
<br />
|-<br />
| {{text anchor|CE_FLASH_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile><br />
| Causes the creature to flash between its normal tile and the one specified here.<br />
<br />
|-<br />
| {{text anchor|CE_PHYS_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_MENT_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_SPEED_CHANGE}}<br />
| No<br />
| speed modifier:number<br />
| Changes the creature's speed.<br />
Speed modifier contains one or both of:<br />
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)<br />
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)<br />
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.<br />
<br />
|-<br />
| {{text anchor|CE_SKILL_ROLL_ADJUST}}<br />
| No<br />
| PERC:percentage:PERC_ON:percentage<br />
| Alters the creature's specified skill level. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}<br />
| No<br />
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) <br />
| Alters the size of the creature.<br />
<br />
|-<br />
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}<br />
| Yes<br />
| body part:APPEARANCE_MODIFIER:attribute:number<br />
| Alters the characteristics (height, width etc.) of a body part.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_TRANSFORMATION}}<br />
| No<br />
|<br />
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the creature and/or caste flag restrictions listed below (of which multiple may be specified).<br />
<br />
Note that any wounds the creature has suffered will heal instantly upon transforming into or out of the target form. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.<br />
<br />
* '''CE:CREATURE:'''<creature>:<caste><br><br />
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. <br />
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] <br />
<br />
* '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Any creature with the specified creature flag may be randomly selected to be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Forbids all creatures with the specified creature flag from the random selection pool.<br />
<br />
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Allows any creature with the specified caste flag to be randomly selected.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Forbids all creatures with the specified caste flag from being randomly selected.<br />
<br />
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br><br />
Presumably narrows down the random transformation options to creatures who have a relatively fast zero energy expenditure [[Creature_token#GAIT|gait]].{{verify}}<br />
<br />
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br><br />
Presumably narrows down the random transformation options to creatures who don't have any relatively fast zero energy expenditure [[Creature_token#GAIT|gaits]].{{verify}}<br />
<br />
|-<br />
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}<br />
| No<br />
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B><br />
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.<br />
<br />
|-<br />
| {{text anchor|CE_CAN_DO_INTERACTION}}<br />
| No<br />
| <br />
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.<br />
|-<br />
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}}<br />
| Yes<br />
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts><br />
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example<br />
<br />
|-<br />
| {{text anchor|CE_BODY_MAT_INTERACTION}}<br />
| No<br />
| MAT_TOKEN:<body material token><br />
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.<br />
<br />
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.<br />
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.<br />
<br />
The following tokens should be placed after this effect:<br />
* '''CE:SYNDROME_TAG:'''<transmission method> is used to specify what must be done with the body material to trigger the interaction. Replace "<transmission method>" with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''<br />
* '''CE:INTERACTION:'''<[[Interaction_token#INTERACTION|interaction ID]]> is used to specify which interaction is to be run (replace "<interaction ID>" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.<br />
<br />
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood".<br />
<br />
|-<br />
| {{text anchor|CE_SENSE_CREATURE_CLASS}}<br />
| No<br />
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:<br />
[[Tilesets|<tile value or character>]]:<br />
[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}<br />
| No<br />
| EMOTION:<[[emotion]]><br />
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.<br />
<br />
|-<br />
| {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}}<br />
| No<br />
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount><br />
| Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative - for example, generated [[necromancer]] syndromes come with the following effect:<br><br />
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code><br />
<br />
|-<br />
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}<br />
| No<br />
|<br />
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]<br />
|}<br />
<br />
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.<br />
<br />
===Periodic Triggers===<br />
<br />
'''[CE:{{text anchor|PERIODIC}}:<period_type>:<min_value>:<max_value>]'''<br />
<br />
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.<br />
<br />
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with <code>[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]</code>, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).<br />
<br />
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.<br />
<br />
MOON_PHASE is currently the only valid period type:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Period<br />
! Description<br />
|-<br />
| {{text anchor|MOON_PHASE}}<br />
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:<br />
* '''0''' = full moon<br />
* '''1-4''' = waning gibbous<br />
* '''5-8''' = waning half<br />
* '''9-12''' = waning crescent<br />
* '''13-14''' = new moon<br />
* '''15-18''' = waxing crescent<br />
* '''19-22''' = waxing half<br />
* '''23-26''' = waxing gibbous<br />
* '''27''' = full moon<br />
|}<br />
<br />
===Counter Triggers===<br />
<br />
'''[CE:{{text anchor|COUNTER_TRIGGER}}:<counter_name>:<min_value>:<max_value>:REQUIRED]'''<br />
<br />
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.<br />
<br />
For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.<br />
<br />
Note that <code>NONE</code> can be used in place of <max_value> to indicate that any value above <min_value> is valid. <code>NONE</code> can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.<br />
<br />
<code>REQUIRED</code> implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with <code>NONE</code> doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.<br />
<br />
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying <code>0</code> or <code>NONE</code> as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.<br />
<br />
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.<br />
<br />
The following is a list of valid counter types including a couple of notable values:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Counter<br />
! Description<br />
|-<br />
| {{text anchor|ALCOHOLIC}}<br />
| For [[Creature_token#ALCOHOL_DEPENDENT|ALCOHOL_DEPENDENT]] creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values:<br />
* 100800 (3 months) = and is starting to work slowly due to its scarcity<br />
* 201600 (6 months) = and really wants a drink<br />
* 302400 (9 months) = and has gone without a drink for far, far too long<br />
* 403200 (1 year) = and can't even remember the last time (s)he had some<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| For creatures with the [[Creature_token#CAVE_ADAPT|CAVE_ADAPT]] token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.<br />
* 403200 (1 year) = going outside causes irritation<br />
* 604800 (1.5 years) = going outside causes nausea<br />
|-<br />
| {{text anchor|MILK_COUNTER}}<br />
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's [[Creature_token#MILKABLE|MILKABLE]] token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is removed and the creature becomes available for milking again.<br />
|-<br />
| {{text anchor|EGG_SPENT}}<br />
| This counter is created and set to 100800 (the total number of [[time|tick]]s in 3 months) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point the counter is removed and the creature regains the ability to lay eggs.<br />
|-<br />
| {{text anchor|GROUNDED_ANIMAL_ANGER}}<br />
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.<br />
|-<br />
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}<br />
| This counter rises by 1 every [[time|tick]] for [[Creature_token#BLOODSUCKER|blood-sucking]] creatures such as [[vampire]]s. When it rises high enough (generally around 100800), the creature will seek an [[sleep|unconscious]] victim to leech off of. Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.<br />
|-<br />
| {{text anchor|DRINKING_BLOOD}}<br />
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]), seemingly preventing the creature from doing other activities until it reaches 0, at which point the counter is removed.<br />
|-<br />
| {{text anchor|PARTIED_OUT}}<br />
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.<br />
|}<br />
<br />
{{mod}}<br />
<br />
==Inorganic syndromes and you!==<br />
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition. The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced. This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release. <br />
<br />
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.<br />
[MELTING_POINT:NONE]<br />
[BOILING_POINT:10000]<br />
[MAT_FIXED_TEMP:10001]<br />
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier!<br />
<br />
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.<br />
<br />
==Spreading diseases==<br />
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_CAN_DO_INTERACTION:START:1500:END:25000]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:INTERACTION:PLAGUE]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.<br />
<br />
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:<br />
<br />
[CAN_DO_INTERACTION:PLAGUE]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.<br />
<br />
===In 0.47.01===<br />
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.<br />
<br />
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]<br />
<br />
<br />
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.<br />
<br />
==Multi-caste/multi-creature body transformations==<br />
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:<br />
[SYNDROME]<br />
[SYN_NAME:draconic curse]<br />
[SYN_CLASS:DRACONIC_CURSE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:FEMALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:FEMALE]<br />
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it.<br />
<br />
==See Also==<br />
<br />
* [[Syndrome examples]]<br />
* [[Interaction token]]<br />
* [[Modding]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Creature attributes}}<br />
{{Category|Tokens}}<br />
[[ru:DF2012:Syndrome]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Necromancer&diff=256053Necromancer2020-12-12T08:52:17Z<p>Kabocca: </p>
<hr />
<div>{{Quality|Exceptional|18:33, 6 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
'''Necromancers''' {{Tile|Ñ|5:1}} are [[immortal]] beings blessed with the [[Interaction_token#I_SOURCE|secret]]s of life and death. These [[night creature]]s are [[magic]] users who raise legions of [[undead]] and seclude themselves in [[Tower_(necromancy)|tower]]s.<br />
<br />
==The Origin of Necromancers==<br />
<br />
[[File:necromancer_preview.jpg|thumb|250px|right|''Art by ChrisCold''.]] Necromancers initially begin as normal [[historical figure]]s who are [[Creature_token#MAXAGE|mortal]], [[Creature_token#CAN_SPEAK|can speak]] and [[Creature_token#CAN_LEARN|can learn]] and are also part of an [[civilization|entity]]; in unmodded games these are [[dwarf|dwarves]], [[human]]s and civilized [[animal people]]. At some point in its life, one of these creatures may suddenly become "obsessed with his/her/its own mortality" and seek to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the {{token|SUPERNATURAL|c}} tag) who has a [[sphere|DEATH sphere]]. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will reward the worshipper with an artifact [[slab]] containing the secrets of life and death, which is then swiftly claimed by the recipient for diligent learning, thus becoming a necromancer. This original necromancer may then take as apprentice one or more fellow immortality-seekers, who will obtain the knowledge of their master.<br />
<br />
==Description==<br />
<br />
Having mastered the secrets of life and death, necromancers have reached their goal of immortality, in that they do not [[age]], need to [[food|eat]], [[thirst|drink]], or require [[sleep]], as they [[No Exert|never get tired or exhausted]]. However, they ''do'' need to breathe, unlike [[vampire]]s. Necromancers are still fertile, and in fortress mode, female dwarf necromancers can give birth. Their {{token|ANXIETY_PROPENSITY}} is raised by 50, while their {{token|TRUST}} is lowered by 50.<br />
<br />
The defining characteristic of necromancers is that they know the secrets of life and death, which gives them extra powers. However, not all secrets are created equal - different secrets will yield different powers.<br />
<br />
== Secrets ==<br />
<br />
Each secret gives a combination of magical abilities, which come in the form of [[interaction token]]s. These abilities may vary widely in type and power level, but will always include the ability to raise corpses and [[intelligent undead]]. Depending on their [[sphere]]s (which stem from the spheres of the original [[deity]] that granted those secrets) secrets may also grant the ability to summon [[nightmare]]s, [[bogeymen]], and also the ability to "ghoulify" a living creature (in effect, giving it a [[syndrome]] that turns it into a [[thrall]], much like [[evil]] clouds). In addition, the intelligent undead will also be granted powers of their own, which may range from raising blisters to rotting nerves, to even being able to raise the dead themselves.<br />
<br />
=== Raise corpse/intelligent undead ===<br />
<br />
Necromancers always have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, which can include heads or any body parts which have a {{token|GRASP}} token or are attached to body parts which do ([[skin]], and [[hair]]). Corpses must be within the necromancer's line of sight – about 15 tiles – to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:<br />
<br />
{{gametext|[Necromancer] gestures!|3:1}}<br />
{{gametext|[Corpse] shudders and begins to move!|3:1}}<br />
<br />
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer and {{token|OPPOSED_TO_LIFE}}, regardless of previous allegiances. Unless the necromancer attacks their new undead minions, they will remain companions in Adventure mode. If you are a necromancer and attack one of your undead companions, all of them will turn neutral. Animated corpses are also neutral toward creatures that are {{token|NON_LIVING}}.<br />
<br />
<br />
<br />
Necromancers will also, occasionally, revive corpses as [[intelligent undead]] – in this case, the revived creature will retain most of its personality and existing loyalties. The name "undead" never quite appears as such in the game – instead, a procedurally-generated name like "lost butcher" or "risen zombie" is used. These undead have special powers but won't be enslaved or opposed to life. In Fortress mode, this means that intelligent undead raised by necromancer citizens of your fortress will stay citizens if they were citizens when they died. It also means putting necromancers in military squads very risky, as they might accidentally revive your enemies with fun new powers. In Adventure mode, if you attempt to raise someone you killed as an intelligent undead, they will remember you attacked and killed them, and will be hostile to you.<br />
<br />
=== Summon [[nightmare]]s/[[bogeymen]] ===<br />
<br />
Secrets aligned with the nightmare sphere will grant the ability to summon nightmares or bogeymen at a random location near the target to haunt it. In-game, necromancers with this ability will "call upon the night" to do so. These summons are large and freakish, but last a short amount of time. Nightmares are neutral toward creatures with {{token|NO_FEAR}}.<br />
<br />
=== Ghoulification ===<br />
<br />
Certain necromancers may also turn living creatures into [[thrall]]s, similar to those generated by evil clouds. The victims will be said to have "been infected with a contagious ghoulish condition". In adventure mode, you cannot make ghouls even if the announcement after reading a secret-containing book says you learned the power. {{verify}}<br />
<br />
== In world generation ==<br />
<br />
During world generation, necromancers who have a sufficient following may use their undead minions to build dark [[Tower (necromancy)|tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. Necromancers will also raise a few intelligent undead as lieutenants. The building of a tower is carried out by the original necromancer of a group (the one who was given the slab) as apprentices join the group after the tower is built. Therefore, each necromancy group has one tower. Other, smaller structures may also be found next to the tower, typically small pyramids or buildings containing items and undead (but not slabs) which, like the tower they're built around, cannot be traveled through in adventure mode.<br />
<br />
During world generation, necromancers may conduct experiments on civilians, turning them into night creatures similar to [[intelligent undead]]. Like intelligent undead, the names of these [[experiment]]s are procedural. Unlike intelligent undead, however, necromancer experiments will also have altered appearances (e.g. feathers, 3 eyes, horns) and can often be controlled in [[Adventurer_mode|adventure mode]]. Necromancer experiments can sometimes be [[Building_destroyer|building destroyers]], making them fully capable of bashing down your doors and toppling your workshops. Eventually, necromancer experiments will leave the necromancer that made them and join other civilizations. In older worlds, many civilizations will likely have significant populations of escaped experiments. In adventure mode, it is not currently possible to create necromancer experiments.<br />
<br />
During world generation, necromancers can turn intelligent creatures into [[infected ghoul]]s, the ghouls can then be found around necromancer towers, necromancers can only make ghouls in history, it is not currently possible to turn a creature into a ghoul in adventure mode. <br />
<br />
Since the secrets of life and death are generated with a {{token|MUNDANE_RECORDING_POSSIBLE}} tag, necromancers will often write numerous [[book]]s during world generation, some concern the secrets of life and death (''blessed, or mayhap, cursed'') so that anyone who reads them will become a necromancer. Like the slab, all (''first-edition, not copies'') books, even those that do not contain secrets, are considered [[artifact]]s and as such can be viewed in the "Codices and scrolls" list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave. (Note: "the End" can also turn up in mundane titles as well, typically as part of the phrase "after the end")<br />
<br />
Alone, necromancers do not pose much of a threat, but their(non-[[intelligent|Intelligent undead]], at least) undead servitors are hostile to all life and will be reanimated each time they are struck down until the necromancer themself is dealt with. Because of this, direct [[combat]] against undead whilst they are in view of a necromancer is generally ineffective. The abilities of intelligent undead and necromancer experiments often further complicate combat.<br />
<br />
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. To the contrary, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.<br />
<br />
Necromancer towers spread death-aligned [[evil]] regions around them. Destroying the tower and killing the necromancers in it (e.g. through a [[raid]] to raze the site) will reverse the evil-spreading.<br />
<br />
Necromancer towers seem to be treated as a type of criminal government{{verify}} and as such function similarly to a regular civilization. Due to their ability to amass large armies quickly, Necromancers are currently one of the most powerful geopolitical forces in the game, often declaring war on and destroying even powerful goblin civilizations in older worlds.<br />
<br />
==Fortress mode== <br />
===Sieges===<br />
{{DFtext|The dead walk. Hide while you still can!|5:1}}<br />
{{main|Siege#Necromancer sieges}}<br />
<br />
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]], but only if their tower or town is within 20 tiles of your fortress. As such, picking a location within that distance of such a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. Note that if no tower is present during embark, no necromancer sieges will ever arrive (they may still show up as migrants and/or visitors), except if you [[mission|attack]] them. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if the former has an apprentice) may or may not arrive with the siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle. They may also send small squads or armies of experiments to attack you, sometimes stealthily acompanying their minions.<br />
<br />
The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind the zombies into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there is more dangerous. The undead that the necromancer(s) will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and a necromancer happens upon them, the danger is magnified.<br />
<br />
If you have a [[vampire]] and haven't walled them in yet, you can draft them and take a leisurely walk through town, as undead will ignore them (unless attacked), and the necromancer, has one arrived, is an easy, valid game for a clobbering. <br />
<br />
Necromancers that are idle during a siege used to occasionally start [[campfire]]s.<br />
<br />
===Ambushes===<br />
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.<br />
<br />
===Applications===<br />
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of the corpse stockpile, can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beat up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.<br />
<br />
Capturing necromancers is simple: build a tunnel near the necromancer, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, they will be the first one in, and you can then seal off the tunnel and trap them inside. It's difficult to get the necromancer in there alone, without a few zombies following, but it shouldn't matter. [[Cage trap]]s will work too; however, caged necromancers do not appear to revive stuff. You must put necromancers on a restraint afterwards if you want them to be able to.<br />
<br />
They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can "kill" the corpses after each use so that the resulting [[goblinite]] can be gathered and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. <br />
<br />
Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf in question must be isolated from any corpses, as they may be friendly, but the zombies they tend to create will be of the dwarven-arm-ripping variety. They should be either isolated from the dead with a [[burrow]], or applied to training/killing. Either way, necromancers are very [[fun]].<br />
<br />
Necromancers may occasionally arrive with their slab in hand. It is possible to add necromantic texts as part of your library, allowing you to turn your dwarves into necromancers once they read them. It is also possible to use the world map to send military squads to raid necromancer towers for the reading material contained in them. Dwarven necromancers no longer age, need to eat, or sleep, but they will also no longer need to drink, which can slow them down tremendously for it to be worth it. They ''may'' also raise the occasional corpse, which will often attack non-necromancers, while this might not sound like a big deal if you already have a fort full of necromancer dwarves, the real [[fun]] comes when diplomats, trade caravans, and outpost liaisons show up and if you have the dead walking among your populace. Also, be wary of sending necromancers out in melee, as intelligent undead invaders may remain hostile to your necromancers, who are ceaseless in bashing their heads in before killing them again in an endless, FPS-killing cycle.<br />
<br />
Another way of getting necromantic reading material into your library is to "liberate" it in adventure mode, then drop the book off at a retired fortress. This will then be able to be picked up by your dwarves to read at their leisure.<br />
<br />
===Visitors or immigrants===<br />
<br />
Necromancers may also casually arrive as [[visitor]]s or [[immigrant]]s in your fortress. When visiting, they won't attack you or attempt to raise any corpse they see – they came to relax, and just happen to know the secrets of life and death (the visitors are normally, though not necessarily always, schemeing something). They ''will'', however, use their powers in combat (for instance, if they enlist as mercenaries in your squads), but not necessarily mindless corpse-raising – they may revive one of your dwarves that just died as an [[intelligent undead]], who is loyal to your fortress and has extra powers. Necromancer immigrants can be put to work like any other immigrant dwarf - this may be bad for your meat supply when they practice their craft on the corpses produced by your hunters, however.<br />
<br />
==Adventurer Mode==<br />
In [[adventurer mode]], necromancers are most commonly found in towers {{Tile|I|5:0}}, but can very rarely be found in towns and camps, due to reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Elves or goblins cannot become necromancers through normal means as their immortality means they cannot become obsessed with their own mortality. They can still learn the secrets of life and death, however.<br />
<br />
It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. <br />
<br />
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their <br />
servants each time you strike them down, if they can see the corpses.<br />
<br />
So, what can we do to get at those secrets? Well, there are 3 main methods:<br />
<br />
* '''1. Storm the tower'''<br />
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of <s>meatshields</s> soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/book and do what you will with it. <br />
<br />
* '''2. Sneaking'''<br />
Since [[ambusher|sneaking]] in the current version basically makes you invisible{{verify}}, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.<br />
<br />
* '''3. Being a Night Creature'''<br />
Visiting the tower as a [[night creature]] [[Faction#Faction relative hostility|to whom undead are friendly]], such as a [[vampire]], [[undead|husk/thrall]] or, of course, a necromancer is by far the easiest way to obtain the slab/a book. Seriously. The undead are {{token|OPPOSED_TO_LIFE}}, but these night creatures are {{token|NOT_LIVING}}, so they will ignore you completely. Since undead will not attack necromancers, making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already one of these night creatures, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will often still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. <br />
<br />
* '''4. Fire. A lot of fire.'''<br />
The undead hordes will not cross small fires. The aspiring adventurer can outrun undead, leading them away from the tower, then run for the entrance. If there are more undead inside, run away. Repeat this until the undead have emptied from the tower, outrunning them and herding them. Run to the tower entrance and light fires around it, sealing them out. Take your time, enjoy the books, maybe mess with a necromancer. When you're ready to leave, scale the wall or jump over the fire. Bonus points: completely enclose the undead in a fire circle they cannot escape from. Side note: while running from undead, igniting the grass in clever places will slow them down even further.<br />
<br />
* '''5. Vampire recruit'''<br />
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present. Once the necromancers are all dead, you will be left with the far simpler task of killing the undead without having to worry about any of the corpses reanimating.<br />
<br />
* '''6. Leapfrog'''<br />
{{k|j}}umping is an often overlooked but fairly powerful combat tool, especially against large hordes of very stupid zombies. Huge numbers have no impact of how effective jumping is, and zombies don't really try all that hard to get out of your way. It's fairly easy to just leap through entire hordes of zombies until you get to the tower proper, at which point you can just dash up some stairs and wait a bit for the zombies to forget you. The actual sentient inhabitants of the tower are strangely hospitable (even to the living) and don't seem to mind you that much, although some experiments seem to turn aggressive if you try talking to them. Once you've found the secret the zombies have probably forgotten about you and will ignore you now that you're also a night creature, and any that still remember you can be dispatched easily without causing any more trouble.<br />
<br />
===Playing as a necromancer===<br />
<br />
As a necromancer, you:<br />
<br />
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.<br />
*don't need to sleep, and can't get tired or exhausted, so you'll never again feel the negative effects of these statuses.<br />
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural {{token|MAXAGE}} is reached (such as if you retire an adventurer and play fortress mode for a while).<br />
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.<br />
<br />
Becoming a necromancer also freezes your physical [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise them to a high level before becoming a necromancer. (However, this does not seem to be happening in the current version, probably due to a bug, or it's a design choice. Because let's be honest, just because you're a necromancer doesn't mean you can't learn new things, right?)<br />
<br />
==== Reanimating dead creatures ====<br />
1.Open the actions menu by pressing {{k|x}}.<br /><br />
2.Press {{k|p}} or scroll to "acquired power".<br /><br />
3.Select ({{k|→}} {{k|Enter}}) "Animate corpse".<br /><br />
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.<br /><br />
[[File:Animatecorpsemenu.jpeg]]<br />
<br />
It is worth noting that you can only raise corpses with intact heads or grasping body parts (hands). That is, if the creature's head and hands explodes into gore, collapses into gore, or otherwise is pulped via damage to the head or torso, then that corpse cannot be raised. It is still possible, however, to raise a corpse that has had its head completely severed. The arms and head of a single individual can also be raised as different zombies, granted they are separated properly to begin with.<br />
<br />
Besides acting as reusable and easily-replenishable soldiers, undead hold potential usage as training dummies for weapons and wrestling skills and can be used to build for you, including animated body parts. A crafty adventurer may cut the limbs off their undead slaves and reanimate them, counting as an additional companion, and reducing build time. However, while a necromancer can still be friendly to mortals, its minions will attack everything living in sight.<br />
<br />
For combat, because raised dead lose all their skills as well as the ability to learn, only the attributes and size of the creature at the time of their death are important.<br />
<br />
==[[Object testing arena]]==<br />
Necromancy can be assigned to any creature by simply changing the "effect" of the spawned creature to "necromancer" by pressing {{k|u}}. As expected, necromancers will reanimate dead creatures and severed body parts, though, depending on which team the player has set for the spawned necromancer and that of any creature that died that said necromancer chose to resurrect, strange behaviors can occur.<br />
<br />
For example, a necromancer revives the body parts of a dead, dismembered dwarf in an effort to aid itself in fighting, but because the dwarf was on the "independent" team (or just a different one from the necromancer), the body parts just end up attacking the necromancer that raised them. So said necromancer may end up killing what it resurrected, only to keep resurrecting what it just killed just to fight it again, which can happen over and over in an endless loop - all due to the clashing of how the arena handles teams/sides and the necromancer's natural AI in raising the dead to help itself.<br />
<br />
==Modding==<br />
{{mod}}<br />
It is entirely possible to create your own unique secret class, with powers ranging from material emission (fireballs, firebreath, syndrome-inducing materials) to turning corpses into enthralled creatures, such as giant lions.<br />
This can be accomplished by creating an "interaction_secretnamehere" raw file with the appropriate tokens.<br />
<br />
It is also possible to improve the number of necromancers, and therefore towers, by permitting more races to have necromancers. This can be done by adding mortality to races that are not mortal ([[Elf|Elves]] and [[Goblin]]s) with the {{token|MAXAGE}} token, or by adding intelligence to other creature tokens. Even having the ability to pray seems to add yet more original necromancers (that have discovered the secret by worshiping). This could be done by giving religion to races that don't have it, like goblins (see some digging on these subjects here: http://www.bay12forums.com/smf/index.php?topic=161352.0, http://www.bay12forums.com/smf/index.php?topic=154533.0, http://www.bay12forums.com/smf/index.php?topic=161352.0). It also seems that having a DEATH [[Entity_token#RELIGION_SPHERE|sphere]] in the religion of the race vastly improves the ability to discover the secret of life and death.<br />
<br />
Example: <br />
Modded goblin race with:<br />
<nowiki><br />
[RELIGION:PANTHEON]<br />
[RELIGION_SPHERE:DEATH]<br />
</nowiki><br />
in entity_default and:[MAXAGE:200:250] in creature_standard, will generate a lot of tower-building necromancers.<br />
<br />
Doing this for all races with massive population amounts in your world will ensure that towers, and, therefore, undead, are present in large numbers for more [[fun]]. <br />
<br />
{{gamedata|title=Example raws (as extracted from world.dat in version 0.47.04)|<br />
[INTERACTION:SECRET_11]<br />
[GENERATED]<br />
[I_SOURCE:SECRET]<br />
[IS_NAME:the secrets of life and death]<br />
[IS_SPHERE:DEATH]<br />
[IS_SPHERE:NIGHTMARES]<br />
[IS_SECRET_GOAL:IMMORTALITY]<br />
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]<br />
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]<br />
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]<br />
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_REQUIRES:MORTAL]<br />
[IT_REQUIRES:CAN_LEARN]<br />
[IT_REQUIRES:CAN_SPEAK]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_CONCENTRATION_ADDED:1000:0]<br />
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0:ABRUPT]<br />
[CE_DISPLAY_NAME:NAME:necromancer:necromancers:necromantic:START:0:ABRUPT]<br />
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]<br />
[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]<br />
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]<br />
[CDI:ADV_NAME:Animate corpse]<br />
[CDI:INTERACTION:SECRET_ANIMATE_11]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:VERB:gesture:gestures:NA]<br />
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]<br />
[CDI:WAIT_PERIOD:10]<br />
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]<br />
[CDI:ADV_NAME:Raise damned butcher]<br />
[CDI:INTERACTION:SECRET_UNDEAD_RES_11]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:VERB:gesture:gestures:NA]<br />
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]<br />
[CDI:WAIT_PERIOD:10]<br />
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]<br />
[CDI:ADV_NAME:Summon bogeymen]<br />
[CDI:INTERACTION:SECRET_SUMMON_B_11]<br />
[CDI:VERB:call upon the night:calls upon the night:NA]<br />
[CDI:WAIT_PERIOD:100]<br />
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]<br />
[CDI:ADV_NAME:Summon nightmare]<br />
[CDI:INTERACTION:SECRET_SUMMON_N_11]<br />
[CDI:VERB:call upon the night:calls upon the night:NA]<br />
[CDI:WAIT_PERIOD:12000]<br />
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]<br />
[CDI:ADV_NAME:Create ghoul]<br />
[CDI:INTERACTION:SECRET_GHOUL_11]<br />
<br />
[INTERACTION:SECRET_ANIMATE_11]<br />
[GENERATED]<br />
[I_TARGET:A:CORPSE]<br />
[IT_LOCATION:CONTEXT_ITEM]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_REQUIRES:FIT_FOR_ANIMATION]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_MANUAL_INPUT:corpses]<br />
[I_EFFECT:ANIMATE]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_CONCENTRATION_ADDED:1000:0]<br />
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0:ABRUPT]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:130:0:TOUGHNESS:300:1000:START:0:ABRUPT]<br />
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0:ABRUPT]<br />
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]<br />
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]<br />
<br />
[INTERACTION:SECRET_UNDEAD_RAISE_11]<br />
[GENERATED]<br />
[I_TARGET:A:CORPSE]<br />
[IT_LOCATION:CONTEXT_ITEM]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_REQUIRES:FIT_FOR_RESURRECTION]<br />
[IT_REQUIRES:CAN_LEARN]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_MANUAL_INPUT:corpses]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]<br />
[I_EFFECT:RESURRECT]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_CONCENTRATION_ADDED:1000:0]<br />
[SYN_CLASS:RAISED_UNDEAD]<br />
[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]<br />
[CE_DISPLAY_NAME:NAME:damned butcher:damned butchers:damned butcher:START:0:ABRUPT]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]<br />
[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]<br />
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]<br />
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]<br />
[CDI:ADV_NAME:Propel away]<br />
[CDI:INTERACTION:SECRET_RES_POWER_11_1]<br />
[CDI:TARGET:B:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:B:25]<br />
[CDI:BP_REQUIRED:BY_TYPE:GRASP]<br />
[CDI:USAGE_HINT:ATTACK]<br />
[CDI:VERB:make a flicking motion:makes a flicking motion:NA]<br />
[CDI:MAX_TARGET_NUMBER:B:1]<br />
[CDI:WAIT_PERIOD:50]<br />
<br />
[INTERACTION:SECRET_RES_POWER_11_1]<br />
[GENERATED]<br />
[I_TARGET:A:LOCATION]<br />
[IT_LOCATION:CONTEXT_LOCATION]<br />
[I_TARGET:B:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_MANUAL_INPUT:target]<br />
[I_EFFECT:PROPEL_UNIT]<br />
[IE_PROPEL_FORCE:100000]<br />
[IE_TARGET:A]<br />
[IE_TARGET:B]<br />
[IE_IMMEDIATE]<br />
<br />
[INTERACTION:SECRET_SUMMON_B_11]<br />
[GENERATED]<br />
[I_TARGET:A:LOCATION]<br />
[IT_LOCATION:CONTEXT_LOCATION]<br />
[I_TARGET:B:LOCATION]<br />
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]<br />
[I_EFFECT:SUMMON_UNIT]<br />
[IE_TARGET:B]<br />
[IE_IMMEDIATE]<br />
[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_BOGEYMAN]<br />
[IE_TIME_RANGE:200:300]<br />
<br />
[INTERACTION:SECRET_SUMMON_N_11]<br />
[GENERATED]<br />
[I_TARGET:A:LOCATION]<br />
[IT_LOCATION:CONTEXT_LOCATION]<br />
[I_TARGET:B:LOCATION]<br />
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]<br />
[I_EFFECT:SUMMON_UNIT]<br />
[IE_TARGET:B]<br />
[IE_IMMEDIATE]<br />
[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_NIGHTMARE]<br />
[IE_TIME_RANGE:200:300]<br />
<br />
[INTERACTION:SECRET_GHOUL_11]<br />
[GENERATED]<br />
[EXPERIMENT_ONLY]<br />
[I_SOURCE:EXPERIMENT]<br />
[IS_HIST_STRING_1: infected ]<br />
[IS_HIST_STRING_2: with a contagious ghoulish condition]<br />
[IS_TRIGGER_STRING_SECOND:have]<br />
[IS_TRIGGER_STRING_THIRD:has]<br />
[IS_TRIGGER_STRING:been infected with a contagious ghoulish condition]<br />
[I_SOURCE:ATTACK]<br />
[IS_HIST_STRING_1: bit ]<br />
[IS_HIST_STRING_2:, passing on the ghoulish condition]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]<br />
[IT_MANUAL_INPUT:victim]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[SYNDROME]<br />
[SYN_CONCENTRATION_ADDED:1000:0]<br />
[SYN_CLASS:GHOUL]<br />
[CE_FLASH_TILE:TILE:165:4:0:1:FREQUENCY:2000:1000:START:0:ABRUPT]<br />
[CE_DISPLAY_NAME:NAME:diseased ghoul:diseased ghouls:diseased ghoul:START:0:ABRUPT]<br />
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]<br />
[CE_REMOVE_TAG:TRANCES:MISCHIEVOUS:START:0:ABRUPT]<br />
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:SECRET_GHOUL_11:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]<br />
<br />
}}<br />
{{Creatures}}<br />
{{category|humanoids}}<br />
<br />
[[ru:Necromancer]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome&diff=255283Syndrome2020-10-10T19:28:05Z<p>Kabocca: /* Basic syndrome tokens */</p>
<hr />
<div>{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}<br />
{{av}}<br />
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]<br />
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venemous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. <br />
<br />
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''<br />
<br />
==List of syndromes==<br />
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion.<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Syndrome<br />
! Venom<br />
! Acquired<br />
! Short-term Symptoms<br />
! Long-term Symptoms<br />
! Chronic Symptoms <br />
|-<br />
| Adder bite<br />
| adder venom (injected)<br />
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]<br />
| Strong pain<br />
| Swelling<br>Blisters<br>Nausea<br />
| None<br />
|-<br />
| Bark scorpion sting<br />
| bark scorpion venom (injected)<br />
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]<br />
| Strong pain<br />
| None<br />
| None<br />
|-<br />
| Black mamba bite<br />
| black mamba venom (injected)<br />
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]<br />
| Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Blob blisters<br />
| cave blob fluid<br />(contact or ingested)<br />
| Touching a [[cave blob]]<br />
| Mild pain<br/>Mild blisters<br />
| None<br />
| None<br />
|-<br />
| Brown recluse spider bite<br />
| brown recluse spider venom (injected)<br />
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]<br />
| Nausea<br>Fever<br>Pain<br><br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Bumblebee sting<br />
| bumblebee venom (injected)<br />
| Being stung by a [[bumblebee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Bushmaster bite<br />
| bushmaster venom (injected)<br />
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]<br />
| Strong pain<br>Mild bleeding<br>Dizziness<br>Nausea<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Cave floater sickness<br />
| cave floater gas<br />(inhaled or ingested)<br />
| Expelled from [[cave floater]]<br />
| Mild nausea<br />
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)<br />
| None<br />
|-<br />
| Cave spider bite<br />
| cave spider venom<br />(injected)<br />
| Being bitten by a [[cave spider]]<br />
| None<br />
| None<br />
| Very mild dizziness<br />
|-<br />
| Copperhead snake bite<br />
| copperhead snake venom (injected)<br />
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]<br />
| Pain<br>Swelling<br>Nausea<br />
| None<br />
| None<br />
|-<br />
| Giant cave spider bite<br />
| giant cave spider venom<br />(injected)<br />
| Being bitten by a [[giant cave spider]]<br />
| Size-dependant paralysis.<br />
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.<br />
| None, not that it really matters.<br />
|-<br />
| Gila monster bite<br />
| gila monster venom (injected)<br />
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]<br />
| Pain<br>Mild swelling<br />
| None<br />
| None<br />
|-<br />
| Gnomeblight<br />
| [[gnomeblight]]<br />(contact, inhaled, injected, or ingested)<br />
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.<br />
| None<br />
| Severe systemic necrosis<sup>2</sup><br />
| None<br />
|-<br />
| Giant desert scorpion sting<br />
| giant desert scorpion venom<br />(injected)<br />
| Being stung by a [[giant desert scorpion]] <br />
| Necrosis of the brain and nervous system<br />
| '''Certain death'''<br />
| None, not that it really matters.<br />
|- <br />
| Helmet snake bite<br />
| helmet snake venom<br />(injected)<br />
| Being bitten by a [[helmet snake]]<br />
| Minor bleeding<br />
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb <br />
| None<br />
|-<br />
| Honey bee sting<br />
| honey bee venom (injected)<br />
| Being stung by a [[honey bee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Inebriation{{version|0.42.01}}<br />
| [[Alcohol]] (consumed/injected)<br />
| Consuming alcoholic drinks<br />
| Nausea<br>Dizziness<br>Unconsciousness<br>Personality changes<br>Euphoria<br>Erratic behavior<br>Trouble breathing<br />
| None<br />
| None<br />
|-<br />
| Iron man cough<br />
| iron man gas<br />(inhaled)<br />
| Expelled by [[iron man]]<br />
| Coughing blood<br />
| None<br />
| None<br />
|-<br />
| King cobra bite<br />
| king cobra venom<br />(injected)<br />
| Being bitten by a [[king cobra]]<br />
| Complete paralysis<sup>1</sup><br/>Pain, dizziness, drowsiness<br />
| None<br />
| None<br />
|-<br />
| Phantom spider bite<br />
| phantom spider venom<br />(injected)<br />
| Being bitten by a [[phantom spider]]<br />
| None<br />
| Numbness and mild dizziness<br />
| None<br />
|-<br />
| Platypus sting<br />
| platypus venom<br />(injected)<br />
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]<br />
| Pain and swelling<br />
| Extreme pain, swelling possibly to the point of necrosis<br />
| None<br />
|-<br />
| Rattlesnake bite<br />
| rattlesnake venom<br />(injected)<br />
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]<br />
| Pain, nausea, blisters, swelling, bruising<br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Serpent man bite<br />
| serpent man venom<br />(injected)<br />
| Being bitten by a [[serpent man]]<br />
| Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Mummy's curse<br />
| [[DF2014:Mummy|Disturbance interaction]].<br />
| Being cursed by a [[mummy]], when caught raiding their tombs<br />
| None<br />
| None<br />
| 20% chance of any skill roll failing, regardless of skill.<br />
|-<br />
| Vampirism<br />
| [[Deity|Divine]] curse<br />
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[vampire]].<br />
|-<br />
| Werebeast curse<br />
| [[Deity|Divine]] curse<br />
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[werebeast]].<br />
|-<br />
| Necromancy<br />
| [[Deity|Divine]] 'curse'<br />
| Reading a book/slab that contains the secrets of life and death.<br />
| None<br />
| None<br />
| Reader becomes a [[necromancer]].<br />
|-<br />
| evil rain sickness<sup>3</sup><br />
|rowspan=7| Random<br />
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|-<br />
| evil cloud sickness<sup>4</sup><br />
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]<br />
|-<br />
| beast sickness<sup>5</sup><br />
| Encounters with [[forgotten beast]]s<br />
|-<br />
| titan sickness<sup>5</sup><br />
| Encounters with [[titan]]s<br />
|-<br />
| night sickness<sup>5</sup><br />
| Encounters with [[nightmare]]s or [[experiment]]s<br />
|-<br />
| demon sickness<sup>5</sup><br />
| Encounters with [[demon]]s<br />
|-<br />
| divine sickness<sup>5</sup><br />
| Encounters with [[angel]]s<br />
|}<br />
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.<br />
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. <br />
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. <br />
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. <br />
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).<br />
<br />
==The anatomy of a syndrome==<br />
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.<br />
<br />
<br />
'''1) Transmission via Materials'''<br />
<br />
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.<br />
<br />
<br />
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:<br />
<br />
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_NAME:LIQUID:giant cave spider venom]<br />
[STATE_ADJ:LIQUID:giant cave spider venom]<br />
[STATE_NAME:GAS:boiling giant cave spider venom]<br />
[STATE_ADJ:GAS:boiling giant cave spider venom]<br />
[PREFIX:NONE]<br />
[ENTERS_BLOOD]<br />
'''[SYNDROME]'''<br />
'''[SYN_NAME:giant cave spider bite]'''<br />
'''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''<br />
'''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''<br />
'''[SYN_INJECTED]'''<br />
'''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''<br />
<br />
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.<br />
<br />
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.<br />
<br />
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).<br />
<br />
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).<br />
<br />
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.<br />
<br />
<br />
'''2) Transmission via Interactions'''<br />
<br />
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.<br />
<br />
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.<br />
<br />
==Basic syndrome tokens==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|SYNDROME}}<br />
| <br />
| Used to begin defining a new syndrome.<br />
<br />
|-<br />
| {{text anchor|SYN_NAME}}<br />
| <your text><br />
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.<br />
<br />
|-<br />
| {{text anchor|SYN_CLASS}}<br />
| <your text><br />
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.<br />
<br />
|-<br />
| {{text anchor|SYN_CONTACT}}<br />
| <br />
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.<br />
<br />
Methods of getting a material contaminant onto a creature's body include: <br />
* [[Creature token#SECRETION|secretions]]<br />
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)<br />
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust]] clouds (contaminate all external body parts, even if covered)<br />
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])<br />
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)<br />
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)<br />
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)<br />
* striking the creature's body with a contaminated item (see below)<br />
<br />
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.<br />
<br />
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).<br />
<br />
|-<br />
| {{text anchor|SYN_INGESTED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included.<br />
<br />
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.<br />
<br />
|-<br />
| {{text anchor|SYN_INHALED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.<br />
<br />
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.<br />
<br />
|-<br />
| {{text anchor|SYN_INJECTED}}<br />
| <br />
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. <br />
<br />
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon "lodged into the wound" isn't a requirement.<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.<br />
<br />
DWARF:FEMALE is an example of a valid <creature>:<caste> combination; "ALL" can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, "ALL" can be used in place of a specific caste.<br />
<br />
|-<br />
| {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}}<br />
| <br />
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.<br />
<br />
|-<br />
| {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}}<br />
| <your text><br />
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.<br />
<br />
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.<br />
<br />
A creature can only possess a single syndrome with a particular identifier at any given time. As such, if a creature contracts a syndrome with a particular identifier and is subsequently exposed to another syndrome with a matching identifier whilst that first syndrome is still active, then this later obtained syndrome will '''not''' be contracted. If the latter comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will instead adjust the first syndrome's concentration as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would only increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated.<br />
<br />
|-<br />
| {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}}<br />
| <amount>:<max><br />
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level.<br />
<br />
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by <amount> whenever the creature is exposed to it, until its specified <max> concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher <max> value, the concentration will of course increase further.<br />
<br />
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with <code>[SYN_IDENTIFIER:INEBRIATION]</code> and <code>[SYN_CONCENTRATION_ADDED:100:1000]</code>. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, "Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off."<br />
<br />
Some of the generated interaction-derived syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
|}<br />
<br />
==Creature effect tokens==<br />
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows:<br />
<br />
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]<br />
<br />
<br />
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.<br />
<br />
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.<br />
<br />
*CE_X<br />
The effect type. This can be a number of different tokens, as detailed in the table below this list.<br />
*SEV:X<br />
The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.<br />
*PROB:X<br />
The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance.<br />
*LOCALIZED (Overwrites BP tokens)<br />
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. <br />
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)<br />
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!<br />
*VASCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the VASCULAR token.<br />
*MUSCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the MUSCULAR token. Are you seeing a trend here?<br />
*SIZE_DILUTES (Optional)<br />
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.<br />
*SIZE_DELAYS (Optional)<br />
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.<br />
*DWF_STRETCH:X{{version|0.42.01}} (Optional)<br />
Multiplies the duration of the syndrome by X in Fortress mode. If X is 144, syndrome will last the same amount of ticks in fortress and adventure mode.<br />
*ABRUPT{{version|0.42.01}} (Optional)<br />
Makes the symptom begin immediately rather than ramping up. {{verify}}<br />
*CAN_BE_HIDDEN (Optional)<br />
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}<br />
*RESISTABLE (Optional)<br />
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.<br />
<br />
<br />
===Symptomatic Effects===<br />
<br />
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.<br />
<br />
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.<br />
<br />
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_BRUISING}}<br />
| Yes<br />
| Causes the targeted bodypart to undergo bruising.<br />
|-<br />
| {{text anchor|CE_BLISTERS}}<br />
| Yes<br />
| Covers the targeted bodypart with blisters.<br />
|-<br />
| {{text anchor|CE_OOZING}}<br />
| Yes<br />
| Causes pus to ooze from the afflicted bodypart.<br />
|-<br />
| {{text anchor|CE_BLEEDING}}<br />
| Yes<br />
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.<br />
|-<br />
| {{text anchor|CE_SWELLING}}<br />
| Yes<br />
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.<br />
|-<br />
| {{text anchor|CE_NECROSIS}}<br />
| Yes<br />
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.<br />
|-<br />
| {{text anchor|CE_NUMBNESS}}<br />
| Yes<br />
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.<br />
|-<br />
| {{text anchor|CE_PAIN}}<br />
| Yes<br />
| Afflicts the targeted bodypart with intense pain.<br />
|-<br />
| {{text anchor|CE_PARALYSIS}}<br />
| Yes<br />
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.<br />
|-<br />
| {{text anchor|CE_IMPAIR_FUNCTION}}<br />
| Yes<br />
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.<br />
|-<br />
| {{text anchor|CE_DIZZINESS}}<br />
| No<br />
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.<br />
|-<br />
| {{text anchor|CE_DROWSINESS}}<br />
| No<br />
| Causes the Drowsiness condition.<br />
|-<br />
| {{text anchor|CE_UNCONSCIOUSNESS}}<br />
| No<br />
| Renders unconscious.<br />
|-<br />
| {{text anchor|CE_FEVER}}<br />
| No<br />
| Causes the Fever condition.<br />
|-<br />
| {{text anchor|CE_NAUSEA}}<br />
| No<br />
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.<br />
|-<br />
| {{text anchor|CE_COUGH_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|-<br />
| {{text anchor|CE_VOMIT_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|}<br />
<br />
===Healing Effects===<br />
As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_REDUCE_PAIN}}<br />
| Yes<br />
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.<br />
|-<br />
| {{text anchor|CE_REDUCE_SWELLING}}<br />
| Yes<br />
| Decreases the severity of swelling on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_PARALYSIS}}<br />
| Yes<br />
| Decreases the severity of any paralysis effects on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_DIZZINESS}}<br />
| No<br />
| Decreases the severity of any dizziness the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_NAUSEA}}<br />
| No<br />
| Decreases the severity of any nausea the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_FEVER}}<br />
| No<br />
| Decreases the severity of any fever the creature has.<br />
|-<br />
| {{text anchor|CE_STOP_BLEEDING}}<br />
| Yes<br />
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.<br />
|-<br />
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}<br />
| Yes<br />
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_CURE_INFECTION}}<br />
| Yes?<br />
| Probably decreases the severity of the infection from infected wounds over time.<br />
|-<br />
| {{text anchor|CE_HEAL_TISSUES}}<br />
| Yes<br />
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_HEAL_NERVES}}<br />
| Yes<br />
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_REGROW_PARTS}}<br />
| Yes<br />
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.<br />
|}<br />
<br />
===Special Effects===<br />
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Arguments<br />
! Description<br />
|-<br />
| {{text anchor|CE_ADD_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:<br />
<br />
<br />
'''Special tags:'''<br />
<br />
*NO_AGING<br />
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].<br />
<br />
*STERILE<br />
Makes the creature unable to produce [[children|offspring]].<br />
<br />
*HAS_BLOOD<br />
*MORTAL<br />
*FIT_FOR_ANIMATION<br />
*FIT_FOR_RESURRECTION<br />
Adding these tags to a creature doesn't appear to do anything.<br />
<br />
<br />
'''Creature tokens:'''<br />
<br />
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]<br />
*[[Creature_token#CAN_LEARN|CAN_LEARN]]<br />
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]<br />
*[[Creature_token#CRAZED|CRAZED]]<br />
*[[Creature_token#EXTRAVISION|EXTRAVISION]]<br />
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]<br />
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])<br />
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]<br />
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]<br />
*[[Creature_token#NO_DRINK|NO_DRINK]]<br />
*[[Creature_token#NO_EAT|NO_EAT]]<br />
*[[Creature_token#NO_FEVERS|NO_FEVERS]]<br />
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]<br />
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]<br />
*[[Creature_token#NO_SLEEP|NO_SLEEP]]<br />
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]<br />
*[[Creature_token#NOBREATHE|NOBREATHE]]<br />
*[[Creature_token#NOEMOTION|NOEMOTION]]<br />
*[[Creature_token#NOEXERT|NOEXERT]]<br />
*[[Creature_token#NOFEAR|NOFEAR]]<br />
*[[Creature_token#NONAUSEA|NONAUSEA]]<br />
*[[Creature_token#NOPAIN|NOPAIN]]<br />
*[[Creature_token#NOSTUN|NOSTUN]]<br />
*[[Creature_token#NOT_LIVING|NOT_LIVING]]<br />
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]<br />
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]<br />
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]<br />
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]<br />
*[[Creature_token#TRANCES|TRANCES]]<br />
*[[Creature_token#UTTERANCES|UTTERANCES]]<br />
<br />
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.<br />
<br />
|-<br />
| {{text anchor|CE_REMOVE_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.<br />
<br />
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.<br />
<br />
Removing tags will cause the creature to fail/pass any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).<br />
<br />
<br />
'''Special tags:'''<br />
<br />
* HAS_BLOOD<br />
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.<br />
<br />
* NO_AGING<br />
* STERILE<br />
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.<br />
<br />
* MORTAL<br />
* FIT_FOR_ANIMATION<br />
* FIT_FOR_RESURRECTION<br />
Removing these tags doesn't appear to do anything.<br />
<br />
|- a<br />
| {{text anchor|CE_DISPLAY_NAME}}<br />
| No<br />
| NAME:singular:plural:adjective<br />
| Attaches the specified name to the creature's normal name.<br />
<br />
|-<br />
| {{text anchor|CE_DISPLAY_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Causes the creature to display the specified tile instead of its normal one.<br />
<br />
|-<br />
| {{text anchor|CE_FLASH_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile><br />
| Causes the creature to flash between its normal tile and the one specified here.<br />
<br />
|-<br />
| {{text anchor|CE_PHYS_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_MENT_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_SPEED_CHANGE}}<br />
| No<br />
| speed modifier:number<br />
| Changes the creature's speed.<br />
Speed modifier contains one or both of:<br />
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)<br />
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)<br />
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.<br />
<br />
|-<br />
| {{text anchor|CE_SKILL_ROLL_ADJUST}}<br />
| No<br />
| PERC:percentage:PERC_ON:percentage<br />
| Alters the creature's specified skill level. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}<br />
| No<br />
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) <br />
| Alters the size of the creature.<br />
<br />
|-<br />
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}<br />
| Yes<br />
| body part:APPEARANCE_MODIFIER:attribute:number<br />
| Alters the characteristics (height, width etc.) of a body part.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_TRANSFORMATION}}<br />
| No<br />
|<br />
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the creature and/or caste flag restrictions listed below (of which multiple may be specified).<br />
<br />
Note that any wounds the creature has suffered will heal instantly upon transforming into or out of the target form. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.<br />
<br />
* '''CE:CREATURE:'''<creature>:<caste><br><br />
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. <br />
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] <br />
<br />
* '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Any creature with the specified creature flag may be randomly selected to be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Forbids all creatures with the specified creature flag from the random selection pool.<br />
<br />
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Allows any creature with the specified caste flag to be randomly selected.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Forbids all creatures with the specified caste flag from being randomly selected.<br />
<br />
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br><br />
Presumably narrows down the random transformation options to creatures who have a relatively fast zero energy expenditure [[Creature_token#GAIT|gait]].{{verify}}<br />
<br />
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br><br />
Presumably narrows down the random transformation options to creatures who don't have any relatively fast zero energy expenditure [[Creature_token#GAIT|gaits]].{{verify}}<br />
<br />
|-<br />
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}<br />
| No<br />
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B><br />
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.<br />
<br />
|-<br />
| {{text anchor|CE_CAN_DO_INTERACTION}}<br />
| No<br />
| <br />
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.<br />
|-<br />
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}}<br />
| Yes<br />
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts><br />
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example<br />
<br />
|-<br />
| {{text anchor|CE_BODY_MAT_INTERACTION}}<br />
| No<br />
| MAT_TOKEN:<body material token><br />
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.<br />
<br />
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.<br />
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.<br />
<br />
The following tokens should be placed after this effect:<br />
* '''CE:SYNDROME_TAG:'''<transmission method> is used to specify what must be done with the body material to trigger the interaction. Replace "<transmission method>" with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''<br />
* '''CE:INTERACTION:'''<[[Interaction_token#INTERACTION|interaction ID]]> is used to specify which interaction is to be run (replace "<interaction ID>" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.<br />
<br />
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood".<br />
<br />
|-<br />
| {{text anchor|CE_SENSE_CREATURE_CLASS}}<br />
| No<br />
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:<br />
[[Tilesets|<tile value or character>]]:<br />
[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}<br />
| No<br />
| EMOTION:<[[emotion]]><br />
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.<br />
<br />
|-<br />
| {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}}<br />
| No<br />
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount><br />
| Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative - for example, generated [[necromancer]] syndromes come with the following effect:<br><br />
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code><br />
<br />
|-<br />
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}<br />
| No<br />
|<br />
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]<br />
|}<br />
<br />
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.<br />
<br />
===Periodic Triggers===<br />
<br />
'''[CE:{{text anchor|PERIODIC}}:<period_type>:<min_value>:<max_value>]'''<br />
<br />
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.<br />
<br />
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with <code>[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]</code>, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).<br />
<br />
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.<br />
<br />
MOON_PHASE is currently the only valid period type:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Period<br />
! Description<br />
|-<br />
| {{text anchor|MOON_PHASE}}<br />
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:<br />
* '''0''' = full moon<br />
* '''1-4''' = waning gibbous<br />
* '''5-8''' = waning half<br />
* '''9-12''' = waning crescent<br />
* '''13-14''' = new moon<br />
* '''15-18''' = waxing crescent<br />
* '''19-22''' = waxing half<br />
* '''23-26''' = waxing gibbous<br />
* '''27''' = full moon<br />
|}<br />
<br />
===Counter Triggers===<br />
<br />
'''[CE:{{text anchor|COUNTER_TRIGGER}}:<counter_name>:<min_value>:<max_value>:REQUIRED]'''<br />
<br />
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.<br />
<br />
For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.<br />
<br />
Note that 'NONE' can be used in place of <max_value> to indicate that any value above <min_value> is valid. 'NONE' can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.<br />
<br />
'REQUIRED' implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with 'NONE' doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.<br />
<br />
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying '0' or 'NONE' as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.<br />
<br />
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.<br />
<br />
The following is a list of valid counter types including a couple of notable values:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Counter<br />
! Description<br />
|-<br />
| {{text anchor|ALCOHOLIC}}<br />
| For [[Creature_token#ALCOHOL_DEPENDENT|ALCOHOL_DEPENDENT]] creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values:<br />
* 100800 (3 months) = and is starting to work slowly due to its scarcity<br />
* 201600 (6 months) = and really wants a drink<br />
* 302400 (9 months) = and has gone without a drink for far, far too long<br />
* 403200 (1 year) = and can't even remember the last time (s)he had some<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| For creatures with the [[Creature_token#CAVE_ADAPT|CAVE_ADAPT]] token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.<br />
* 403200 (1 year) = going outside causes irritation<br />
* 604800 (1.5 years) = going outside causes nausea<br />
|-<br />
| {{text anchor|MILK_COUNTER}}<br />
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's [[Creature_token#MILKABLE|MILKABLE]] token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is removed and the creature becomes available for milking again.<br />
|-<br />
| {{text anchor|EGG_SPENT}}<br />
| This counter is created and set to 100800 (the total number of [[time|tick]]s in 3 months) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point the counter is removed and the creature regains the ability to lay eggs.<br />
|-<br />
| {{text anchor|GROUNDED_ANIMAL_ANGER}}<br />
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.<br />
|-<br />
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}<br />
| This counter rises by 1 every [[time|tick]] for [[Creature_token#BLOODSUCKER|blood-sucking]] creatures such as [[vampire]]s. When it rises high enough (generally around 100800), the creature will seek an [[sleep|unconscious]] victim to leech off of. Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.<br />
|-<br />
| {{text anchor|DRINKING_BLOOD}}<br />
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]), seemingly preventing the creature from doing other activities until it reaches 0, at which point the counter is removed.<br />
|-<br />
| {{text anchor|PARTIED_OUT}}<br />
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.<br />
|}<br />
<br />
{{mod}}<br />
<br />
==Inorganic syndromes and you!==<br />
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition. The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced. This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release. <br />
<br />
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.<br />
[MELTING_POINT:NONE]<br />
[BOILING_POINT:10000]<br />
[MAT_FIXED_TEMP:10001]<br />
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier!<br />
<br />
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.<br />
<br />
==Spreading diseases==<br />
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_CAN_DO_INTERACTION:START:1500:END:25000]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:INTERACTION:PLAGUE]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.<br />
<br />
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:<br />
<br />
[CAN_DO_INTERACTION:PLAGUE]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.<br />
<br />
===In 0.47.01===<br />
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.<br />
<br />
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]<br />
<br />
<br />
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.<br />
<br />
==Multi-caste/multi-creature body transformations==<br />
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:<br />
[SYNDROME]<br />
[SYN_NAME:draconic curse]<br />
[SYN_CLASS:DRACONIC_CURSE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:FEMALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:FEMALE]<br />
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it.<br />
<br />
==See Also==<br />
<br />
* [[Syndrome examples]]<br />
* [[Interaction token]]<br />
* [[Modding]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Creature attributes}}<br />
{{Category|Tokens}}<br />
[[ru:DF2012:Syndrome]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome&diff=255274Syndrome2020-10-10T16:13:36Z<p>Kabocca: /* Basic syndrome tokens */</p>
<hr />
<div>{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}<br />
{{av}}<br />
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]<br />
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venemous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. <br />
<br />
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''<br />
<br />
==List of syndromes==<br />
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion.<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Syndrome<br />
! Venom<br />
! Acquired<br />
! Short-term Symptoms<br />
! Long-term Symptoms<br />
! Chronic Symptoms <br />
|-<br />
| Adder bite<br />
| adder venom (injected)<br />
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]<br />
| Strong pain<br />
| Swelling<br>Blisters<br>Nausea<br />
| None<br />
|-<br />
| Bark scorpion sting<br />
| bark scorpion venom (injected)<br />
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]<br />
| Strong pain<br />
| None<br />
| None<br />
|-<br />
| Black mamba bite<br />
| black mamba venom (injected)<br />
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]<br />
| Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Blob blisters<br />
| cave blob fluid<br />(contact or ingested)<br />
| Touching a [[cave blob]]<br />
| Mild pain<br/>Mild blisters<br />
| None<br />
| None<br />
|-<br />
| Brown recluse spider bite<br />
| brown recluse spider venom (injected)<br />
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]<br />
| Nausea<br>Fever<br>Pain<br><br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Bumblebee sting<br />
| bumblebee venom (injected)<br />
| Being stung by a [[bumblebee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Bushmaster bite<br />
| bushmaster venom (injected)<br />
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]<br />
| Strong pain<br>Mild bleeding<br>Dizziness<br>Nausea<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Cave floater sickness<br />
| cave floater gas<br />(inhaled or ingested)<br />
| Expelled from [[cave floater]]<br />
| Mild nausea<br />
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)<br />
| None<br />
|-<br />
| Cave spider bite<br />
| cave spider venom<br />(injected)<br />
| Being bitten by a [[cave spider]]<br />
| None<br />
| None<br />
| Very mild dizziness<br />
|-<br />
| Copperhead snake bite<br />
| copperhead snake venom (injected)<br />
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]<br />
| Pain<br>Swelling<br>Nausea<br />
| None<br />
| None<br />
|-<br />
| Giant cave spider bite<br />
| giant cave spider venom<br />(injected)<br />
| Being bitten by a [[giant cave spider]]<br />
| Size-dependant paralysis.<br />
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.<br />
| None, not that it really matters.<br />
|-<br />
| Gila monster bite<br />
| gila monster venom (injected)<br />
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]<br />
| Pain<br>Mild swelling<br />
| None<br />
| None<br />
|-<br />
| Gnomeblight<br />
| [[gnomeblight]]<br />(contact, inhaled, injected, or ingested)<br />
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.<br />
| None<br />
| Severe systemic necrosis<sup>2</sup><br />
| None<br />
|-<br />
| Giant desert scorpion sting<br />
| giant desert scorpion venom<br />(injected)<br />
| Being stung by a [[giant desert scorpion]] <br />
| Necrosis of the brain and nervous system<br />
| '''Certain death'''<br />
| None, not that it really matters.<br />
|- <br />
| Helmet snake bite<br />
| helmet snake venom<br />(injected)<br />
| Being bitten by a [[helmet snake]]<br />
| Minor bleeding<br />
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb <br />
| None<br />
|-<br />
| Honey bee sting<br />
| honey bee venom (injected)<br />
| Being stung by a [[honey bee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Inebriation{{version|0.42.01}}<br />
| [[Alcohol]] (consumed/injected)<br />
| Consuming alcoholic drinks<br />
| Nausea<br>Dizziness<br>Unconsciousness<br>Personality changes<br>Euphoria<br>Erratic behavior<br>Trouble breathing<br />
| None<br />
| None<br />
|-<br />
| Iron man cough<br />
| iron man gas<br />(inhaled)<br />
| Expelled by [[iron man]]<br />
| Coughing blood<br />
| None<br />
| None<br />
|-<br />
| King cobra bite<br />
| king cobra venom<br />(injected)<br />
| Being bitten by a [[king cobra]]<br />
| Complete paralysis<sup>1</sup><br/>Pain, dizziness, drowsiness<br />
| None<br />
| None<br />
|-<br />
| Phantom spider bite<br />
| phantom spider venom<br />(injected)<br />
| Being bitten by a [[phantom spider]]<br />
| None<br />
| Numbness and mild dizziness<br />
| None<br />
|-<br />
| Platypus sting<br />
| platypus venom<br />(injected)<br />
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]<br />
| Pain and swelling<br />
| Extreme pain, swelling possibly to the point of necrosis<br />
| None<br />
|-<br />
| Rattlesnake bite<br />
| rattlesnake venom<br />(injected)<br />
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]<br />
| Pain, nausea, blisters, swelling, bruising<br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Serpent man bite<br />
| serpent man venom<br />(injected)<br />
| Being bitten by a [[serpent man]]<br />
| Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Mummy's curse<br />
| [[DF2014:Mummy|Disturbance interaction]].<br />
| Being cursed by a [[mummy]], when caught raiding their tombs<br />
| None<br />
| None<br />
| 20% chance of any skill roll failing, regardless of skill.<br />
|-<br />
| Vampirism<br />
| [[Deity|Divine]] curse<br />
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[vampire]].<br />
|-<br />
| Werebeast curse<br />
| [[Deity|Divine]] curse<br />
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[werebeast]].<br />
|-<br />
| Necromancy<br />
| [[Deity|Divine]] 'curse'<br />
| Reading a book/slab that contains the secrets of life and death.<br />
| None<br />
| None<br />
| Reader becomes a [[necromancer]].<br />
|-<br />
| evil rain sickness<sup>3</sup><br />
|rowspan=7| Random<br />
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|-<br />
| evil cloud sickness<sup>4</sup><br />
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]<br />
|-<br />
| beast sickness<sup>5</sup><br />
| Encounters with [[forgotten beast]]s<br />
|-<br />
| titan sickness<sup>5</sup><br />
| Encounters with [[titan]]s<br />
|-<br />
| night sickness<sup>5</sup><br />
| Encounters with [[nightmare]]s or [[experiment]]s<br />
|-<br />
| demon sickness<sup>5</sup><br />
| Encounters with [[demon]]s<br />
|-<br />
| divine sickness<sup>5</sup><br />
| Encounters with [[angel]]s<br />
|}<br />
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.<br />
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. <br />
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. <br />
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. <br />
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).<br />
<br />
==The anatomy of a syndrome==<br />
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.<br />
<br />
<br />
'''1) Transmission via Materials'''<br />
<br />
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.<br />
<br />
<br />
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:<br />
<br />
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_NAME:LIQUID:giant cave spider venom]<br />
[STATE_ADJ:LIQUID:giant cave spider venom]<br />
[STATE_NAME:GAS:boiling giant cave spider venom]<br />
[STATE_ADJ:GAS:boiling giant cave spider venom]<br />
[PREFIX:NONE]<br />
[ENTERS_BLOOD]<br />
'''[SYNDROME]'''<br />
'''[SYN_NAME:giant cave spider bite]'''<br />
'''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''<br />
'''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''<br />
'''[SYN_INJECTED]'''<br />
'''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''<br />
<br />
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.<br />
<br />
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.<br />
<br />
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).<br />
<br />
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).<br />
<br />
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.<br />
<br />
<br />
'''2) Transmission via Interactions'''<br />
<br />
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.<br />
<br />
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.<br />
<br />
==Basic syndrome tokens==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|SYNDROME}}<br />
| <br />
| Used to begin defining a new syndrome.<br />
<br />
|-<br />
| {{text anchor|SYN_NAME}}<br />
| <your text><br />
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.<br />
<br />
|-<br />
| {{text anchor|SYN_CLASS}}<br />
| <your text><br />
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.<br />
<br />
|-<br />
| {{text anchor|SYN_CONTACT}}<br />
| <br />
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.<br />
<br />
Methods of getting a material contaminant onto a creature's body include: <br />
* [[Creature token#SECRETION|secretions]]<br />
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)<br />
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust]] clouds (contaminate all external body parts, even if covered)<br />
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])<br />
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)<br />
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)<br />
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)<br />
* striking the creature's body with a contaminated item (see below)<br />
<br />
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.<br />
<br />
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).<br />
<br />
|-<br />
| {{text anchor|SYN_INGESTED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included.<br />
<br />
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.<br />
<br />
|-<br />
| {{text anchor|SYN_INHALED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.<br />
<br />
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.<br />
<br />
|-<br />
| {{text anchor|SYN_INJECTED}}<br />
| <br />
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. <br />
<br />
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon "lodged into the wound" isn't a requirement.<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.<br />
<br />
DWARF:FEMALE is an example of a valid <creature>:<caste> combination; "ALL" can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, "ALL" can be used in place of a specific caste.<br />
<br />
|-<br />
| {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}}<br />
| <br />
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.<br />
<br />
|-<br />
| {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}}<br />
| <your text><br />
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.<br />
<br />
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.<br />
<br />
A creature can only possess a single syndrome with a particular identifier at any given time. As such, if a creature contracts a syndrome with a particular identifier and is subsequently exposed to another syndrome with a matching identifier whilst that first syndrome is still active, then this later obtained syndrome will '''not''' be contracted. If the latter comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will instead adjust the first syndrome's concentration as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would only increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated.<br />
<br />
|-<br />
| {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}}<br />
| <amount>:<max><br />
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level.<br />
<br />
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by <amount> whenever the creature is exposed to it, until its specified <max> concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher <max> value, the concentration will of course increase further.<br />
<br />
For example, all forms of [[alcohol]] in the game have a syndrome with <code>[SYN_IDENTIFIER:INEBRIATION]</code> and <code>[SYN_CONCENTRATION_ADDED:100:1000]</code>. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, "Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off."<br />
<br />
Some of the generated interaction-derived syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
|}<br />
<br />
==Creature effect tokens==<br />
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows:<br />
<br />
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]<br />
<br />
<br />
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.<br />
<br />
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.<br />
<br />
*CE_X<br />
The effect type. This can be a number of different tokens, as detailed in the table below this list.<br />
*SEV:X<br />
The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.<br />
*PROB:X<br />
The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance.<br />
*LOCALIZED (Overwrites BP tokens)<br />
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. <br />
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)<br />
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!<br />
*VASCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the VASCULAR token.<br />
*MUSCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the MUSCULAR token. Are you seeing a trend here?<br />
*SIZE_DILUTES (Optional)<br />
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.<br />
*SIZE_DELAYS (Optional)<br />
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.<br />
*DWF_STRETCH:X{{version|0.42.01}} (Optional)<br />
Multiplies the duration of the syndrome by X in Fortress mode. If X is 144, syndrome will last the same amount of ticks in fortress and adventure mode.<br />
*ABRUPT{{version|0.42.01}} (Optional)<br />
Makes the symptom begin immediately rather than ramping up. {{verify}}<br />
*CAN_BE_HIDDEN (Optional)<br />
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}<br />
*RESISTABLE (Optional)<br />
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.<br />
<br />
<br />
===Symptomatic Effects===<br />
<br />
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.<br />
<br />
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.<br />
<br />
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_BRUISING}}<br />
| Yes<br />
| Causes the targeted bodypart to undergo bruising.<br />
|-<br />
| {{text anchor|CE_BLISTERS}}<br />
| Yes<br />
| Covers the targeted bodypart with blisters.<br />
|-<br />
| {{text anchor|CE_OOZING}}<br />
| Yes<br />
| Causes pus to ooze from the afflicted bodypart.<br />
|-<br />
| {{text anchor|CE_BLEEDING}}<br />
| Yes<br />
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.<br />
|-<br />
| {{text anchor|CE_SWELLING}}<br />
| Yes<br />
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.<br />
|-<br />
| {{text anchor|CE_NECROSIS}}<br />
| Yes<br />
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.<br />
|-<br />
| {{text anchor|CE_NUMBNESS}}<br />
| Yes<br />
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.<br />
|-<br />
| {{text anchor|CE_PAIN}}<br />
| Yes<br />
| Afflicts the targeted bodypart with intense pain.<br />
|-<br />
| {{text anchor|CE_PARALYSIS}}<br />
| Yes<br />
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.<br />
|-<br />
| {{text anchor|CE_IMPAIR_FUNCTION}}<br />
| Yes<br />
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.<br />
|-<br />
| {{text anchor|CE_DIZZINESS}}<br />
| No<br />
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.<br />
|-<br />
| {{text anchor|CE_DROWSINESS}}<br />
| No<br />
| Causes the Drowsiness condition.<br />
|-<br />
| {{text anchor|CE_UNCONSCIOUSNESS}}<br />
| No<br />
| Renders unconscious.<br />
|-<br />
| {{text anchor|CE_FEVER}}<br />
| No<br />
| Causes the Fever condition.<br />
|-<br />
| {{text anchor|CE_NAUSEA}}<br />
| No<br />
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.<br />
|-<br />
| {{text anchor|CE_COUGH_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|-<br />
| {{text anchor|CE_VOMIT_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|}<br />
<br />
===Healing Effects===<br />
As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_REDUCE_PAIN}}<br />
| Yes<br />
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.<br />
|-<br />
| {{text anchor|CE_REDUCE_SWELLING}}<br />
| Yes<br />
| Decreases the severity of swelling on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_PARALYSIS}}<br />
| Yes<br />
| Decreases the severity of any paralysis effects on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_DIZZINESS}}<br />
| No<br />
| Decreases the severity of any dizziness the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_NAUSEA}}<br />
| No<br />
| Decreases the severity of any nausea the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_FEVER}}<br />
| No<br />
| Decreases the severity of any fever the creature has.<br />
|-<br />
| {{text anchor|CE_STOP_BLEEDING}}<br />
| Yes<br />
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.<br />
|-<br />
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}<br />
| Yes<br />
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_CURE_INFECTION}}<br />
| Yes?<br />
| Probably decreases the severity of the infection from infected wounds over time.<br />
|-<br />
| {{text anchor|CE_HEAL_TISSUES}}<br />
| Yes<br />
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_HEAL_NERVES}}<br />
| Yes<br />
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_REGROW_PARTS}}<br />
| Yes<br />
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.<br />
|}<br />
<br />
===Special Effects===<br />
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Arguments<br />
! Description<br />
|-<br />
| {{text anchor|CE_ADD_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:<br />
<br />
<br />
'''Special tags:'''<br />
<br />
*NO_AGING<br />
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].<br />
<br />
*STERILE<br />
Makes the creature unable to produce [[children|offspring]].<br />
<br />
*HAS_BLOOD<br />
*MORTAL<br />
*FIT_FOR_ANIMATION<br />
*FIT_FOR_RESURRECTION<br />
Adding these tags to a creature doesn't appear to do anything.<br />
<br />
<br />
'''Creature tokens:'''<br />
<br />
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]<br />
*[[Creature_token#CAN_LEARN|CAN_LEARN]]<br />
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]<br />
*[[Creature_token#CRAZED|CRAZED]]<br />
*[[Creature_token#EXTRAVISION|EXTRAVISION]]<br />
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]<br />
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])<br />
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]<br />
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]<br />
*[[Creature_token#NO_DRINK|NO_DRINK]]<br />
*[[Creature_token#NO_EAT|NO_EAT]]<br />
*[[Creature_token#NO_FEVERS|NO_FEVERS]]<br />
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]<br />
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]<br />
*[[Creature_token#NO_SLEEP|NO_SLEEP]]<br />
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]<br />
*[[Creature_token#NOBREATHE|NOBREATHE]]<br />
*[[Creature_token#NOEMOTION|NOEMOTION]]<br />
*[[Creature_token#NOEXERT|NOEXERT]]<br />
*[[Creature_token#NOFEAR|NOFEAR]]<br />
*[[Creature_token#NONAUSEA|NONAUSEA]]<br />
*[[Creature_token#NOPAIN|NOPAIN]]<br />
*[[Creature_token#NOSTUN|NOSTUN]]<br />
*[[Creature_token#NOT_LIVING|NOT_LIVING]]<br />
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]<br />
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]<br />
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]<br />
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]<br />
*[[Creature_token#TRANCES|TRANCES]]<br />
*[[Creature_token#UTTERANCES|UTTERANCES]]<br />
<br />
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.<br />
<br />
|-<br />
| {{text anchor|CE_REMOVE_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.<br />
<br />
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.<br />
<br />
Removing tags will cause the creature to fail/pass any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).<br />
<br />
<br />
'''Special tags:'''<br />
<br />
* HAS_BLOOD<br />
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.<br />
<br />
* NO_AGING<br />
* STERILE<br />
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.<br />
<br />
* MORTAL<br />
* FIT_FOR_ANIMATION<br />
* FIT_FOR_RESURRECTION<br />
Removing these tags doesn't appear to do anything.<br />
<br />
|- a<br />
| {{text anchor|CE_DISPLAY_NAME}}<br />
| No<br />
| NAME:singular:plural:adjective<br />
| Attaches the specified name to the creature's normal name.<br />
<br />
|-<br />
| {{text anchor|CE_DISPLAY_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Causes the creature to display the specified tile instead of its normal one.<br />
<br />
|-<br />
| {{text anchor|CE_FLASH_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile><br />
| Causes the creature to flash between its normal tile and the one specified here.<br />
<br />
|-<br />
| {{text anchor|CE_PHYS_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_MENT_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_SPEED_CHANGE}}<br />
| No<br />
| speed modifier:number<br />
| Changes the creature's speed.<br />
Speed modifier contains one or both of:<br />
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)<br />
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)<br />
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.<br />
<br />
|-<br />
| {{text anchor|CE_SKILL_ROLL_ADJUST}}<br />
| No<br />
| PERC:percentage:PERC_ON:percentage<br />
| Alters the creature's specified skill level. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}<br />
| No<br />
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) <br />
| Alters the size of the creature.<br />
<br />
|-<br />
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}<br />
| Yes<br />
| body part:APPEARANCE_MODIFIER:attribute:number<br />
| Alters the characteristics (height, width etc.) of a body part.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_TRANSFORMATION}}<br />
| No<br />
|<br />
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the creature and/or caste flag restrictions listed below (of which multiple may be specified).<br />
<br />
Note that any wounds the creature has suffered will heal instantly upon transforming into or out of the target form. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.<br />
<br />
* '''CE:CREATURE:'''<creature>:<caste><br><br />
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. <br />
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] <br />
<br />
* '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Any creature with the specified creature flag may be randomly selected to be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Forbids all creatures with the specified creature flag from the random selection pool.<br />
<br />
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Allows any creature with the specified caste flag to be randomly selected.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Forbids all creatures with the specified caste flag from being randomly selected.<br />
<br />
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br><br />
Presumably narrows down the random transformation options to creatures who have a relatively fast zero energy expenditure [[Creature_token#GAIT|gait]].{{verify}}<br />
<br />
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br><br />
Presumably narrows down the random transformation options to creatures who don't have any relatively fast zero energy expenditure [[Creature_token#GAIT|gaits]].{{verify}}<br />
<br />
|-<br />
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}<br />
| No<br />
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B><br />
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.<br />
<br />
|-<br />
| {{text anchor|CE_CAN_DO_INTERACTION}}<br />
| No<br />
| <br />
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.<br />
|-<br />
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}}<br />
| Yes<br />
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts><br />
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example<br />
<br />
|-<br />
| {{text anchor|CE_BODY_MAT_INTERACTION}}<br />
| No<br />
| MAT_TOKEN:<body material token><br />
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.<br />
<br />
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.<br />
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.<br />
<br />
The following tokens should be placed after this effect:<br />
* '''CE:SYNDROME_TAG:'''<transmission method> is used to specify what must be done with the body material to trigger the interaction. Replace "<transmission method>" with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''<br />
* '''CE:INTERACTION:'''<[[Interaction_token#INTERACTION|interaction ID]]> is used to specify which interaction is to be run (replace "<interaction ID>" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.<br />
<br />
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood".<br />
<br />
|-<br />
| {{text anchor|CE_SENSE_CREATURE_CLASS}}<br />
| No<br />
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:<br />
[[Tilesets|<tile value or character>]]:<br />
[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}<br />
| No<br />
| EMOTION:<[[emotion]]><br />
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.<br />
<br />
|-<br />
| {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}}<br />
| No<br />
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount><br />
| Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative - for example, generated [[necromancer]] syndromes come with the following effect:<br><br />
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code><br />
<br />
|-<br />
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}<br />
| No<br />
|<br />
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]<br />
|}<br />
<br />
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.<br />
<br />
===Periodic Triggers===<br />
<br />
'''[CE:{{text anchor|PERIODIC}}:<period_type>:<min_value>:<max_value>]'''<br />
<br />
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.<br />
<br />
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with <code>[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]</code>, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).<br />
<br />
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.<br />
<br />
MOON_PHASE is currently the only valid period type:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Period<br />
! Description<br />
|-<br />
| {{text anchor|MOON_PHASE}}<br />
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:<br />
* '''0''' = full moon<br />
* '''1-4''' = waning gibbous<br />
* '''5-8''' = waning half<br />
* '''9-12''' = waning crescent<br />
* '''13-14''' = new moon<br />
* '''15-18''' = waxing crescent<br />
* '''19-22''' = waxing half<br />
* '''23-26''' = waxing gibbous<br />
* '''27''' = full moon<br />
|}<br />
<br />
===Counter Triggers===<br />
<br />
'''[CE:{{text anchor|COUNTER_TRIGGER}}:<counter_name>:<min_value>:<max_value>:REQUIRED]'''<br />
<br />
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.<br />
<br />
For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.<br />
<br />
Note that 'NONE' can be used in place of <max_value> to indicate that any value above <min_value> is valid. 'NONE' can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.<br />
<br />
'REQUIRED' implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with 'NONE' doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.<br />
<br />
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying '0' or 'NONE' as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.<br />
<br />
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.<br />
<br />
The following is a list of valid counter types including a couple of notable values:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Counter<br />
! Description<br />
|-<br />
| {{text anchor|ALCOHOLIC}}<br />
| For [[Creature_token#ALCOHOL_DEPENDENT|ALCOHOL_DEPENDENT]] creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values:<br />
* 100800 (3 months) = and is starting to work slowly due to its scarcity<br />
* 201600 (6 months) = and really wants a drink<br />
* 302400 (9 months) = and has gone without a drink for far, far too long<br />
* 403200 (1 year) = and can't even remember the last time (s)he had some<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| For creatures with the [[Creature_token#CAVE_ADAPT|CAVE_ADAPT]] token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.<br />
* 403200 (1 year) = going outside causes irritation<br />
* 604800 (1.5 years) = going outside causes nausea<br />
|-<br />
| {{text anchor|MILK_COUNTER}}<br />
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's [[Creature_token#MILKABLE|MILKABLE]] token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is removed and the creature becomes available for milking again.<br />
|-<br />
| {{text anchor|EGG_SPENT}}<br />
| This counter is created and set to 100800 (the total number of [[time|tick]]s in 3 months) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point the counter is removed and the creature regains the ability to lay eggs.<br />
|-<br />
| {{text anchor|GROUNDED_ANIMAL_ANGER}}<br />
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.<br />
|-<br />
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}<br />
| This counter rises by 1 every [[time|tick]] for [[Creature_token#BLOODSUCKER|blood-sucking]] creatures such as [[vampire]]s. When it rises high enough (generally around 100800), the creature will seek an [[sleep|unconscious]] victim to leech off of. Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.<br />
|-<br />
| {{text anchor|DRINKING_BLOOD}}<br />
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]), seemingly preventing the creature from doing other activities until it reaches 0, at which point the counter is removed.<br />
|-<br />
| {{text anchor|PARTIED_OUT}}<br />
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.<br />
|}<br />
<br />
{{mod}}<br />
<br />
==Inorganic syndromes and you!==<br />
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition. The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced. This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release. <br />
<br />
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.<br />
[MELTING_POINT:NONE]<br />
[BOILING_POINT:10000]<br />
[MAT_FIXED_TEMP:10001]<br />
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier!<br />
<br />
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.<br />
<br />
==Spreading diseases==<br />
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_CAN_DO_INTERACTION:START:1500:END:25000]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:INTERACTION:PLAGUE]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.<br />
<br />
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:<br />
<br />
[CAN_DO_INTERACTION:PLAGUE]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.<br />
<br />
===In 0.47.01===<br />
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.<br />
<br />
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]<br />
<br />
<br />
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.<br />
<br />
==Multi-caste/multi-creature body transformations==<br />
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:<br />
[SYNDROME]<br />
[SYN_NAME:draconic curse]<br />
[SYN_CLASS:DRACONIC_CURSE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:FEMALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:FEMALE]<br />
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it.<br />
<br />
==See Also==<br />
<br />
* [[Syndrome examples]]<br />
* [[Interaction token]]<br />
* [[Modding]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Creature attributes}}<br />
{{Category|Tokens}}<br />
[[ru:DF2012:Syndrome]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome&diff=255273Syndrome2020-10-10T16:13:09Z<p>Kabocca: /* Basic syndrome tokens */</p>
<hr />
<div>{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}<br />
{{av}}<br />
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]<br />
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venemous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. <br />
<br />
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''<br />
<br />
==List of syndromes==<br />
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion.<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Syndrome<br />
! Venom<br />
! Acquired<br />
! Short-term Symptoms<br />
! Long-term Symptoms<br />
! Chronic Symptoms <br />
|-<br />
| Adder bite<br />
| adder venom (injected)<br />
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]<br />
| Strong pain<br />
| Swelling<br>Blisters<br>Nausea<br />
| None<br />
|-<br />
| Bark scorpion sting<br />
| bark scorpion venom (injected)<br />
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]<br />
| Strong pain<br />
| None<br />
| None<br />
|-<br />
| Black mamba bite<br />
| black mamba venom (injected)<br />
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]<br />
| Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Blob blisters<br />
| cave blob fluid<br />(contact or ingested)<br />
| Touching a [[cave blob]]<br />
| Mild pain<br/>Mild blisters<br />
| None<br />
| None<br />
|-<br />
| Brown recluse spider bite<br />
| brown recluse spider venom (injected)<br />
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]<br />
| Nausea<br>Fever<br>Pain<br><br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Bumblebee sting<br />
| bumblebee venom (injected)<br />
| Being stung by a [[bumblebee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Bushmaster bite<br />
| bushmaster venom (injected)<br />
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]<br />
| Strong pain<br>Mild bleeding<br>Dizziness<br>Nausea<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Cave floater sickness<br />
| cave floater gas<br />(inhaled or ingested)<br />
| Expelled from [[cave floater]]<br />
| Mild nausea<br />
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)<br />
| None<br />
|-<br />
| Cave spider bite<br />
| cave spider venom<br />(injected)<br />
| Being bitten by a [[cave spider]]<br />
| None<br />
| None<br />
| Very mild dizziness<br />
|-<br />
| Copperhead snake bite<br />
| copperhead snake venom (injected)<br />
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]<br />
| Pain<br>Swelling<br>Nausea<br />
| None<br />
| None<br />
|-<br />
| Giant cave spider bite<br />
| giant cave spider venom<br />(injected)<br />
| Being bitten by a [[giant cave spider]]<br />
| Size-dependant paralysis.<br />
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.<br />
| None, not that it really matters.<br />
|-<br />
| Gila monster bite<br />
| gila monster venom (injected)<br />
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]<br />
| Pain<br>Mild swelling<br />
| None<br />
| None<br />
|-<br />
| Gnomeblight<br />
| [[gnomeblight]]<br />(contact, inhaled, injected, or ingested)<br />
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.<br />
| None<br />
| Severe systemic necrosis<sup>2</sup><br />
| None<br />
|-<br />
| Giant desert scorpion sting<br />
| giant desert scorpion venom<br />(injected)<br />
| Being stung by a [[giant desert scorpion]] <br />
| Necrosis of the brain and nervous system<br />
| '''Certain death'''<br />
| None, not that it really matters.<br />
|- <br />
| Helmet snake bite<br />
| helmet snake venom<br />(injected)<br />
| Being bitten by a [[helmet snake]]<br />
| Minor bleeding<br />
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb <br />
| None<br />
|-<br />
| Honey bee sting<br />
| honey bee venom (injected)<br />
| Being stung by a [[honey bee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Inebriation{{version|0.42.01}}<br />
| [[Alcohol]] (consumed/injected)<br />
| Consuming alcoholic drinks<br />
| Nausea<br>Dizziness<br>Unconsciousness<br>Personality changes<br>Euphoria<br>Erratic behavior<br>Trouble breathing<br />
| None<br />
| None<br />
|-<br />
| Iron man cough<br />
| iron man gas<br />(inhaled)<br />
| Expelled by [[iron man]]<br />
| Coughing blood<br />
| None<br />
| None<br />
|-<br />
| King cobra bite<br />
| king cobra venom<br />(injected)<br />
| Being bitten by a [[king cobra]]<br />
| Complete paralysis<sup>1</sup><br/>Pain, dizziness, drowsiness<br />
| None<br />
| None<br />
|-<br />
| Phantom spider bite<br />
| phantom spider venom<br />(injected)<br />
| Being bitten by a [[phantom spider]]<br />
| None<br />
| Numbness and mild dizziness<br />
| None<br />
|-<br />
| Platypus sting<br />
| platypus venom<br />(injected)<br />
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]<br />
| Pain and swelling<br />
| Extreme pain, swelling possibly to the point of necrosis<br />
| None<br />
|-<br />
| Rattlesnake bite<br />
| rattlesnake venom<br />(injected)<br />
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]<br />
| Pain, nausea, blisters, swelling, bruising<br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Serpent man bite<br />
| serpent man venom<br />(injected)<br />
| Being bitten by a [[serpent man]]<br />
| Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Mummy's curse<br />
| [[DF2014:Mummy|Disturbance interaction]].<br />
| Being cursed by a [[mummy]], when caught raiding their tombs<br />
| None<br />
| None<br />
| 20% chance of any skill roll failing, regardless of skill.<br />
|-<br />
| Vampirism<br />
| [[Deity|Divine]] curse<br />
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[vampire]].<br />
|-<br />
| Werebeast curse<br />
| [[Deity|Divine]] curse<br />
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[werebeast]].<br />
|-<br />
| Necromancy<br />
| [[Deity|Divine]] 'curse'<br />
| Reading a book/slab that contains the secrets of life and death.<br />
| None<br />
| None<br />
| Reader becomes a [[necromancer]].<br />
|-<br />
| evil rain sickness<sup>3</sup><br />
|rowspan=7| Random<br />
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|-<br />
| evil cloud sickness<sup>4</sup><br />
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]<br />
|-<br />
| beast sickness<sup>5</sup><br />
| Encounters with [[forgotten beast]]s<br />
|-<br />
| titan sickness<sup>5</sup><br />
| Encounters with [[titan]]s<br />
|-<br />
| night sickness<sup>5</sup><br />
| Encounters with [[nightmare]]s or [[experiment]]s<br />
|-<br />
| demon sickness<sup>5</sup><br />
| Encounters with [[demon]]s<br />
|-<br />
| divine sickness<sup>5</sup><br />
| Encounters with [[angel]]s<br />
|}<br />
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.<br />
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. <br />
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. <br />
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. <br />
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).<br />
<br />
==The anatomy of a syndrome==<br />
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.<br />
<br />
<br />
'''1) Transmission via Materials'''<br />
<br />
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.<br />
<br />
<br />
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:<br />
<br />
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_NAME:LIQUID:giant cave spider venom]<br />
[STATE_ADJ:LIQUID:giant cave spider venom]<br />
[STATE_NAME:GAS:boiling giant cave spider venom]<br />
[STATE_ADJ:GAS:boiling giant cave spider venom]<br />
[PREFIX:NONE]<br />
[ENTERS_BLOOD]<br />
'''[SYNDROME]'''<br />
'''[SYN_NAME:giant cave spider bite]'''<br />
'''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''<br />
'''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''<br />
'''[SYN_INJECTED]'''<br />
'''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''<br />
<br />
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.<br />
<br />
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.<br />
<br />
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).<br />
<br />
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).<br />
<br />
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.<br />
<br />
<br />
'''2) Transmission via Interactions'''<br />
<br />
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.<br />
<br />
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.<br />
<br />
==Basic syndrome tokens==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|SYNDROME}}<br />
| <br />
| Used to begin defining a new syndrome.<br />
<br />
|-<br />
| {{text anchor|SYN_NAME}}<br />
| <your text><br />
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.<br />
<br />
|-<br />
| {{text anchor|SYN_CLASS}}<br />
| <your text><br />
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.<br />
<br />
|-<br />
| {{text anchor|SYN_CONTACT}}<br />
| <br />
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.<br />
<br />
Methods of getting a material contaminant onto a creature's body include: <br />
* [[Creature token#SECRETION|secretions]]<br />
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)<br />
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust]] clouds (contaminate all external body parts, even if covered)<br />
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])<br />
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)<br />
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)<br />
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)<br />
* striking the creature's body with a contaminated item (see below)<br />
<br />
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.<br />
<br />
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).<br />
<br />
|-<br />
| {{text anchor|SYN_INGESTED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included.<br />
<br />
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.<br />
<br />
|-<br />
| {{text anchor|SYN_INHALED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.<br />
<br />
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.<br />
<br />
|-<br />
| {{text anchor|SYN_INJECTED}}<br />
| <br />
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. <br />
<br />
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon "lodged into the wound" isn't a requirement.<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.<br />
<br />
DWARF:FEMALE is an example of a valid <creature>:<caste> combination; "ALL" can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, "ALL" can be used in place of a specific caste.<br />
<br />
|-<br />
| {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}}<br />
| <br />
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.<br />
<br />
|-<br />
| {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}}<br />
| <your text><br />
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.<br />
<br />
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.<br />
<br />
A creature can only possess a single syndrome with a particular identifier at any given time. As such, if a creature contracts a syndrome with a particular identifier and is subsequently exposed to another syndrome with a matching identifier whilst that first syndrome is still active, then this later obtained syndrome will '''not''' be contracted. If the latter comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will instead adjust the first syndrome's concentration as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would only increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated.<br />
<br />
|-<br />
| {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}}<br />
| <amount>:<max><br />
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level.<br />
<br />
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by <amount> whenever the creature is exposed to it, until its specified <max> concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher <max> value, the concentration will of course increase further.<br />
<br />
For example, all forms of alcohol in the game have a syndrome with <code>[SYN_IDENTIFIER:INEBRIATION]</code> and <code>[SYN_CONCENTRATION_ADDED:100:1000]</code>. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, "Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off."<br />
<br />
Some of the generated interaction-derived syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
|}<br />
<br />
==Creature effect tokens==<br />
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows:<br />
<br />
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]<br />
<br />
<br />
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.<br />
<br />
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.<br />
<br />
*CE_X<br />
The effect type. This can be a number of different tokens, as detailed in the table below this list.<br />
*SEV:X<br />
The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.<br />
*PROB:X<br />
The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance.<br />
*LOCALIZED (Overwrites BP tokens)<br />
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. <br />
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)<br />
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!<br />
*VASCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the VASCULAR token.<br />
*MUSCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the MUSCULAR token. Are you seeing a trend here?<br />
*SIZE_DILUTES (Optional)<br />
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.<br />
*SIZE_DELAYS (Optional)<br />
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.<br />
*DWF_STRETCH:X{{version|0.42.01}} (Optional)<br />
Multiplies the duration of the syndrome by X in Fortress mode. If X is 144, syndrome will last the same amount of ticks in fortress and adventure mode.<br />
*ABRUPT{{version|0.42.01}} (Optional)<br />
Makes the symptom begin immediately rather than ramping up. {{verify}}<br />
*CAN_BE_HIDDEN (Optional)<br />
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}<br />
*RESISTABLE (Optional)<br />
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.<br />
<br />
<br />
===Symptomatic Effects===<br />
<br />
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.<br />
<br />
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.<br />
<br />
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_BRUISING}}<br />
| Yes<br />
| Causes the targeted bodypart to undergo bruising.<br />
|-<br />
| {{text anchor|CE_BLISTERS}}<br />
| Yes<br />
| Covers the targeted bodypart with blisters.<br />
|-<br />
| {{text anchor|CE_OOZING}}<br />
| Yes<br />
| Causes pus to ooze from the afflicted bodypart.<br />
|-<br />
| {{text anchor|CE_BLEEDING}}<br />
| Yes<br />
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.<br />
|-<br />
| {{text anchor|CE_SWELLING}}<br />
| Yes<br />
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.<br />
|-<br />
| {{text anchor|CE_NECROSIS}}<br />
| Yes<br />
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.<br />
|-<br />
| {{text anchor|CE_NUMBNESS}}<br />
| Yes<br />
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.<br />
|-<br />
| {{text anchor|CE_PAIN}}<br />
| Yes<br />
| Afflicts the targeted bodypart with intense pain.<br />
|-<br />
| {{text anchor|CE_PARALYSIS}}<br />
| Yes<br />
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.<br />
|-<br />
| {{text anchor|CE_IMPAIR_FUNCTION}}<br />
| Yes<br />
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.<br />
|-<br />
| {{text anchor|CE_DIZZINESS}}<br />
| No<br />
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.<br />
|-<br />
| {{text anchor|CE_DROWSINESS}}<br />
| No<br />
| Causes the Drowsiness condition.<br />
|-<br />
| {{text anchor|CE_UNCONSCIOUSNESS}}<br />
| No<br />
| Renders unconscious.<br />
|-<br />
| {{text anchor|CE_FEVER}}<br />
| No<br />
| Causes the Fever condition.<br />
|-<br />
| {{text anchor|CE_NAUSEA}}<br />
| No<br />
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.<br />
|-<br />
| {{text anchor|CE_COUGH_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|-<br />
| {{text anchor|CE_VOMIT_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|}<br />
<br />
===Healing Effects===<br />
As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_REDUCE_PAIN}}<br />
| Yes<br />
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.<br />
|-<br />
| {{text anchor|CE_REDUCE_SWELLING}}<br />
| Yes<br />
| Decreases the severity of swelling on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_PARALYSIS}}<br />
| Yes<br />
| Decreases the severity of any paralysis effects on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_DIZZINESS}}<br />
| No<br />
| Decreases the severity of any dizziness the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_NAUSEA}}<br />
| No<br />
| Decreases the severity of any nausea the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_FEVER}}<br />
| No<br />
| Decreases the severity of any fever the creature has.<br />
|-<br />
| {{text anchor|CE_STOP_BLEEDING}}<br />
| Yes<br />
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.<br />
|-<br />
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}<br />
| Yes<br />
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_CURE_INFECTION}}<br />
| Yes?<br />
| Probably decreases the severity of the infection from infected wounds over time.<br />
|-<br />
| {{text anchor|CE_HEAL_TISSUES}}<br />
| Yes<br />
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_HEAL_NERVES}}<br />
| Yes<br />
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_REGROW_PARTS}}<br />
| Yes<br />
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.<br />
|}<br />
<br />
===Special Effects===<br />
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Arguments<br />
! Description<br />
|-<br />
| {{text anchor|CE_ADD_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:<br />
<br />
<br />
'''Special tags:'''<br />
<br />
*NO_AGING<br />
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].<br />
<br />
*STERILE<br />
Makes the creature unable to produce [[children|offspring]].<br />
<br />
*HAS_BLOOD<br />
*MORTAL<br />
*FIT_FOR_ANIMATION<br />
*FIT_FOR_RESURRECTION<br />
Adding these tags to a creature doesn't appear to do anything.<br />
<br />
<br />
'''Creature tokens:'''<br />
<br />
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]<br />
*[[Creature_token#CAN_LEARN|CAN_LEARN]]<br />
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]<br />
*[[Creature_token#CRAZED|CRAZED]]<br />
*[[Creature_token#EXTRAVISION|EXTRAVISION]]<br />
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]<br />
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])<br />
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]<br />
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]<br />
*[[Creature_token#NO_DRINK|NO_DRINK]]<br />
*[[Creature_token#NO_EAT|NO_EAT]]<br />
*[[Creature_token#NO_FEVERS|NO_FEVERS]]<br />
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]<br />
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]<br />
*[[Creature_token#NO_SLEEP|NO_SLEEP]]<br />
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]<br />
*[[Creature_token#NOBREATHE|NOBREATHE]]<br />
*[[Creature_token#NOEMOTION|NOEMOTION]]<br />
*[[Creature_token#NOEXERT|NOEXERT]]<br />
*[[Creature_token#NOFEAR|NOFEAR]]<br />
*[[Creature_token#NONAUSEA|NONAUSEA]]<br />
*[[Creature_token#NOPAIN|NOPAIN]]<br />
*[[Creature_token#NOSTUN|NOSTUN]]<br />
*[[Creature_token#NOT_LIVING|NOT_LIVING]]<br />
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]<br />
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]<br />
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]<br />
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]<br />
*[[Creature_token#TRANCES|TRANCES]]<br />
*[[Creature_token#UTTERANCES|UTTERANCES]]<br />
<br />
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.<br />
<br />
|-<br />
| {{text anchor|CE_REMOVE_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.<br />
<br />
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.<br />
<br />
Removing tags will cause the creature to fail/pass any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).<br />
<br />
<br />
'''Special tags:'''<br />
<br />
* HAS_BLOOD<br />
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.<br />
<br />
* NO_AGING<br />
* STERILE<br />
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.<br />
<br />
* MORTAL<br />
* FIT_FOR_ANIMATION<br />
* FIT_FOR_RESURRECTION<br />
Removing these tags doesn't appear to do anything.<br />
<br />
|- a<br />
| {{text anchor|CE_DISPLAY_NAME}}<br />
| No<br />
| NAME:singular:plural:adjective<br />
| Attaches the specified name to the creature's normal name.<br />
<br />
|-<br />
| {{text anchor|CE_DISPLAY_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Causes the creature to display the specified tile instead of its normal one.<br />
<br />
|-<br />
| {{text anchor|CE_FLASH_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile><br />
| Causes the creature to flash between its normal tile and the one specified here.<br />
<br />
|-<br />
| {{text anchor|CE_PHYS_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_MENT_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_SPEED_CHANGE}}<br />
| No<br />
| speed modifier:number<br />
| Changes the creature's speed.<br />
Speed modifier contains one or both of:<br />
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)<br />
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)<br />
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.<br />
<br />
|-<br />
| {{text anchor|CE_SKILL_ROLL_ADJUST}}<br />
| No<br />
| PERC:percentage:PERC_ON:percentage<br />
| Alters the creature's specified skill level. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}<br />
| No<br />
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) <br />
| Alters the size of the creature.<br />
<br />
|-<br />
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}<br />
| Yes<br />
| body part:APPEARANCE_MODIFIER:attribute:number<br />
| Alters the characteristics (height, width etc.) of a body part.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_TRANSFORMATION}}<br />
| No<br />
|<br />
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the creature and/or caste flag restrictions listed below (of which multiple may be specified).<br />
<br />
Note that any wounds the creature has suffered will heal instantly upon transforming into or out of the target form. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.<br />
<br />
* '''CE:CREATURE:'''<creature>:<caste><br><br />
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. <br />
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] <br />
<br />
* '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Any creature with the specified creature flag may be randomly selected to be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Forbids all creatures with the specified creature flag from the random selection pool.<br />
<br />
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Allows any creature with the specified caste flag to be randomly selected.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Forbids all creatures with the specified caste flag from being randomly selected.<br />
<br />
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br><br />
Presumably narrows down the random transformation options to creatures who have a relatively fast zero energy expenditure [[Creature_token#GAIT|gait]].{{verify}}<br />
<br />
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br><br />
Presumably narrows down the random transformation options to creatures who don't have any relatively fast zero energy expenditure [[Creature_token#GAIT|gaits]].{{verify}}<br />
<br />
|-<br />
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}<br />
| No<br />
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B><br />
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.<br />
<br />
|-<br />
| {{text anchor|CE_CAN_DO_INTERACTION}}<br />
| No<br />
| <br />
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.<br />
|-<br />
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}}<br />
| Yes<br />
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts><br />
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example<br />
<br />
|-<br />
| {{text anchor|CE_BODY_MAT_INTERACTION}}<br />
| No<br />
| MAT_TOKEN:<body material token><br />
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.<br />
<br />
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.<br />
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.<br />
<br />
The following tokens should be placed after this effect:<br />
* '''CE:SYNDROME_TAG:'''<transmission method> is used to specify what must be done with the body material to trigger the interaction. Replace "<transmission method>" with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''<br />
* '''CE:INTERACTION:'''<[[Interaction_token#INTERACTION|interaction ID]]> is used to specify which interaction is to be run (replace "<interaction ID>" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.<br />
<br />
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood".<br />
<br />
|-<br />
| {{text anchor|CE_SENSE_CREATURE_CLASS}}<br />
| No<br />
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:<br />
[[Tilesets|<tile value or character>]]:<br />
[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}<br />
| No<br />
| EMOTION:<[[emotion]]><br />
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.<br />
<br />
|-<br />
| {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}}<br />
| No<br />
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount><br />
| Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative - for example, generated [[necromancer]] syndromes come with the following effect:<br><br />
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code><br />
<br />
|-<br />
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}<br />
| No<br />
|<br />
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]<br />
|}<br />
<br />
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.<br />
<br />
===Periodic Triggers===<br />
<br />
'''[CE:{{text anchor|PERIODIC}}:<period_type>:<min_value>:<max_value>]'''<br />
<br />
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.<br />
<br />
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with <code>[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]</code>, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).<br />
<br />
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.<br />
<br />
MOON_PHASE is currently the only valid period type:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Period<br />
! Description<br />
|-<br />
| {{text anchor|MOON_PHASE}}<br />
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:<br />
* '''0''' = full moon<br />
* '''1-4''' = waning gibbous<br />
* '''5-8''' = waning half<br />
* '''9-12''' = waning crescent<br />
* '''13-14''' = new moon<br />
* '''15-18''' = waxing crescent<br />
* '''19-22''' = waxing half<br />
* '''23-26''' = waxing gibbous<br />
* '''27''' = full moon<br />
|}<br />
<br />
===Counter Triggers===<br />
<br />
'''[CE:{{text anchor|COUNTER_TRIGGER}}:<counter_name>:<min_value>:<max_value>:REQUIRED]'''<br />
<br />
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.<br />
<br />
For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.<br />
<br />
Note that 'NONE' can be used in place of <max_value> to indicate that any value above <min_value> is valid. 'NONE' can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.<br />
<br />
'REQUIRED' implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with 'NONE' doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.<br />
<br />
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying '0' or 'NONE' as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.<br />
<br />
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.<br />
<br />
The following is a list of valid counter types including a couple of notable values:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Counter<br />
! Description<br />
|-<br />
| {{text anchor|ALCOHOLIC}}<br />
| For [[Creature_token#ALCOHOL_DEPENDENT|ALCOHOL_DEPENDENT]] creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values:<br />
* 100800 (3 months) = and is starting to work slowly due to its scarcity<br />
* 201600 (6 months) = and really wants a drink<br />
* 302400 (9 months) = and has gone without a drink for far, far too long<br />
* 403200 (1 year) = and can't even remember the last time (s)he had some<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| For creatures with the [[Creature_token#CAVE_ADAPT|CAVE_ADAPT]] token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.<br />
* 403200 (1 year) = going outside causes irritation<br />
* 604800 (1.5 years) = going outside causes nausea<br />
|-<br />
| {{text anchor|MILK_COUNTER}}<br />
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's [[Creature_token#MILKABLE|MILKABLE]] token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is removed and the creature becomes available for milking again.<br />
|-<br />
| {{text anchor|EGG_SPENT}}<br />
| This counter is created and set to 100800 (the total number of [[time|tick]]s in 3 months) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point the counter is removed and the creature regains the ability to lay eggs.<br />
|-<br />
| {{text anchor|GROUNDED_ANIMAL_ANGER}}<br />
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.<br />
|-<br />
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}<br />
| This counter rises by 1 every [[time|tick]] for [[Creature_token#BLOODSUCKER|blood-sucking]] creatures such as [[vampire]]s. When it rises high enough (generally around 100800), the creature will seek an [[sleep|unconscious]] victim to leech off of. Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.<br />
|-<br />
| {{text anchor|DRINKING_BLOOD}}<br />
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]), seemingly preventing the creature from doing other activities until it reaches 0, at which point the counter is removed.<br />
|-<br />
| {{text anchor|PARTIED_OUT}}<br />
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.<br />
|}<br />
<br />
{{mod}}<br />
<br />
==Inorganic syndromes and you!==<br />
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition. The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced. This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release. <br />
<br />
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.<br />
[MELTING_POINT:NONE]<br />
[BOILING_POINT:10000]<br />
[MAT_FIXED_TEMP:10001]<br />
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier!<br />
<br />
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.<br />
<br />
==Spreading diseases==<br />
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_CAN_DO_INTERACTION:START:1500:END:25000]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:INTERACTION:PLAGUE]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.<br />
<br />
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:<br />
<br />
[CAN_DO_INTERACTION:PLAGUE]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.<br />
<br />
===In 0.47.01===<br />
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.<br />
<br />
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]<br />
<br />
<br />
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.<br />
<br />
==Multi-caste/multi-creature body transformations==<br />
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:<br />
[SYNDROME]<br />
[SYN_NAME:draconic curse]<br />
[SYN_CLASS:DRACONIC_CURSE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:FEMALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:FEMALE]<br />
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it.<br />
<br />
==See Also==<br />
<br />
* [[Syndrome examples]]<br />
* [[Interaction token]]<br />
* [[Modding]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Creature attributes}}<br />
{{Category|Tokens}}<br />
[[ru:DF2012:Syndrome]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome&diff=255272Syndrome2020-10-10T16:08:14Z<p>Kabocca: /* Basic syndrome tokens */ Added information about SYN_IDENTIFIER and SYN_CONCENTRATION_ADDED</p>
<hr />
<div>{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}<br />
{{av}}<br />
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]<br />
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venemous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. <br />
<br />
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''<br />
<br />
==List of syndromes==<br />
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion.<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Syndrome<br />
! Venom<br />
! Acquired<br />
! Short-term Symptoms<br />
! Long-term Symptoms<br />
! Chronic Symptoms <br />
|-<br />
| Adder bite<br />
| adder venom (injected)<br />
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]<br />
| Strong pain<br />
| Swelling<br>Blisters<br>Nausea<br />
| None<br />
|-<br />
| Bark scorpion sting<br />
| bark scorpion venom (injected)<br />
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]<br />
| Strong pain<br />
| None<br />
| None<br />
|-<br />
| Black mamba bite<br />
| black mamba venom (injected)<br />
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]<br />
| Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Blob blisters<br />
| cave blob fluid<br />(contact or ingested)<br />
| Touching a [[cave blob]]<br />
| Mild pain<br/>Mild blisters<br />
| None<br />
| None<br />
|-<br />
| Brown recluse spider bite<br />
| brown recluse spider venom (injected)<br />
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]<br />
| Nausea<br>Fever<br>Pain<br><br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Bumblebee sting<br />
| bumblebee venom (injected)<br />
| Being stung by a [[bumblebee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Bushmaster bite<br />
| bushmaster venom (injected)<br />
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]<br />
| Strong pain<br>Mild bleeding<br>Dizziness<br>Nausea<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Cave floater sickness<br />
| cave floater gas<br />(inhaled or ingested)<br />
| Expelled from [[cave floater]]<br />
| Mild nausea<br />
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)<br />
| None<br />
|-<br />
| Cave spider bite<br />
| cave spider venom<br />(injected)<br />
| Being bitten by a [[cave spider]]<br />
| None<br />
| None<br />
| Very mild dizziness<br />
|-<br />
| Copperhead snake bite<br />
| copperhead snake venom (injected)<br />
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]<br />
| Pain<br>Swelling<br>Nausea<br />
| None<br />
| None<br />
|-<br />
| Giant cave spider bite<br />
| giant cave spider venom<br />(injected)<br />
| Being bitten by a [[giant cave spider]]<br />
| Size-dependant paralysis.<br />
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.<br />
| None, not that it really matters.<br />
|-<br />
| Gila monster bite<br />
| gila monster venom (injected)<br />
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]<br />
| Pain<br>Mild swelling<br />
| None<br />
| None<br />
|-<br />
| Gnomeblight<br />
| [[gnomeblight]]<br />(contact, inhaled, injected, or ingested)<br />
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.<br />
| None<br />
| Severe systemic necrosis<sup>2</sup><br />
| None<br />
|-<br />
| Giant desert scorpion sting<br />
| giant desert scorpion venom<br />(injected)<br />
| Being stung by a [[giant desert scorpion]] <br />
| Necrosis of the brain and nervous system<br />
| '''Certain death'''<br />
| None, not that it really matters.<br />
|- <br />
| Helmet snake bite<br />
| helmet snake venom<br />(injected)<br />
| Being bitten by a [[helmet snake]]<br />
| Minor bleeding<br />
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb <br />
| None<br />
|-<br />
| Honey bee sting<br />
| honey bee venom (injected)<br />
| Being stung by a [[honey bee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Inebriation{{version|0.42.01}}<br />
| [[Alcohol]] (consumed/injected)<br />
| Consuming alcoholic drinks<br />
| Nausea<br>Dizziness<br>Unconsciousness<br>Personality changes<br>Euphoria<br>Erratic behavior<br>Trouble breathing<br />
| None<br />
| None<br />
|-<br />
| Iron man cough<br />
| iron man gas<br />(inhaled)<br />
| Expelled by [[iron man]]<br />
| Coughing blood<br />
| None<br />
| None<br />
|-<br />
| King cobra bite<br />
| king cobra venom<br />(injected)<br />
| Being bitten by a [[king cobra]]<br />
| Complete paralysis<sup>1</sup><br/>Pain, dizziness, drowsiness<br />
| None<br />
| None<br />
|-<br />
| Phantom spider bite<br />
| phantom spider venom<br />(injected)<br />
| Being bitten by a [[phantom spider]]<br />
| None<br />
| Numbness and mild dizziness<br />
| None<br />
|-<br />
| Platypus sting<br />
| platypus venom<br />(injected)<br />
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]<br />
| Pain and swelling<br />
| Extreme pain, swelling possibly to the point of necrosis<br />
| None<br />
|-<br />
| Rattlesnake bite<br />
| rattlesnake venom<br />(injected)<br />
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]<br />
| Pain, nausea, blisters, swelling, bruising<br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Serpent man bite<br />
| serpent man venom<br />(injected)<br />
| Being bitten by a [[serpent man]]<br />
| Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Mummy's curse<br />
| [[DF2014:Mummy|Disturbance interaction]].<br />
| Being cursed by a [[mummy]], when caught raiding their tombs<br />
| None<br />
| None<br />
| 20% chance of any skill roll failing, regardless of skill.<br />
|-<br />
| Vampirism<br />
| [[Deity|Divine]] curse<br />
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[vampire]].<br />
|-<br />
| Werebeast curse<br />
| [[Deity|Divine]] curse<br />
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[werebeast]].<br />
|-<br />
| Necromancy<br />
| [[Deity|Divine]] 'curse'<br />
| Reading a book/slab that contains the secrets of life and death.<br />
| None<br />
| None<br />
| Reader becomes a [[necromancer]].<br />
|-<br />
| evil rain sickness<sup>3</sup><br />
|rowspan=7| Random<br />
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|-<br />
| evil cloud sickness<sup>4</sup><br />
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]<br />
|-<br />
| beast sickness<sup>5</sup><br />
| Encounters with [[forgotten beast]]s<br />
|-<br />
| titan sickness<sup>5</sup><br />
| Encounters with [[titan]]s<br />
|-<br />
| night sickness<sup>5</sup><br />
| Encounters with [[nightmare]]s or [[experiment]]s<br />
|-<br />
| demon sickness<sup>5</sup><br />
| Encounters with [[demon]]s<br />
|-<br />
| divine sickness<sup>5</sup><br />
| Encounters with [[angel]]s<br />
|}<br />
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.<br />
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. <br />
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. <br />
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. <br />
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).<br />
<br />
==The anatomy of a syndrome==<br />
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.<br />
<br />
<br />
'''1) Transmission via Materials'''<br />
<br />
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.<br />
<br />
<br />
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:<br />
<br />
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_NAME:LIQUID:giant cave spider venom]<br />
[STATE_ADJ:LIQUID:giant cave spider venom]<br />
[STATE_NAME:GAS:boiling giant cave spider venom]<br />
[STATE_ADJ:GAS:boiling giant cave spider venom]<br />
[PREFIX:NONE]<br />
[ENTERS_BLOOD]<br />
'''[SYNDROME]'''<br />
'''[SYN_NAME:giant cave spider bite]'''<br />
'''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''<br />
'''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''<br />
'''[SYN_INJECTED]'''<br />
'''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''<br />
<br />
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.<br />
<br />
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.<br />
<br />
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).<br />
<br />
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).<br />
<br />
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.<br />
<br />
<br />
'''2) Transmission via Interactions'''<br />
<br />
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.<br />
<br />
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.<br />
<br />
==Basic syndrome tokens==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|SYNDROME}}<br />
| <br />
| Used to begin defining a new syndrome.<br />
<br />
|-<br />
| {{text anchor|SYN_NAME}}<br />
| <your text><br />
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.<br />
<br />
|-<br />
| {{text anchor|SYN_CLASS}}<br />
| <your text><br />
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.<br />
<br />
|-<br />
| {{text anchor|SYN_CONTACT}}<br />
| <br />
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.<br />
<br />
Methods of getting a material contaminant onto a creature's body include: <br />
* [[Creature token#SECRETION|secretions]]<br />
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)<br />
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust]] clouds (contaminate all external body parts, even if covered)<br />
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])<br />
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)<br />
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)<br />
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)<br />
* striking the creature's body with a contaminated item (see below)<br />
<br />
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.<br />
<br />
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).<br />
<br />
|-<br />
| {{text anchor|SYN_INGESTED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included.<br />
<br />
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.<br />
<br />
|-<br />
| {{text anchor|SYN_INHALED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.<br />
<br />
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.<br />
<br />
|-<br />
| {{text anchor|SYN_INJECTED}}<br />
| <br />
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. <br />
<br />
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon "lodged into the wound" isn't a requirement.<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.<br />
<br />
DWARF:FEMALE is an example of a valid <creature>:<caste> combination; "ALL" can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, "ALL" can be used in place of a specific caste.<br />
<br />
|-<br />
| {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}}<br />
| <br />
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.<br />
<br />
|-<br />
| {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}}<br />
| <your text><br />
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.<br />
<br />
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.<br />
<br />
A creature can only possess a single syndrome with a particular identifier at any given time. As such, if a creature contracts a syndrome with a particular identifier and is subsequently exposed to another syndrome with a matching identifier whilst that first syndrome is still active, then this later obtained syndrome will '''not''' be contracted. If the latter comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will instead adjust the first syndrome's concentration as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would only increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated.<br />
<br />
|-<br />
| {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}}<br />
| <amount>:<max><br />
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level.<br />
<br />
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by <amount> whenever the creature is exposed to it, until its specified <max> concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher <max> value, the concentration will of course increase further.<br />
<br />
For example, all forms of alcohol in the game have a syndrome with <code>[SYN_IDENTIFIER:INEBRIATION]</code> and <code>[SYN_CONCENTRATION_ADDED:100:1000]</code>. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming it hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, "Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off."<br />
<br />
Some of the generated interaction-derived syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
|}<br />
<br />
==Creature effect tokens==<br />
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows:<br />
<br />
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]<br />
<br />
<br />
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.<br />
<br />
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.<br />
<br />
*CE_X<br />
The effect type. This can be a number of different tokens, as detailed in the table below this list.<br />
*SEV:X<br />
The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.<br />
*PROB:X<br />
The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance.<br />
*LOCALIZED (Overwrites BP tokens)<br />
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. <br />
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)<br />
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!<br />
*VASCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the VASCULAR token.<br />
*MUSCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the MUSCULAR token. Are you seeing a trend here?<br />
*SIZE_DILUTES (Optional)<br />
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.<br />
*SIZE_DELAYS (Optional)<br />
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.<br />
*DWF_STRETCH:X{{version|0.42.01}} (Optional)<br />
Multiplies the duration of the syndrome by X in Fortress mode. If X is 144, syndrome will last the same amount of ticks in fortress and adventure mode.<br />
*ABRUPT{{version|0.42.01}} (Optional)<br />
Makes the symptom begin immediately rather than ramping up. {{verify}}<br />
*CAN_BE_HIDDEN (Optional)<br />
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}<br />
*RESISTABLE (Optional)<br />
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.<br />
<br />
<br />
===Symptomatic Effects===<br />
<br />
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.<br />
<br />
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.<br />
<br />
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_BRUISING}}<br />
| Yes<br />
| Causes the targeted bodypart to undergo bruising.<br />
|-<br />
| {{text anchor|CE_BLISTERS}}<br />
| Yes<br />
| Covers the targeted bodypart with blisters.<br />
|-<br />
| {{text anchor|CE_OOZING}}<br />
| Yes<br />
| Causes pus to ooze from the afflicted bodypart.<br />
|-<br />
| {{text anchor|CE_BLEEDING}}<br />
| Yes<br />
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.<br />
|-<br />
| {{text anchor|CE_SWELLING}}<br />
| Yes<br />
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.<br />
|-<br />
| {{text anchor|CE_NECROSIS}}<br />
| Yes<br />
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.<br />
|-<br />
| {{text anchor|CE_NUMBNESS}}<br />
| Yes<br />
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.<br />
|-<br />
| {{text anchor|CE_PAIN}}<br />
| Yes<br />
| Afflicts the targeted bodypart with intense pain.<br />
|-<br />
| {{text anchor|CE_PARALYSIS}}<br />
| Yes<br />
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.<br />
|-<br />
| {{text anchor|CE_IMPAIR_FUNCTION}}<br />
| Yes<br />
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.<br />
|-<br />
| {{text anchor|CE_DIZZINESS}}<br />
| No<br />
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.<br />
|-<br />
| {{text anchor|CE_DROWSINESS}}<br />
| No<br />
| Causes the Drowsiness condition.<br />
|-<br />
| {{text anchor|CE_UNCONSCIOUSNESS}}<br />
| No<br />
| Renders unconscious.<br />
|-<br />
| {{text anchor|CE_FEVER}}<br />
| No<br />
| Causes the Fever condition.<br />
|-<br />
| {{text anchor|CE_NAUSEA}}<br />
| No<br />
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.<br />
|-<br />
| {{text anchor|CE_COUGH_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|-<br />
| {{text anchor|CE_VOMIT_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|}<br />
<br />
===Healing Effects===<br />
As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_REDUCE_PAIN}}<br />
| Yes<br />
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.<br />
|-<br />
| {{text anchor|CE_REDUCE_SWELLING}}<br />
| Yes<br />
| Decreases the severity of swelling on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_PARALYSIS}}<br />
| Yes<br />
| Decreases the severity of any paralysis effects on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_DIZZINESS}}<br />
| No<br />
| Decreases the severity of any dizziness the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_NAUSEA}}<br />
| No<br />
| Decreases the severity of any nausea the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_FEVER}}<br />
| No<br />
| Decreases the severity of any fever the creature has.<br />
|-<br />
| {{text anchor|CE_STOP_BLEEDING}}<br />
| Yes<br />
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.<br />
|-<br />
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}<br />
| Yes<br />
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_CURE_INFECTION}}<br />
| Yes?<br />
| Probably decreases the severity of the infection from infected wounds over time.<br />
|-<br />
| {{text anchor|CE_HEAL_TISSUES}}<br />
| Yes<br />
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_HEAL_NERVES}}<br />
| Yes<br />
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_REGROW_PARTS}}<br />
| Yes<br />
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.<br />
|}<br />
<br />
===Special Effects===<br />
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Arguments<br />
! Description<br />
|-<br />
| {{text anchor|CE_ADD_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:<br />
<br />
<br />
'''Special tags:'''<br />
<br />
*NO_AGING<br />
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].<br />
<br />
*STERILE<br />
Makes the creature unable to produce [[children|offspring]].<br />
<br />
*HAS_BLOOD<br />
*MORTAL<br />
*FIT_FOR_ANIMATION<br />
*FIT_FOR_RESURRECTION<br />
Adding these tags to a creature doesn't appear to do anything.<br />
<br />
<br />
'''Creature tokens:'''<br />
<br />
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]<br />
*[[Creature_token#CAN_LEARN|CAN_LEARN]]<br />
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]<br />
*[[Creature_token#CRAZED|CRAZED]]<br />
*[[Creature_token#EXTRAVISION|EXTRAVISION]]<br />
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]<br />
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])<br />
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]<br />
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]<br />
*[[Creature_token#NO_DRINK|NO_DRINK]]<br />
*[[Creature_token#NO_EAT|NO_EAT]]<br />
*[[Creature_token#NO_FEVERS|NO_FEVERS]]<br />
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]<br />
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]<br />
*[[Creature_token#NO_SLEEP|NO_SLEEP]]<br />
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]<br />
*[[Creature_token#NOBREATHE|NOBREATHE]]<br />
*[[Creature_token#NOEMOTION|NOEMOTION]]<br />
*[[Creature_token#NOEXERT|NOEXERT]]<br />
*[[Creature_token#NOFEAR|NOFEAR]]<br />
*[[Creature_token#NONAUSEA|NONAUSEA]]<br />
*[[Creature_token#NOPAIN|NOPAIN]]<br />
*[[Creature_token#NOSTUN|NOSTUN]]<br />
*[[Creature_token#NOT_LIVING|NOT_LIVING]]<br />
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]<br />
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]<br />
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]<br />
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]<br />
*[[Creature_token#TRANCES|TRANCES]]<br />
*[[Creature_token#UTTERANCES|UTTERANCES]]<br />
<br />
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.<br />
<br />
|-<br />
| {{text anchor|CE_REMOVE_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.<br />
<br />
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.<br />
<br />
Removing tags will cause the creature to fail/pass any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).<br />
<br />
<br />
'''Special tags:'''<br />
<br />
* HAS_BLOOD<br />
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.<br />
<br />
* NO_AGING<br />
* STERILE<br />
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.<br />
<br />
* MORTAL<br />
* FIT_FOR_ANIMATION<br />
* FIT_FOR_RESURRECTION<br />
Removing these tags doesn't appear to do anything.<br />
<br />
|- a<br />
| {{text anchor|CE_DISPLAY_NAME}}<br />
| No<br />
| NAME:singular:plural:adjective<br />
| Attaches the specified name to the creature's normal name.<br />
<br />
|-<br />
| {{text anchor|CE_DISPLAY_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Causes the creature to display the specified tile instead of its normal one.<br />
<br />
|-<br />
| {{text anchor|CE_FLASH_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile><br />
| Causes the creature to flash between its normal tile and the one specified here.<br />
<br />
|-<br />
| {{text anchor|CE_PHYS_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_MENT_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_SPEED_CHANGE}}<br />
| No<br />
| speed modifier:number<br />
| Changes the creature's speed.<br />
Speed modifier contains one or both of:<br />
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)<br />
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)<br />
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.<br />
<br />
|-<br />
| {{text anchor|CE_SKILL_ROLL_ADJUST}}<br />
| No<br />
| PERC:percentage:PERC_ON:percentage<br />
| Alters the creature's specified skill level. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}<br />
| No<br />
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) <br />
| Alters the size of the creature.<br />
<br />
|-<br />
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}<br />
| Yes<br />
| body part:APPEARANCE_MODIFIER:attribute:number<br />
| Alters the characteristics (height, width etc.) of a body part.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_TRANSFORMATION}}<br />
| No<br />
|<br />
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the creature and/or caste flag restrictions listed below (of which multiple may be specified).<br />
<br />
Note that any wounds the creature has suffered will heal instantly upon transforming into or out of the target form. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.<br />
<br />
* '''CE:CREATURE:'''<creature>:<caste><br><br />
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. <br />
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] <br />
<br />
* '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Any creature with the specified creature flag may be randomly selected to be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Forbids all creatures with the specified creature flag from the random selection pool.<br />
<br />
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Allows any creature with the specified caste flag to be randomly selected.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Forbids all creatures with the specified caste flag from being randomly selected.<br />
<br />
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br><br />
Presumably narrows down the random transformation options to creatures who have a relatively fast zero energy expenditure [[Creature_token#GAIT|gait]].{{verify}}<br />
<br />
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br><br />
Presumably narrows down the random transformation options to creatures who don't have any relatively fast zero energy expenditure [[Creature_token#GAIT|gaits]].{{verify}}<br />
<br />
|-<br />
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}<br />
| No<br />
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B><br />
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.<br />
<br />
|-<br />
| {{text anchor|CE_CAN_DO_INTERACTION}}<br />
| No<br />
| <br />
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.<br />
|-<br />
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}}<br />
| Yes<br />
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts><br />
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example<br />
<br />
|-<br />
| {{text anchor|CE_BODY_MAT_INTERACTION}}<br />
| No<br />
| MAT_TOKEN:<body material token><br />
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.<br />
<br />
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.<br />
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.<br />
<br />
The following tokens should be placed after this effect:<br />
* '''CE:SYNDROME_TAG:'''<transmission method> is used to specify what must be done with the body material to trigger the interaction. Replace "<transmission method>" with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''<br />
* '''CE:INTERACTION:'''<[[Interaction_token#INTERACTION|interaction ID]]> is used to specify which interaction is to be run (replace "<interaction ID>" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.<br />
<br />
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood".<br />
<br />
|-<br />
| {{text anchor|CE_SENSE_CREATURE_CLASS}}<br />
| No<br />
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:<br />
[[Tilesets|<tile value or character>]]:<br />
[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}<br />
| No<br />
| EMOTION:<[[emotion]]><br />
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.<br />
<br />
|-<br />
| {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}}<br />
| No<br />
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount><br />
| Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative - for example, generated [[necromancer]] syndromes come with the following effect:<br><br />
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code><br />
<br />
|-<br />
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}<br />
| No<br />
|<br />
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]<br />
|}<br />
<br />
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.<br />
<br />
===Periodic Triggers===<br />
<br />
'''[CE:{{text anchor|PERIODIC}}:<period_type>:<min_value>:<max_value>]'''<br />
<br />
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.<br />
<br />
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with <code>[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]</code>, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).<br />
<br />
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.<br />
<br />
MOON_PHASE is currently the only valid period type:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Period<br />
! Description<br />
|-<br />
| {{text anchor|MOON_PHASE}}<br />
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:<br />
* '''0''' = full moon<br />
* '''1-4''' = waning gibbous<br />
* '''5-8''' = waning half<br />
* '''9-12''' = waning crescent<br />
* '''13-14''' = new moon<br />
* '''15-18''' = waxing crescent<br />
* '''19-22''' = waxing half<br />
* '''23-26''' = waxing gibbous<br />
* '''27''' = full moon<br />
|}<br />
<br />
===Counter Triggers===<br />
<br />
'''[CE:{{text anchor|COUNTER_TRIGGER}}:<counter_name>:<min_value>:<max_value>:REQUIRED]'''<br />
<br />
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.<br />
<br />
For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.<br />
<br />
Note that 'NONE' can be used in place of <max_value> to indicate that any value above <min_value> is valid. 'NONE' can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.<br />
<br />
'REQUIRED' implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with 'NONE' doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.<br />
<br />
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying '0' or 'NONE' as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.<br />
<br />
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.<br />
<br />
The following is a list of valid counter types including a couple of notable values:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Counter<br />
! Description<br />
|-<br />
| {{text anchor|ALCOHOLIC}}<br />
| For [[Creature_token#ALCOHOL_DEPENDENT|ALCOHOL_DEPENDENT]] creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values:<br />
* 100800 (3 months) = and is starting to work slowly due to its scarcity<br />
* 201600 (6 months) = and really wants a drink<br />
* 302400 (9 months) = and has gone without a drink for far, far too long<br />
* 403200 (1 year) = and can't even remember the last time (s)he had some<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| For creatures with the [[Creature_token#CAVE_ADAPT|CAVE_ADAPT]] token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.<br />
* 403200 (1 year) = going outside causes irritation<br />
* 604800 (1.5 years) = going outside causes nausea<br />
|-<br />
| {{text anchor|MILK_COUNTER}}<br />
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's [[Creature_token#MILKABLE|MILKABLE]] token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is removed and the creature becomes available for milking again.<br />
|-<br />
| {{text anchor|EGG_SPENT}}<br />
| This counter is created and set to 100800 (the total number of [[time|tick]]s in 3 months) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point the counter is removed and the creature regains the ability to lay eggs.<br />
|-<br />
| {{text anchor|GROUNDED_ANIMAL_ANGER}}<br />
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.<br />
|-<br />
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}<br />
| This counter rises by 1 every [[time|tick]] for [[Creature_token#BLOODSUCKER|blood-sucking]] creatures such as [[vampire]]s. When it rises high enough (generally around 100800), the creature will seek an [[sleep|unconscious]] victim to leech off of. Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.<br />
|-<br />
| {{text anchor|DRINKING_BLOOD}}<br />
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]), seemingly preventing the creature from doing other activities until it reaches 0, at which point the counter is removed.<br />
|-<br />
| {{text anchor|PARTIED_OUT}}<br />
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.<br />
|}<br />
<br />
{{mod}}<br />
<br />
==Inorganic syndromes and you!==<br />
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition. The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced. This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release. <br />
<br />
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.<br />
[MELTING_POINT:NONE]<br />
[BOILING_POINT:10000]<br />
[MAT_FIXED_TEMP:10001]<br />
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier!<br />
<br />
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.<br />
<br />
==Spreading diseases==<br />
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_CAN_DO_INTERACTION:START:1500:END:25000]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:INTERACTION:PLAGUE]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.<br />
<br />
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:<br />
<br />
[CAN_DO_INTERACTION:PLAGUE]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.<br />
<br />
===In 0.47.01===<br />
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.<br />
<br />
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]<br />
<br />
<br />
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.<br />
<br />
==Multi-caste/multi-creature body transformations==<br />
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:<br />
[SYNDROME]<br />
[SYN_NAME:draconic curse]<br />
[SYN_CLASS:DRACONIC_CURSE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:FEMALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:FEMALE]<br />
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it.<br />
<br />
==See Also==<br />
<br />
* [[Syndrome examples]]<br />
* [[Interaction token]]<br />
* [[Modding]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Creature attributes}}<br />
{{Category|Tokens}}<br />
[[ru:DF2012:Syndrome]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome&diff=255264Syndrome2020-10-10T08:05:01Z<p>Kabocca: /* Basic syndrome tokens */</p>
<hr />
<div>{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}<br />
{{av}}<br />
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]<br />
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venemous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. <br />
<br />
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''<br />
<br />
==List of syndromes==<br />
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion.<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Syndrome<br />
! Venom<br />
! Acquired<br />
! Short-term Symptoms<br />
! Long-term Symptoms<br />
! Chronic Symptoms <br />
|-<br />
| Adder bite<br />
| adder venom (injected)<br />
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]<br />
| Strong pain<br />
| Swelling<br>Blisters<br>Nausea<br />
| None<br />
|-<br />
| Bark scorpion sting<br />
| bark scorpion venom (injected)<br />
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]<br />
| Strong pain<br />
| None<br />
| None<br />
|-<br />
| Black mamba bite<br />
| black mamba venom (injected)<br />
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]<br />
| Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Blob blisters<br />
| cave blob fluid<br />(contact or ingested)<br />
| Touching a [[cave blob]]<br />
| Mild pain<br/>Mild blisters<br />
| None<br />
| None<br />
|-<br />
| Brown recluse spider bite<br />
| brown recluse spider venom (injected)<br />
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]<br />
| Nausea<br>Fever<br>Pain<br><br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Bumblebee sting<br />
| bumblebee venom (injected)<br />
| Being stung by a [[bumblebee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Bushmaster bite<br />
| bushmaster venom (injected)<br />
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]<br />
| Strong pain<br>Mild bleeding<br>Dizziness<br>Nausea<br>Unconsciousness<br>Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Cave floater sickness<br />
| cave floater gas<br />(inhaled or ingested)<br />
| Expelled from [[cave floater]]<br />
| Mild nausea<br />
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)<br />
| None<br />
|-<br />
| Cave spider bite<br />
| cave spider venom<br />(injected)<br />
| Being bitten by a [[cave spider]]<br />
| None<br />
| None<br />
| Very mild dizziness<br />
|-<br />
| Copperhead snake bite<br />
| copperhead snake venom (injected)<br />
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]<br />
| Pain<br>Swelling<br>Nausea<br />
| None<br />
| None<br />
|-<br />
| Giant cave spider bite<br />
| giant cave spider venom<br />(injected)<br />
| Being bitten by a [[giant cave spider]]<br />
| Size-dependant paralysis.<br />
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.<br />
| None, not that it really matters.<br />
|-<br />
| Gila monster bite<br />
| gila monster venom (injected)<br />
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]<br />
| Pain<br>Mild swelling<br />
| None<br />
| None<br />
|-<br />
| Gnomeblight<br />
| [[gnomeblight]]<br />(contact, inhaled, injected, or ingested)<br />
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.<br />
| None<br />
| Severe systemic necrosis<sup>2</sup><br />
| None<br />
|-<br />
| Giant desert scorpion sting<br />
| giant desert scorpion venom<br />(injected)<br />
| Being stung by a [[giant desert scorpion]] <br />
| Necrosis of the brain and nervous system<br />
| '''Certain death'''<br />
| None, not that it really matters.<br />
|- <br />
| Helmet snake bite<br />
| helmet snake venom<br />(injected)<br />
| Being bitten by a [[helmet snake]]<br />
| Minor bleeding<br />
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb <br />
| None<br />
|-<br />
| Honey bee sting<br />
| honey bee venom (injected)<br />
| Being stung by a [[honey bee]] worker<br />
| Pain<br>Strong swelling<br />
| None<br />
| None<br />
|-<br />
| Inebriation{{version|0.42.01}}<br />
| [[Alcohol]] (consumed/injected)<br />
| Consuming alcoholic drinks<br />
| Nausea<br>Dizziness<br>Unconsciousness<br>Personality changes<br>Euphoria<br>Erratic behavior<br>Trouble breathing<br />
| None<br />
| None<br />
|-<br />
| Iron man cough<br />
| iron man gas<br />(inhaled)<br />
| Expelled by [[iron man]]<br />
| Coughing blood<br />
| None<br />
| None<br />
|-<br />
| King cobra bite<br />
| king cobra venom<br />(injected)<br />
| Being bitten by a [[king cobra]]<br />
| Complete paralysis<sup>1</sup><br/>Pain, dizziness, drowsiness<br />
| None<br />
| None<br />
|-<br />
| Phantom spider bite<br />
| phantom spider venom<br />(injected)<br />
| Being bitten by a [[phantom spider]]<br />
| None<br />
| Numbness and mild dizziness<br />
| None<br />
|-<br />
| Platypus sting<br />
| platypus venom<br />(injected)<br />
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]<br />
| Pain and swelling<br />
| Extreme pain, swelling possibly to the point of necrosis<br />
| None<br />
|-<br />
| Rattlesnake bite<br />
| rattlesnake venom<br />(injected)<br />
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]<br />
| Pain, nausea, blisters, swelling, bruising<br />
| Severe localized necrosis<br />
| None<br />
|-<br />
| Serpent man bite<br />
| serpent man venom<br />(injected)<br />
| Being bitten by a [[serpent man]]<br />
| Complete paralysis<sup>1</sup><br />
| None<br />
| None<br />
|-<br />
| Mummy's curse<br />
| [[DF2014:Mummy|Disturbance interaction]].<br />
| Being cursed by a [[mummy]], when caught raiding their tombs<br />
| None<br />
| None<br />
| 20% chance of any skill roll failing, regardless of skill.<br />
|-<br />
| Vampirism<br />
| [[Deity|Divine]] curse<br />
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[vampire]].<br />
|-<br />
| Werebeast curse<br />
| [[Deity|Divine]] curse<br />
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.<br />
| None<br />
| None<br />
| Victim becomes a [[werebeast]].<br />
|-<br />
| Necromancy<br />
| [[Deity|Divine]] curse<br />
| Reading a book/slab that contains the secrets of life and death.<br />
| None<br />
| None<br />
| Reader becomes a [[Necromancer]].<br />
|-<br />
| evil rain sickness<sup>3</sup><br />
|rowspan=7| Random<br />
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|rowspan=7| Random<br />
|-<br />
| evil cloud sickness<sup>4</sup><br />
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]<br />
|-<br />
| beast sickness<sup>5</sup><br />
| Encounters with [[forgotten beast]]s<br />
|-<br />
| titan sickness<sup>5</sup><br />
| Encounters with [[titan]]s<br />
|-<br />
| night sickness<sup>5</sup><br />
| Encounters with [[nightmare]]s or [[experiment]]s<br />
|-<br />
| demon sickness<sup>5</sup><br />
| Encounters with [[demon]]s<br />
|-<br />
| divine sickness<sup>5</sup><br />
| Encounters with [[angel]]s<br />
|}<br />
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.<br />
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. <br />
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. <br />
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. <br />
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).<br />
<br />
==The anatomy of a syndrome==<br />
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.<br />
<br />
<br />
'''1) Transmission via Materials'''<br />
<br />
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.<br />
<br />
<br />
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:<br />
<br />
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_NAME:LIQUID:giant cave spider venom]<br />
[STATE_ADJ:LIQUID:giant cave spider venom]<br />
[STATE_NAME:GAS:boiling giant cave spider venom]<br />
[STATE_ADJ:GAS:boiling giant cave spider venom]<br />
[PREFIX:NONE]<br />
[ENTERS_BLOOD]<br />
'''[SYNDROME]'''<br />
'''[SYN_NAME:giant cave spider bite]'''<br />
'''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''<br />
'''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''<br />
'''[SYN_INJECTED]'''<br />
'''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''<br />
<br />
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.<br />
<br />
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.<br />
<br />
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).<br />
<br />
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).<br />
<br />
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.<br />
<br />
<br />
'''2) Transmission via Interactions'''<br />
<br />
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.<br />
<br />
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.<br />
<br />
==Basic syndrome tokens==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|SYNDROME}}<br />
| <br />
| Used to begin defining a new syndrome.<br />
<br />
|-<br />
| {{text anchor|SYN_NAME}}<br />
| <your text><br />
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.<br />
<br />
|-<br />
| {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}}<br />
| <your text><br />
| Can be included to give the syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.<br />
<br />
Syndrome identifiers are used in the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own inebriating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. [[dwarf|Dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, enabling them to drink relatively larger quantities of alcohol before 'INEBRIATION' syndrome effects become significant.<br />
<br />
Syndromes which share the same identifier also contribute to the same concentration pool with regards to [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]]. Thus, in the above example, different types of alcohol would all contribute to a common 'INEBRIATION' syndrome concentration when consumed.<br />
<br />
|-<br />
| {{text anchor|SYN_CLASS}}<br />
| <your text><br />
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.<br />
<br />
|-<br />
| {{text anchor|SYN_CONTACT}}<br />
| <br />
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.<br />
<br />
Methods of getting a material contaminant onto a creature's body include: <br />
* [[Creature token#SECRETION|secretions]]<br />
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)<br />
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust]] clouds (contaminate all external body parts, even if covered)<br />
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])<br />
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)<br />
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)<br />
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)<br />
* striking the creature's body with a contaminated item (see below)<br />
<br />
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.<br />
<br />
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).<br />
<br />
|-<br />
| {{text anchor|SYN_INGESTED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included.<br />
<br />
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.<br />
<br />
|-<br />
| {{text anchor|SYN_INHALED}}<br />
| <br />
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.<br />
<br />
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.<br />
<br />
|-<br />
| {{text anchor|SYN_INJECTED}}<br />
| <br />
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. <br />
<br />
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon "lodged into the wound" isn't a requirement.<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CLASS}}<br />
| <[[Creature token#CREATURE_CLASS|creature class]]><br />
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).<br />
<br />
|-<br />
| {{text anchor|SYN_AFFECTED_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.<br />
<br />
DWARF:FEMALE is an example of a valid <creature>:<caste> combination; "ALL" can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.<br />
<br />
|-<br />
| {{text anchor|SYN_IMMUNE_CREATURE}}<br />
| <creature>:<[[Creature_token#CASTE|caste]]><br />
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, "ALL" can be used in place of a specific caste.<br />
<br />
|-<br />
| {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}}<br />
| <br />
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.<br />
<br />
|-<br />
| {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}}<br />
| <amount>:<max><br />
| If this is included, repeated exposure to the syndrome will result in the effects becoming more intense. Different syndromes with a common [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] contribute to a common concentration pool as explained [[Syndrome#SYN_IDENTIFIER|above]]. "First one in wins (the rest just stack)".<br />
<br />
"Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off."<br />
<br />
For example, [[alcohol|alcohol inebriation]] syndromes in unmodded games have <code>[SYN_CONCENTRATION_ADDED:100:1000]</code>.<br />
<br />
Some of the generated syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
<br />
|}<br />
<br />
==Creature effect tokens==<br />
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows:<br />
<br />
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]<br />
<br />
<br />
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.<br />
<br />
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.<br />
<br />
*CE_X<br />
The effect type. This can be a number of different tokens, as detailed in the table below this list.<br />
*SEV:X<br />
The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.<br />
*PROB:X<br />
The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance.<br />
*LOCALIZED (Overwrites BP tokens)<br />
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. <br />
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)<br />
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!<br />
*VASCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the VASCULAR token.<br />
*MUSCULAR_ONLY (Optional)<br />
This syndrome only affects tissue layers with the MUSCULAR token. Are you seeing a trend here?<br />
*SIZE_DILUTES (Optional)<br />
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.<br />
*SIZE_DELAYS (Optional)<br />
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.<br />
*DWF_STRETCH:X{{version|0.42.01}} (Optional)<br />
Multiplies the duration of the syndrome by X in Fortress mode. If X is 144, syndrome will last the same amount of ticks in fortress and adventure mode.<br />
*ABRUPT{{version|0.42.01}} (Optional)<br />
Makes the symptom begin immediately rather than ramping up. {{verify}}<br />
*CAN_BE_HIDDEN (Optional)<br />
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}<br />
*RESISTABLE (Optional)<br />
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.<br />
<br />
<br />
===Symptomatic Effects===<br />
<br />
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.<br />
<br />
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.<br />
<br />
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_BRUISING}}<br />
| Yes<br />
| Causes the targeted bodypart to undergo bruising.<br />
|-<br />
| {{text anchor|CE_BLISTERS}}<br />
| Yes<br />
| Covers the targeted bodypart with blisters.<br />
|-<br />
| {{text anchor|CE_OOZING}}<br />
| Yes<br />
| Causes pus to ooze from the afflicted bodypart.<br />
|-<br />
| {{text anchor|CE_BLEEDING}}<br />
| Yes<br />
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.<br />
|-<br />
| {{text anchor|CE_SWELLING}}<br />
| Yes<br />
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.<br />
|-<br />
| {{text anchor|CE_NECROSIS}}<br />
| Yes<br />
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.<br />
|-<br />
| {{text anchor|CE_NUMBNESS}}<br />
| Yes<br />
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.<br />
|-<br />
| {{text anchor|CE_PAIN}}<br />
| Yes<br />
| Afflicts the targeted bodypart with intense pain.<br />
|-<br />
| {{text anchor|CE_PARALYSIS}}<br />
| Yes<br />
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.<br />
|-<br />
| {{text anchor|CE_IMPAIR_FUNCTION}}<br />
| Yes<br />
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.<br />
|-<br />
| {{text anchor|CE_DIZZINESS}}<br />
| No<br />
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.<br />
|-<br />
| {{text anchor|CE_DROWSINESS}}<br />
| No<br />
| Causes the Drowsiness condition.<br />
|-<br />
| {{text anchor|CE_UNCONSCIOUSNESS}}<br />
| No<br />
| Renders unconscious.<br />
|-<br />
| {{text anchor|CE_FEVER}}<br />
| No<br />
| Causes the Fever condition.<br />
|-<br />
| {{text anchor|CE_NAUSEA}}<br />
| No<br />
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.<br />
|-<br />
| {{text anchor|CE_COUGH_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|-<br />
| {{text anchor|CE_VOMIT_BLOOD}}<br />
| No<br />
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.<br />
|}<br />
<br />
===Healing Effects===<br />
As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Description<br />
|-<br />
| {{text anchor|CE_REDUCE_PAIN}}<br />
| Yes<br />
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.<br />
|-<br />
| {{text anchor|CE_REDUCE_SWELLING}}<br />
| Yes<br />
| Decreases the severity of swelling on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_PARALYSIS}}<br />
| Yes<br />
| Decreases the severity of any paralysis effects on the targeted bodypart.<br />
|-<br />
| {{text anchor|CE_REDUCE_DIZZINESS}}<br />
| No<br />
| Decreases the severity of any dizziness the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_NAUSEA}}<br />
| No<br />
| Decreases the severity of any nausea the creature has.<br />
|-<br />
| {{text anchor|CE_REDUCE_FEVER}}<br />
| No<br />
| Decreases the severity of any fever the creature has.<br />
|-<br />
| {{text anchor|CE_STOP_BLEEDING}}<br />
| Yes<br />
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.<br />
|-<br />
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}<br />
| Yes<br />
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_CURE_INFECTION}}<br />
| Yes?<br />
| Probably decreases the severity of the infection from infected wounds over time.<br />
|-<br />
| {{text anchor|CE_HEAL_TISSUES}}<br />
| Yes<br />
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_HEAL_NERVES}}<br />
| Yes<br />
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.<br />
|-<br />
| {{text anchor|CE_REGROW_PARTS}}<br />
| Yes<br />
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.<br />
|}<br />
<br />
===Special Effects===<br />
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Token<br />
! Accepts Target<br />
! Arguments<br />
! Description<br />
|-<br />
| {{text anchor|CE_ADD_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:<br />
<br />
<br />
'''Special tags:'''<br />
<br />
*NO_AGING<br />
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].<br />
<br />
*STERILE<br />
Makes the creature unable to produce [[children|offspring]].<br />
<br />
*HAS_BLOOD<br />
*MORTAL<br />
*FIT_FOR_ANIMATION<br />
*FIT_FOR_RESURRECTION<br />
Adding these tags to a creature doesn't appear to do anything.<br />
<br />
<br />
'''Creature tokens:'''<br />
<br />
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]<br />
*[[Creature_token#CAN_LEARN|CAN_LEARN]]<br />
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]<br />
*[[Creature_token#CRAZED|CRAZED]]<br />
*[[Creature_token#EXTRAVISION|EXTRAVISION]]<br />
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]<br />
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])<br />
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]<br />
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]<br />
*[[Creature_token#NO_DRINK|NO_DRINK]]<br />
*[[Creature_token#NO_EAT|NO_EAT]]<br />
*[[Creature_token#NO_FEVERS|NO_FEVERS]]<br />
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]<br />
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]<br />
*[[Creature_token#NO_SLEEP|NO_SLEEP]]<br />
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]<br />
*[[Creature_token#NOBREATHE|NOBREATHE]]<br />
*[[Creature_token#NOEMOTION|NOEMOTION]]<br />
*[[Creature_token#NOEXERT|NOEXERT]]<br />
*[[Creature_token#NOFEAR|NOFEAR]]<br />
*[[Creature_token#NONAUSEA|NONAUSEA]]<br />
*[[Creature_token#NOPAIN|NOPAIN]]<br />
*[[Creature_token#NOSTUN|NOSTUN]]<br />
*[[Creature_token#NOT_LIVING|NOT_LIVING]]<br />
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]<br />
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]<br />
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]<br />
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]<br />
*[[Creature_token#TRANCES|TRANCES]]<br />
*[[Creature_token#UTTERANCES|UTTERANCES]]<br />
<br />
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.<br />
<br />
|-<br />
| {{text anchor|CE_REMOVE_TAG}}<br />
| No<br />
| <tag 1>:<tag 2>:etc<br />
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.<br />
<br />
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.<br />
<br />
Removing tags will cause the creature to fail/pass any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).<br />
<br />
<br />
'''Special tags:'''<br />
<br />
* HAS_BLOOD<br />
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.<br />
<br />
* NO_AGING<br />
* STERILE<br />
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.<br />
<br />
* MORTAL<br />
* FIT_FOR_ANIMATION<br />
* FIT_FOR_RESURRECTION<br />
Removing these tags doesn't appear to do anything.<br />
<br />
|- a<br />
| {{text anchor|CE_DISPLAY_NAME}}<br />
| No<br />
| NAME:singular:plural:adjective<br />
| Attaches the specified name to the creature's normal name.<br />
<br />
|-<br />
| {{text anchor|CE_DISPLAY_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Causes the creature to display the specified tile instead of its normal one.<br />
<br />
|-<br />
| {{text anchor|CE_FLASH_TILE}}<br />
| No<br />
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile><br />
| Causes the creature to flash between its normal tile and the one specified here.<br />
<br />
|-<br />
| {{text anchor|CE_PHYS_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_MENT_ATT_CHANGE}}<br />
| No<br />
| [[Attribute]]:percentage:fixed boost(?)<br />
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].<br />
<br />
|-<br />
| {{text anchor|CE_SPEED_CHANGE}}<br />
| No<br />
| speed modifier:number<br />
| Changes the creature's speed.<br />
Speed modifier contains one or both of:<br />
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)<br />
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)<br />
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.<br />
<br />
|-<br />
| {{text anchor|CE_SKILL_ROLL_ADJUST}}<br />
| No<br />
| PERC:percentage:PERC_ON:percentage<br />
| Alters the creature's specified skill level. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}<br />
| No<br />
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) <br />
| Alters the size of the creature.<br />
<br />
|-<br />
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}<br />
| Yes<br />
| body part:APPEARANCE_MODIFIER:attribute:number<br />
| Alters the characteristics (height, width etc.) of a body part.<br />
<br />
|-<br />
| {{text anchor|CE_BODY_TRANSFORMATION}}<br />
| No<br />
|<br />
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the creature and/or caste flag restrictions listed below (of which multiple may be specified).<br />
<br />
Note that any wounds the creature has suffered will heal instantly upon transforming into or out of the target form. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.<br />
<br />
* '''CE:CREATURE:'''<creature>:<caste><br><br />
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. <br />
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] <br />
<br />
* '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Any creature with the specified creature flag may be randomly selected to be transformed into.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br><br />
Forbids all creatures with the specified creature flag from the random selection pool.<br />
<br />
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Allows any creature with the specified caste flag to be randomly selected.<br />
<br />
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br><br />
Forbids all creatures with the specified caste flag from being randomly selected.<br />
<br />
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br><br />
Presumably narrows down the random transformation options to creatures who have a relatively fast zero energy expenditure [[Creature_token#GAIT|gait]].{{verify}}<br />
<br />
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br><br />
Presumably narrows down the random transformation options to creatures who don't have any relatively fast zero energy expenditure [[Creature_token#GAIT|gaits]].{{verify}}<br />
<br />
|-<br />
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}<br />
| No<br />
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B><br />
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.<br />
<br />
|-<br />
| {{text anchor|CE_CAN_DO_INTERACTION}}<br />
| No<br />
| <br />
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.<br />
|-<br />
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}}<br />
| Yes<br />
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts><br />
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example<br />
<br />
|-<br />
| {{text anchor|CE_BODY_MAT_INTERACTION}}<br />
| No<br />
| MAT_TOKEN:<body material token><br />
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.<br />
<br />
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.<br />
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.<br />
<br />
The following tokens should be placed after this effect:<br />
* '''CE:SYNDROME_TAG:'''<transmission method> is used to specify what must be done with the body material to trigger the interaction. Replace "<transmission method>" with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''<br />
* '''CE:INTERACTION:'''<[[Interaction_token#INTERACTION|interaction ID]]> is used to specify which interaction is to be run (replace "<interaction ID>" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.<br />
<br />
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood".<br />
<br />
|-<br />
| {{text anchor|CE_SENSE_CREATURE_CLASS}}<br />
| No<br />
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:<br />
[[Tilesets|<tile value or character>]]:<br />
[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}<br />
| No<br />
| EMOTION:<[[emotion]]><br />
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.<br />
<br />
|-<br />
| {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}}<br />
| No<br />
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount><br />
| Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative - for example, generated [[necromancer]] syndromes come with the following effect:<br><br />
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code><br />
<br />
|-<br />
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}<br />
| No<br />
|<br />
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]<br />
|}<br />
<br />
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.<br />
<br />
===Periodic Triggers===<br />
<br />
'''[CE:{{text anchor|PERIODIC}}:<period_type>:<min_value>:<max_value>]'''<br />
<br />
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.<br />
<br />
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with <code>[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]</code>, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).<br />
<br />
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.<br />
<br />
MOON_PHASE is currently the only valid period type:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Period<br />
! Description<br />
|-<br />
| {{text anchor|MOON_PHASE}}<br />
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:<br />
* '''0''' = full moon<br />
* '''1-4''' = waning gibbous<br />
* '''5-8''' = waning half<br />
* '''9-12''' = waning crescent<br />
* '''13-14''' = new moon<br />
* '''15-18''' = waxing crescent<br />
* '''19-22''' = waxing half<br />
* '''23-26''' = waxing gibbous<br />
* '''27''' = full moon<br />
|}<br />
<br />
===Counter Triggers===<br />
<br />
'''[CE:{{text anchor|COUNTER_TRIGGER}}:<counter_name>:<min_value>:<max_value>:REQUIRED]'''<br />
<br />
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.<br />
<br />
For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.<br />
<br />
Note that 'NONE' can be used in place of <max_value> to indicate that any value above <min_value> is valid. 'NONE' can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.<br />
<br />
'REQUIRED' implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with 'NONE' doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.<br />
<br />
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying '0' or 'NONE' as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.<br />
<br />
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.<br />
<br />
The following is a list of valid counter types including a couple of notable values:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="Bisque"<br />
! Counter<br />
! Description<br />
|-<br />
| {{text anchor|ALCOHOLIC}}<br />
| For [[Creature_token#ALCOHOL_DEPENDENT|ALCOHOL_DEPENDENT]] creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values:<br />
* 100800 (3 months) = and is starting to work slowly due to its scarcity<br />
* 201600 (6 months) = and really wants a drink<br />
* 302400 (9 months) = and has gone without a drink for far, far too long<br />
* 403200 (1 year) = and can't even remember the last time (s)he had some<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| For creatures with the [[Creature_token#CAVE_ADAPT|CAVE_ADAPT]] token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.<br />
* 403200 (1 year) = going outside causes irritation<br />
* 604800 (1.5 years) = going outside causes nausea<br />
|-<br />
| {{text anchor|MILK_COUNTER}}<br />
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's [[Creature_token#MILKABLE|MILKABLE]] token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is removed and the creature becomes available for milking again.<br />
|-<br />
| {{text anchor|EGG_SPENT}}<br />
| This counter is created and set to 100800 (the total number of [[time|tick]]s in 3 months) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point the counter is removed and the creature regains the ability to lay eggs.<br />
|-<br />
| {{text anchor|GROUNDED_ANIMAL_ANGER}}<br />
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.<br />
|-<br />
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}<br />
| This counter rises by 1 every [[time|tick]] for [[Creature_token#BLOODSUCKER|blood-sucking]] creatures such as [[vampire]]s. When it rises high enough (generally around 100800), the creature will seek an [[sleep|unconscious]] victim to leech off of. Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.<br />
|-<br />
| {{text anchor|DRINKING_BLOOD}}<br />
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]), seemingly preventing the creature from doing other activities until it reaches 0, at which point the counter is removed.<br />
|-<br />
| {{text anchor|PARTIED_OUT}}<br />
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.<br />
|}<br />
<br />
{{mod}}<br />
<br />
==Inorganic syndromes and you!==<br />
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition. The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced. This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release. <br />
<br />
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.<br />
[MELTING_POINT:NONE]<br />
[BOILING_POINT:10000]<br />
[MAT_FIXED_TEMP:10001]<br />
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier!<br />
<br />
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.<br />
<br />
==Spreading diseases==<br />
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_CAN_DO_INTERACTION:START:1500:END:25000]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:INTERACTION:PLAGUE]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.<br />
<br />
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:<br />
<br />
[CAN_DO_INTERACTION:PLAGUE]<br />
[CDI:ADV_NAME:Spread the plague]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:10]<br />
[CDI:WAIT_PERIOD:30]<br />
<br />
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.<br />
<br />
===In 0.47.01===<br />
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.<br />
<br />
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:<br />
<br />
[INTERACTION:PLAGUE]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_MANUAL_INPUT:creatures]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_NAME:the plague]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]<br />
[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]<br />
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]<br />
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]<br />
<br />
<br />
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.<br />
<br />
==Multi-caste/multi-creature body transformations==<br />
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:<br />
[SYNDROME]<br />
[SYN_NAME:draconic curse]<br />
[SYN_CLASS:DRACONIC_CURSE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:MALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:HYDRA:FEMALE]<br />
[CE_BODY_TRANSFORMATION:PROB:100:START:0]<br />
[CE:CREATURE:DRAGON:FEMALE]<br />
This code will transform a creature into either a female/male Hydra or a female/male Dragon. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it. <br />
<br />
==See Also==<br />
<br />
* [[Syndrome examples]]<br />
* [[Interaction token]]<br />
* [[Modding]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Creature attributes}}<br />
{{Category|Tokens}}<br />
[[ru:DF2012:Syndrome]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome_examples&diff=255259Syndrome examples2020-10-09T21:38:05Z<p>Kabocca: /* Size Modification */</p>
<hr />
<div>{{Quality|Fine|21:33, 10 March 2020 (UTC)}}<br />
{{av}}<br />
<br />
This page was created to aid those looking to create new [[syndrome]]s. Those familiar with syndrome design (and [[DF2014:Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.<br />
<br />
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods. Examples on this page should operate the same regardless of application method.<br />
<br />
==General Tips==<br />
<br />
===Synchronizing Adventure and Fort Mode syndrome timers===<br />
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode. For short-term syndromes, this will cause very different behaviors between the two modes. In order to ensure that a syndrome operates the same way regardless of mode, add DWF_STRETCH:144 to the end of the CE effect tag.<br />
<br />
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.<br />
<br />
===Making a creature with a syndrome always applied===<br />
Some syndromes have effects that you can't add to a creature's basic RAW. To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs. See [[Syndrome_examples#Creatures_that_behave_differently_underground|below]] for an example of this concept in action.<br />
<br />
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like. <br />
<br />
Of course, you can also add a [[Syndrome#Creature effect tokens|PROB]] value to the syndrome's various effects to determine how likely they are to actually manifest, which could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]], but with no END specified - to prevent the syndrome from being reapplied undesirably (which can occur when the secreted coating is removed and replaced by a new secretion), as this would give creatures who initially failed the PROB check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.<br />
<br />
==Stat-modifying syndromes==<br />
Syndromes that affect the creature's stats, particularly in combat.<br />
<br />
===Size Modification===<br />
<code>[[Syndrome#CE_BODY_APPEARANCE_MODIFIER|CE_BODY_APPEARANCE_MODIFIER]]</code> not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature. The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.<br />
<br />
{{gamedata|title=Giant Growth|<br />
[SYNDROME]<br />
[SYN_NAME:giant growth]<br />
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]<br />
}}<br />
<br />
Also, you can change the size [[Syndrome#CE_BP_APPEARANCE_MODIFIER|of particular body parts]], with appropriate effects. The following syndrome, for example, will make the creature's punches more powerful (but it will not make their scratches any stronger, because their fingers are still the same size).<br />
<br />
{{gamedata|title=Hulk Hands|<br />
[SYNDROME]<br />
[SYN_NAME:freakishly big hands]<br />
[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]<br />
}}<br />
<br />
==Counter Trigger examples==<br />
<code>[[Syndrome#Counter_Triggers|CE_COUNTER_TRIGGER]]</code> is a fun token that lets you make syndromes with effects that activate under certain circumstances. You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.<br />
Each counter trigger only affects the tag directly above it.<br />
<br />
===More curse-like vampires===<br />
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood. Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.<br />
<br />
{{gamedata|title=Double-edged vampire curse|<br />
[SYNDROME]<br />
[SYN_NAME:vampire curse]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] <-- Weakens the target always<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] <-- Strengthens the target after drinking blood<br />
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:50:NONE:REQUIRED]<br />
}}<br />
<br />
===Creatures that behave differently underground===<br />
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.<br />
Note that the creature must have the {{token|CAVE_ADAPT|c}} tag in order for the CAVE_ADAPT counter-trigger to work, and you will also need a constant secretion in order to ensure the syndrome is applied (see [[Syndrome_examples#Making_a_creature_with_a_syndrome_always_applied|above]]).<br />
<br />
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|<br />
[CAVE_ADAPT]<br />
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]<br />
[SYNDROME]<br />
[SYN_CONTACT]<br />
[SYN_NAME:a lack of sunlight]<br />
[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]<br />
[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]<br />
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]<br />
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]<br />
}}<br />
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).<br />
<br />
{{Category|Modding}}<br />
{{Category|Modding_Examples}}</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome_examples&diff=255258Syndrome examples2020-10-09T21:35:11Z<p>Kabocca: /* Making a creature with a syndrome always applied */</p>
<hr />
<div>{{Quality|Fine|21:33, 10 March 2020 (UTC)}}<br />
{{av}}<br />
<br />
This page was created to aid those looking to create new [[syndrome]]s. Those familiar with syndrome design (and [[DF2014:Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.<br />
<br />
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods. Examples on this page should operate the same regardless of application method.<br />
<br />
==General Tips==<br />
<br />
===Synchronizing Adventure and Fort Mode syndrome timers===<br />
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode. For short-term syndromes, this will cause very different behaviors between the two modes. In order to ensure that a syndrome operates the same way regardless of mode, add DWF_STRETCH:144 to the end of the CE effect tag.<br />
<br />
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.<br />
<br />
===Making a creature with a syndrome always applied===<br />
Some syndromes have effects that you can't add to a creature's basic RAW. To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs. See [[Syndrome_examples#Creatures_that_behave_differently_underground|below]] for an example of this concept in action.<br />
<br />
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like. <br />
<br />
Of course, you can also add a [[Syndrome#Creature effect tokens|PROB]] value to the syndrome's various effects to determine how likely they are to actually manifest, which could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]], but with no END specified - to prevent the syndrome from being reapplied undesirably (which can occur when the secreted coating is removed and replaced by a new secretion), as this would give creatures who initially failed the PROB check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.<br />
<br />
==Stat-modifying syndromes==<br />
Syndromes that affect the creature's stats, particularly in combat.<br />
<br />
===Size Modification===<br />
<code>[[Syndrome#CE_BODY_APPEARANCE_MODIFIER|CE_BODY_APPEARANCE_MODIFIER]]</code> not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature. The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.<br />
<br />
{{gamedata|title=Giant Growth|<br />
[SYNDROME]<br />
[SYN_NAME:giant growth]<br />
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]<br />
}}<br />
<br />
Also, you can change the size [[Syndrome#CE_BP_APPEARANCE_MODIFIER|of particular body parts]], with appropriate effects. The following syndrome, for example, will make the creature's punches more powerful (but it will not make their.scratches any stronger, because their fingers are still the same size).<br />
<br />
{{gamedata|title=Hulk Hands|<br />
[SYNDROME]<br />
[SYN_NAME:freakishly big hands]<br />
[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]<br />
}}<br />
<br />
==Counter Trigger examples==<br />
<code>[[Syndrome#Counter_Triggers|CE_COUNTER_TRIGGER]]</code> is a fun token that lets you make syndromes with effects that activate under certain circumstances. You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.<br />
Each counter trigger only affects the tag directly above it.<br />
<br />
===More curse-like vampires===<br />
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood. Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.<br />
<br />
{{gamedata|title=Double-edged vampire curse|<br />
[SYNDROME]<br />
[SYN_NAME:vampire curse]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] <-- Weakens the target always<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] <-- Strengthens the target after drinking blood<br />
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:50:NONE:REQUIRED]<br />
}}<br />
<br />
===Creatures that behave differently underground===<br />
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.<br />
Note that the creature must have the {{token|CAVE_ADAPT|c}} tag in order for the CAVE_ADAPT counter-trigger to work, and you will also need a constant secretion in order to ensure the syndrome is applied (see [[Syndrome_examples#Making_a_creature_with_a_syndrome_always_applied|above]]).<br />
<br />
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|<br />
[CAVE_ADAPT]<br />
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]<br />
[SYNDROME]<br />
[SYN_CONTACT]<br />
[SYN_NAME:a lack of sunlight]<br />
[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]<br />
[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]<br />
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]<br />
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]<br />
}}<br />
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).<br />
<br />
{{Category|Modding}}<br />
{{Category|Modding_Examples}}</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Creature_token&diff=255257Creature token2020-10-09T19:12:54Z<p>Kabocca: /* S */</p>
<hr />
<div>{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}<br />
{{av}}<br />
<br />
A full list of all known [[creature]] [[token]]s.<br />
<br />
__NOTOC__<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature needs [[alcohol]] to get through the working day; it will choose to drink booze instead of water if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both inside and outside of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Caste<br />
|<br />
*Range<br />
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Caste<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*CV TEMPLATE NAME <br />
| Applies the specified [[creature variation token|creature variation]].<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*bodypart<br />
*selection criteria<br />
*location <br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature will cause a crash whenever it spawns.'''<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><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.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| 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.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| 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)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. <br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| Caste-specific {{token|SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult. One can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Spec<br />
| <br />
*CREATURE NAME<br />
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.<br />
<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures it works the same as normal [[#HUNTS_VERMIN|HUNTS_VERMIN]]. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the extra item of the creature upon butchering. Used with EXTRA_BUTCHER_OBJECT.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| 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.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of eggs. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| Creature can see regardless of whether it has working eyes. <br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]]. May trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information.<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| 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.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HFID}}<br />
| Creature<br />
| <br />
*Integer (generic token?)<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby vermin.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| Creature can spawn as a wild animal in the appropriate biomes.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays eggs instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays a particular item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open doors that are set to forbidden in Fortress Mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark. Higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| No function, presumably a placeholder.<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| The creature is male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile.<br />
See [[Creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new material.{{verify}}<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255]<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. <br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| Creature has no gender and is unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not drop meat when [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature can be smelt. Zero is odorless. Default is 50.<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the NOT_LIVING token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*lover-possible chance<br />
*commitment-possible chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}<br />
| Caste<br />
|<br />
| Lets you play as an outsider of this species in adventure mode.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all paralyzing special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate pearls. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's PETVALUE by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|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).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| 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.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| 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.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by infected wounds.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What creature's remains are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's remains are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from a creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from a creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires HUNTS_VERMIN, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this doesn't occur if the creature has [[Creature token#NOEXERT|NOEXERT]].<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously whilst the creature is distressed.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| 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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| 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.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The capybara '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPEECH}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.<br />
<br />
|-<br />
| {{text anchor|SPEECH_FEMALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing females of this creature.<br />
<br />
|-<br />
| {{text anchor|SPEECH_MALE}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing males of this creature.<br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}<br />
|<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]]. Also prevents it from becoming a [[vampire]] or a [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's webs can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file.<br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. <br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be trained as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be trained as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[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. Could not be specified in user-defined raws until 47.01.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| 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."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Caste<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| 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).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.<br />
<br />
Binocular vision has a minimum of about 10 degrees. Monocular vision has a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.<br />
|}<br />
<br />
<div align="center"><br />
{{alphabetical TOC}}<br />
</div><br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Important Related Tokens==<br />
These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)<br />
<br />
===Tissue Modification===<br />
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds a tissue to those selected<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| continues a selection of tissue layers<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Selects a tissue layer for descriptor and cosmetic purposes.<br />
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
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<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
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:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome_examples&diff=255256Syndrome examples2020-10-09T17:27:51Z<p>Kabocca: /* Making a creature with a syndrome always applied */</p>
<hr />
<div>{{Quality|Fine|21:33, 10 March 2020 (UTC)}}<br />
{{av}}<br />
<br />
This page was created to aid those looking to create new [[syndrome]]s. Those familiar with syndrome design (and [[DF2014:Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.<br />
<br />
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods. Examples on this page should operate the same regardless of application method.<br />
<br />
==General Tips==<br />
<br />
===Synchronizing Adventure and Fort Mode syndrome timers===<br />
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode. For short-term syndromes, this will cause very different behaviors between the two modes. In order to ensure that a syndrome operates the same way regardless of mode, add DWF_STRETCH:144 to the end of the CE effect tag.<br />
<br />
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.<br />
<br />
===Making a creature with a syndrome always applied===<br />
Some syndromes have effects that you can't add to a creature's basic RAW. To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs. See [[Syndrome_examples#Creatures_that_behave_differently_underground|below]] for an example of this concept in action.<br />
<br />
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like. <br />
<br />
Of course, you can also add a [[Syndrome#Creature effect tokens|PROB]] value to the syndrome's various effects, to determine how likely they are to actually manifest, which could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]], but with no END specified - to prevent the syndrome from being reapplied undesirably (which can occur when the secreted coating is removed and replaced by a new secretion), as this would give creatures who initially failed the PROB check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.<br />
<br />
==Stat-modifying syndromes==<br />
Syndromes that affect the creature's stats, particularly in combat.<br />
<br />
===Size Modification===<br />
<code>[[Syndrome#CE_BODY_APPEARANCE_MODIFIER|CE_BODY_APPEARANCE_MODIFIER]]</code> not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature. The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.<br />
<br />
{{gamedata|title=Giant Growth|<br />
[SYNDROME]<br />
[SYN_NAME:giant growth]<br />
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]<br />
}}<br />
<br />
Also, you can change the size [[Syndrome#CE_BP_APPEARANCE_MODIFIER|of particular body parts]], with appropriate effects. The following syndrome, for example, will make the creature's punches more powerful (but it will not make their.scratches any stronger, because their fingers are still the same size).<br />
<br />
{{gamedata|title=Hulk Hands|<br />
[SYNDROME]<br />
[SYN_NAME:freakishly big hands]<br />
[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]<br />
}}<br />
<br />
==Counter Trigger examples==<br />
<code>[[Syndrome#Counter_Triggers|CE_COUNTER_TRIGGER]]</code> is a fun token that lets you make syndromes with effects that activate under certain circumstances. You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.<br />
Each counter trigger only affects the tag directly above it.<br />
<br />
===More curse-like vampires===<br />
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood. Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.<br />
<br />
{{gamedata|title=Double-edged vampire curse|<br />
[SYNDROME]<br />
[SYN_NAME:vampire curse]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] <-- Weakens the target always<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] <-- Strengthens the target after drinking blood<br />
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:50:NONE:REQUIRED]<br />
}}<br />
<br />
===Creatures that behave differently underground===<br />
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.<br />
Note that the creature must have the {{token|CAVE_ADAPT|c}} tag in order for the CAVE_ADAPT counter-trigger to work, and you will also need a constant secretion in order to ensure the syndrome is applied (see [[Syndrome_examples#Making_a_creature_with_a_syndrome_always_applied|above]]).<br />
<br />
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|<br />
[CAVE_ADAPT]<br />
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]<br />
[SYNDROME]<br />
[SYN_CONTACT]<br />
[SYN_NAME:a lack of sunlight]<br />
[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]<br />
[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]<br />
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]<br />
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]<br />
}}<br />
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).<br />
<br />
{{Category|Modding}}<br />
{{Category|Modding_Examples}}</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome_examples&diff=255255Syndrome examples2020-10-09T17:26:29Z<p>Kabocca: /* Counter Trigger examples */</p>
<hr />
<div>{{Quality|Fine|21:33, 10 March 2020 (UTC)}}<br />
{{av}}<br />
<br />
This page was created to aid those looking to create new [[syndrome]]s. Those familiar with syndrome design (and [[DF2014:Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.<br />
<br />
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods. Examples on this page should operate the same regardless of application method.<br />
<br />
==General Tips==<br />
<br />
===Synchronizing Adventure and Fort Mode syndrome timers===<br />
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode. For short-term syndromes, this will cause very different behaviors between the two modes. In order to ensure that a syndrome operates the same way regardless of mode, add DWF_STRETCH:144 to the end of the CE effect tag.<br />
<br />
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.<br />
<br />
===Making a creature with a syndrome always applied===<br />
Some syndromes have effects that you can't add to a creature's basic RAW. To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs. See [[Syndrome_examples#Creatures_that_behave_differently_underground|below]] for an example of this concept in action.<br />
<br />
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like. Of course, you can also add a [[Syndrome#Creature effect tokens|PROB]] value to the syndrome's various effects, to determine how likely they are to actually manifest, which could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]], but with no END specified - to prevent the syndrome from being reapplied undesirably (which can occur when the secreted coating is removed and replaced by a new secretion), as this would give creatures who initially failed the PROB check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.<br />
<br />
==Stat-modifying syndromes==<br />
Syndromes that affect the creature's stats, particularly in combat.<br />
<br />
===Size Modification===<br />
<code>[[Syndrome#CE_BODY_APPEARANCE_MODIFIER|CE_BODY_APPEARANCE_MODIFIER]]</code> not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature. The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.<br />
<br />
{{gamedata|title=Giant Growth|<br />
[SYNDROME]<br />
[SYN_NAME:giant growth]<br />
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]<br />
}}<br />
<br />
Also, you can change the size [[Syndrome#CE_BP_APPEARANCE_MODIFIER|of particular body parts]], with appropriate effects. The following syndrome, for example, will make the creature's punches more powerful (but it will not make their.scratches any stronger, because their fingers are still the same size).<br />
<br />
{{gamedata|title=Hulk Hands|<br />
[SYNDROME]<br />
[SYN_NAME:freakishly big hands]<br />
[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]<br />
}}<br />
<br />
==Counter Trigger examples==<br />
<code>[[Syndrome#Counter_Triggers|CE_COUNTER_TRIGGER]]</code> is a fun token that lets you make syndromes with effects that activate under certain circumstances. You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.<br />
Each counter trigger only affects the tag directly above it.<br />
<br />
===More curse-like vampires===<br />
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood. Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.<br />
<br />
{{gamedata|title=Double-edged vampire curse|<br />
[SYNDROME]<br />
[SYN_NAME:vampire curse]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] <-- Weakens the target always<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] <-- Strengthens the target after drinking blood<br />
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:50:NONE:REQUIRED]<br />
}}<br />
<br />
===Creatures that behave differently underground===<br />
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.<br />
Note that the creature must have the {{token|CAVE_ADAPT|c}} tag in order for the CAVE_ADAPT counter-trigger to work, and you will also need a constant secretion in order to ensure the syndrome is applied (see [[Syndrome_examples#Making_a_creature_with_a_syndrome_always_applied|above]]).<br />
<br />
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|<br />
[CAVE_ADAPT]<br />
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]<br />
[SYNDROME]<br />
[SYN_CONTACT]<br />
[SYN_NAME:a lack of sunlight]<br />
[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]<br />
[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]<br />
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]<br />
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]<br />
}}<br />
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).<br />
<br />
{{Category|Modding}}<br />
{{Category|Modding_Examples}}</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome_examples&diff=255254Syndrome examples2020-10-09T17:24:50Z<p>Kabocca: /* Size Modification */</p>
<hr />
<div>{{Quality|Fine|21:33, 10 March 2020 (UTC)}}<br />
{{av}}<br />
<br />
This page was created to aid those looking to create new [[syndrome]]s. Those familiar with syndrome design (and [[DF2014:Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.<br />
<br />
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods. Examples on this page should operate the same regardless of application method.<br />
<br />
==General Tips==<br />
<br />
===Synchronizing Adventure and Fort Mode syndrome timers===<br />
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode. For short-term syndromes, this will cause very different behaviors between the two modes. In order to ensure that a syndrome operates the same way regardless of mode, add DWF_STRETCH:144 to the end of the CE effect tag.<br />
<br />
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.<br />
<br />
===Making a creature with a syndrome always applied===<br />
Some syndromes have effects that you can't add to a creature's basic RAW. To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs. See [[Syndrome_examples#Creatures_that_behave_differently_underground|below]] for an example of this concept in action.<br />
<br />
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like. Of course, you can also add a [[Syndrome#Creature effect tokens|PROB]] value to the syndrome's various effects, to determine how likely they are to actually manifest, which could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]], but with no END specified - to prevent the syndrome from being reapplied undesirably (which can occur when the secreted coating is removed and replaced by a new secretion), as this would give creatures who initially failed the PROB check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.<br />
<br />
==Stat-modifying syndromes==<br />
Syndromes that affect the creature's stats, particularly in combat.<br />
<br />
===Size Modification===<br />
<code>[[Syndrome#CE_BODY_APPEARANCE_MODIFIER|CE_BODY_APPEARANCE_MODIFIER]]</code> not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature. The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.<br />
<br />
{{gamedata|title=Giant Growth|<br />
[SYNDROME]<br />
[SYN_NAME:giant growth]<br />
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]<br />
}}<br />
<br />
Also, you can change the size [[Syndrome#CE_BP_APPEARANCE_MODIFIER|of particular body parts]], with appropriate effects. The following syndrome, for example, will make the creature's punches more powerful (but it will not make their.scratches any stronger, because their fingers are still the same size).<br />
<br />
{{gamedata|title=Hulk Hands|<br />
[SYNDROME]<br />
[SYN_NAME:freakishly big hands]<br />
[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]<br />
}}<br />
<br />
==Counter Trigger examples==<br />
CE_COUNTER_TRIGGER is a fun token that lets you make syndromes with effects that activate under certain circumstances. You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.<br />
Each counter trigger only affects the tag directly above it.<br />
<br />
===More curse-like vampires===<br />
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood. Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.<br />
<br />
{{gamedata|title=Double-edged vampire curse|<br />
[SYNDROME]<br />
[SYN_NAME:vampire curse]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] <-- Weakens the target always<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] <-- Strengthens the target after drinking blood<br />
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:50:NONE:REQUIRED]<br />
}}<br />
<br />
===Creatures that behave differently underground===<br />
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.<br />
Note that the creature must have the {{token|CAVE_ADAPT|c}} tag in order for the CAVE_ADAPT [[Syndrome#Counter_Triggers|counter-trigger]] to work, and you will also need a constant secretion in order to ensure the syndrome is applied (see [[Syndrome_examples#Making_a_creature_with_a_syndrome_always_applied|above]]).<br />
<br />
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|<br />
[CAVE_ADAPT]<br />
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]<br />
[SYNDROME]<br />
[SYN_CONTACT]<br />
[SYN_NAME:a lack of sunlight]<br />
[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]<br />
[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]<br />
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]<br />
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]<br />
}}<br />
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).<br />
<br />
{{Category|Modding}}<br />
{{Category|Modding_Examples}}</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome_examples&diff=255251Syndrome examples2020-10-09T17:15:09Z<p>Kabocca: /* Making a creature with a syndrome always applied */</p>
<hr />
<div>{{Quality|Fine|21:33, 10 March 2020 (UTC)}}<br />
{{av}}<br />
<br />
This page was created to aid those looking to create new [[syndrome]]s. Those familiar with syndrome design (and [[DF2014:Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.<br />
<br />
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods. Examples on this page should operate the same regardless of application method.<br />
<br />
==General Tips==<br />
<br />
===Synchronizing Adventure and Fort Mode syndrome timers===<br />
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode. For short-term syndromes, this will cause very different behaviors between the two modes. In order to ensure that a syndrome operates the same way regardless of mode, add DWF_STRETCH:144 to the end of the CE effect tag.<br />
<br />
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.<br />
<br />
===Making a creature with a syndrome always applied===<br />
Some syndromes have effects that you can't add to a creature's basic RAW. To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs. See [[Syndrome_examples#Creatures_that_behave_differently_underground|below]] for an example of this concept in action.<br />
<br />
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like.<br />
<br />
Of course, you can also add a [[Syndrome#Creature effect tokens|PROB]] value to the syndrome's various effects to determine how likely they are to actually manifest. This could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]] but with no END specified - to prevent the syndrome from being reapplied undesirably (which can occur when the secreted coating is removed and replaced by a new secretion), as this would give creatures who initially failed the PROB check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.<br />
<br />
==Stat-modifying syndromes==<br />
Syndromes that affect the creature's stats, particularly in combat.<br />
<br />
===Size Modification===<br />
BODY_APPEARANCE_MODIFIER not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature. The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.<br />
<br />
{{gamedata|title=Giant Growth|<br />
[SYNDROME]<br />
[SYN_NAME:giant growth]<br />
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]<br />
}}<br />
<br />
Also, you can change the size of particular body parts, with appropriate effects. The following syndrome, for example, will make the creature's punches more powerful (but it will not make their.scratches any stronger, because their fingers are still the same size).<br />
<br />
{{gamedata|title=Hulk Hands|<br />
[SYNDROME]<br />
[SYN_NAME:freakishly big hands]<br />
[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]<br />
}}<br />
<br />
==Counter Trigger examples==<br />
CE_COUNTER_TRIGGER is a fun token that lets you make syndromes with effects that activate under certain circumstances. You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.<br />
Each counter trigger only affects the tag directly above it.<br />
<br />
===More curse-like vampires===<br />
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood. Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.<br />
<br />
{{gamedata|title=Double-edged vampire curse|<br />
[SYNDROME]<br />
[SYN_NAME:vampire curse]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] <-- Weakens the target always<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] <-- Strengthens the target after drinking blood<br />
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:50:NONE:REQUIRED]<br />
}}<br />
<br />
===Creatures that behave differently underground===<br />
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.<br />
Note that the creature must have the {{token|CAVE_ADAPT|c}} tag in order for the CAVE_ADAPT [[Syndrome#Counter_Triggers|counter-trigger]] to work, and you will also need a constant secretion in order to ensure the syndrome is applied (see [[Syndrome_examples#Making_a_creature_with_a_syndrome_always_applied|above]]).<br />
<br />
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|<br />
[CAVE_ADAPT]<br />
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]<br />
[SYNDROME]<br />
[SYN_CONTACT]<br />
[SYN_NAME:a lack of sunlight]<br />
[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]<br />
[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]<br />
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]<br />
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]<br />
}}<br />
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).<br />
<br />
{{Category|Modding}}<br />
{{Category|Modding_Examples}}</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome_examples&diff=255250Syndrome examples2020-10-09T17:13:07Z<p>Kabocca: /* Creatures that behave differently underground */</p>
<hr />
<div>{{Quality|Fine|21:33, 10 March 2020 (UTC)}}<br />
{{av}}<br />
<br />
This page was created to aid those looking to create new [[syndrome]]s. Those familiar with syndrome design (and [[DF2014:Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.<br />
<br />
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods. Examples on this page should operate the same regardless of application method.<br />
<br />
==General Tips==<br />
<br />
===Synchronizing Adventure and Fort Mode syndrome timers===<br />
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode. For short-term syndromes, this will cause very different behaviors between the two modes. In order to ensure that a syndrome operates the same way regardless of mode, add DWF_STRETCH:144 to the end of the CE effect tag.<br />
<br />
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.<br />
<br />
===Making a creature with a syndrome always applied===<br />
Some syndromes have effects that you can't add to a creature's basic RAW. To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs.<br />
<br />
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like.<br />
<br />
Of course, you can also add a [[Syndrome#Creature effect tokens|PROB]] value to the syndrome's various effects to determine how likely they are to actually manifest. This could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]] but with no END specified - to prevent the syndrome from being reapplied undesirably (which can occur when the secreted coating is removed and replaced by a new secretion), as this would give creatures who initially failed the PROB check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.<br />
<br />
==Stat-modifying syndromes==<br />
Syndromes that affect the creature's stats, particularly in combat.<br />
<br />
===Size Modification===<br />
BODY_APPEARANCE_MODIFIER not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature. The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.<br />
<br />
{{gamedata|title=Giant Growth|<br />
[SYNDROME]<br />
[SYN_NAME:giant growth]<br />
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]<br />
}}<br />
<br />
Also, you can change the size of particular body parts, with appropriate effects. The following syndrome, for example, will make the creature's punches more powerful (but it will not make their.scratches any stronger, because their fingers are still the same size).<br />
<br />
{{gamedata|title=Hulk Hands|<br />
[SYNDROME]<br />
[SYN_NAME:freakishly big hands]<br />
[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]<br />
}}<br />
<br />
==Counter Trigger examples==<br />
CE_COUNTER_TRIGGER is a fun token that lets you make syndromes with effects that activate under certain circumstances. You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.<br />
Each counter trigger only affects the tag directly above it.<br />
<br />
===More curse-like vampires===<br />
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood. Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.<br />
<br />
{{gamedata|title=Double-edged vampire curse|<br />
[SYNDROME]<br />
[SYN_NAME:vampire curse]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] <-- Weakens the target always<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] <-- Strengthens the target after drinking blood<br />
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:50:NONE:REQUIRED]<br />
}}<br />
<br />
===Creatures that behave differently underground===<br />
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.<br />
Note that the creature must have the {{token|CAVE_ADAPT|c}} tag in order for the CAVE_ADAPT [[Syndrome#Counter_Triggers|counter-trigger]] to work, and you will also need a constant secretion in order to ensure the syndrome is applied (see [[Syndrome_examples#Making_a_creature_with_a_syndrome_always_applied|above]]).<br />
<br />
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|<br />
[CAVE_ADAPT]<br />
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]<br />
[SYNDROME]<br />
[SYN_CONTACT]<br />
[SYN_NAME:a lack of sunlight]<br />
[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]<br />
[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]<br />
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]<br />
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]<br />
}}<br />
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).<br />
<br />
{{Category|Modding}}<br />
{{Category|Modding_Examples}}</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome_examples&diff=255249Syndrome examples2020-10-09T17:05:20Z<p>Kabocca: /* Making a creature with a syndrome always applied */</p>
<hr />
<div>{{Quality|Fine|21:33, 10 March 2020 (UTC)}}<br />
{{av}}<br />
<br />
This page was created to aid those looking to create new [[syndrome]]s. Those familiar with syndrome design (and [[DF2014:Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.<br />
<br />
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods. Examples on this page should operate the same regardless of application method.<br />
<br />
==General Tips==<br />
<br />
===Synchronizing Adventure and Fort Mode syndrome timers===<br />
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode. For short-term syndromes, this will cause very different behaviors between the two modes. In order to ensure that a syndrome operates the same way regardless of mode, add DWF_STRETCH:144 to the end of the CE effect tag.<br />
<br />
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.<br />
<br />
===Making a creature with a syndrome always applied===<br />
Some syndromes have effects that you can't add to a creature's basic RAW. To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs.<br />
<br />
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like.<br />
<br />
Of course, you can also add a [[Syndrome#Creature effect tokens|PROB]] value to the syndrome's various effects to determine how likely they are to actually manifest. This could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]] but with no END specified - to prevent the syndrome from being reapplied undesirably (which can occur when the secreted coating is removed and replaced by a new secretion), as this would give creatures who initially failed the PROB check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.<br />
<br />
==Stat-modifying syndromes==<br />
Syndromes that affect the creature's stats, particularly in combat.<br />
<br />
===Size Modification===<br />
BODY_APPEARANCE_MODIFIER not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature. The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.<br />
<br />
{{gamedata|title=Giant Growth|<br />
[SYNDROME]<br />
[SYN_NAME:giant growth]<br />
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]<br />
}}<br />
<br />
Also, you can change the size of particular body parts, with appropriate effects. The following syndrome, for example, will make the creature's punches more powerful (but it will not make their.scratches any stronger, because their fingers are still the same size).<br />
<br />
{{gamedata|title=Hulk Hands|<br />
[SYNDROME]<br />
[SYN_NAME:freakishly big hands]<br />
[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]<br />
}}<br />
<br />
==Counter Trigger examples==<br />
CE_COUNTER_TRIGGER is a fun token that lets you make syndromes with effects that activate under certain circumstances. You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.<br />
Each counter trigger only affects the tag directly above it.<br />
<br />
===More curse-like vampires===<br />
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood. Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.<br />
<br />
{{gamedata|title=Double-edged vampire curse|<br />
[SYNDROME]<br />
[SYN_NAME:vampire curse]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] <-- Weakens the target always<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] <-- Strengthens the target after drinking blood<br />
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:50:NONE:REQUIRED]<br />
}}<br />
<br />
===Creatures that behave differently underground===<br />
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.<br />
Note that the creature must have the CAVE_ADAPT tag in order for the CAVE_ADAPT counter-trigger to work, and you will also need a constant secretion in order to ensure the syndrome is applied.<br />
<br />
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|<br />
[CAVE_ADAPT]<br />
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]<br />
[SYNDROME]<br />
[SYN_CONTACT]<br />
[SYN_NAME:a lack of sunlight]<br />
[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]<br />
[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]<br />
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NO_END:REQUIRED]<br />
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL]<br />
}}<br />
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).<br />
<br />
{{Category|Modding}}<br />
{{Category|Modding_Examples}}</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome_examples&diff=255248Syndrome examples2020-10-09T17:03:09Z<p>Kabocca: Link to the syndromes page</p>
<hr />
<div>{{Quality|Fine|21:33, 10 March 2020 (UTC)}}<br />
{{av}}<br />
<br />
This page was created to aid those looking to create new [[syndrome]]s. Those familiar with syndrome design (and [[DF2014:Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.<br />
<br />
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods. Examples on this page should operate the same regardless of application method.<br />
<br />
==General Tips==<br />
<br />
===Synchronizing Adventure and Fort Mode syndrome timers===<br />
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode. For short-term syndromes, this will cause very different behaviors between the two modes. In order to ensure that a syndrome operates the same way regardless of mode, add DWF_STRETCH:144 to the end of the CE effect tag.<br />
<br />
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.<br />
<br />
===Making a creature with a syndrome always applied===<br />
Some syndromes have effects that you can't add to a creature's basic RAW. To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs.<br />
<br />
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like.<br />
<br />
Of course, you can also add a [[Syndrome#Creature effect tokens|PROB]] value to the syndrome's various effects to determine how likely they are to actually manifest. This could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]] but with no END specified - to prevent the syndrome from being reapplied undesirably (which can occur if the secreted coating is somehow removed and subsequently replaced by a new secretion), as this would give creatures who initially failed the PROB check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.<br />
<br />
==Stat-modifying syndromes==<br />
Syndromes that affect the creature's stats, particularly in combat.<br />
<br />
===Size Modification===<br />
BODY_APPEARANCE_MODIFIER not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature. The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.<br />
<br />
{{gamedata|title=Giant Growth|<br />
[SYNDROME]<br />
[SYN_NAME:giant growth]<br />
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]<br />
}}<br />
<br />
Also, you can change the size of particular body parts, with appropriate effects. The following syndrome, for example, will make the creature's punches more powerful (but it will not make their.scratches any stronger, because their fingers are still the same size).<br />
<br />
{{gamedata|title=Hulk Hands|<br />
[SYNDROME]<br />
[SYN_NAME:freakishly big hands]<br />
[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]<br />
}}<br />
<br />
==Counter Trigger examples==<br />
CE_COUNTER_TRIGGER is a fun token that lets you make syndromes with effects that activate under certain circumstances. You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.<br />
Each counter trigger only affects the tag directly above it.<br />
<br />
===More curse-like vampires===<br />
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood. Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.<br />
<br />
{{gamedata|title=Double-edged vampire curse|<br />
[SYNDROME]<br />
[SYN_NAME:vampire curse]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] <-- Weakens the target always<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] <-- Strengthens the target after drinking blood<br />
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:50:NONE:REQUIRED]<br />
}}<br />
<br />
===Creatures that behave differently underground===<br />
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.<br />
Note that the creature must have the CAVE_ADAPT tag in order for the CAVE_ADAPT counter-trigger to work, and you will also need a constant secretion in order to ensure the syndrome is applied.<br />
<br />
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|<br />
[CAVE_ADAPT]<br />
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]<br />
[SYNDROME]<br />
[SYN_CONTACT]<br />
[SYN_NAME:a lack of sunlight]<br />
[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]<br />
[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]<br />
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NO_END:REQUIRED]<br />
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL]<br />
}}<br />
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).<br />
<br />
{{Category|Modding}}<br />
{{Category|Modding_Examples}}</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Syndrome_examples&diff=255247Syndrome examples2020-10-09T17:00:49Z<p>Kabocca: /* Making a creature with a syndrome always applied */</p>
<hr />
<div>{{Quality|Fine|21:33, 10 March 2020 (UTC)}}<br />
{{av}}<br />
<br />
This page was created to aid those looking to create new syndromes. Those familiar with syndrome design (and [[DF2014:Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.<br />
<br />
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods. Examples on this page should operate the same regardless of application method.<br />
<br />
==General Tips==<br />
<br />
===Synchronizing Adventure and Fort Mode syndrome timers===<br />
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode. For short-term syndromes, this will cause very different behaviors between the two modes. In order to ensure that a syndrome operates the same way regardless of mode, add DWF_STRETCH:144 to the end of the CE effect tag.<br />
<br />
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.<br />
<br />
===Making a creature with a syndrome always applied===<br />
Some syndromes have effects that you can't add to a creature's basic RAW. To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs.<br />
<br />
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like.<br />
<br />
Of course, you can also add a [[Syndrome#Creature effect tokens|PROB]] value to the syndrome's various effects to determine how likely they are to actually manifest. This could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]] but with no END specified - to prevent the syndrome from being reapplied undesirably (which can occur if the secreted coating is somehow removed and subsequently replaced by a new secretion), as this would give creatures who initially failed the PROB check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.<br />
<br />
==Stat-modifying syndromes==<br />
Syndromes that affect the creature's stats, particularly in combat.<br />
<br />
===Size Modification===<br />
BODY_APPEARANCE_MODIFIER not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature. The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.<br />
<br />
{{gamedata|title=Giant Growth|<br />
[SYNDROME]<br />
[SYN_NAME:giant growth]<br />
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]<br />
}}<br />
<br />
Also, you can change the size of particular body parts, with appropriate effects. The following syndrome, for example, will make the creature's punches more powerful (but it will not make their.scratches any stronger, because their fingers are still the same size).<br />
<br />
{{gamedata|title=Hulk Hands|<br />
[SYNDROME]<br />
[SYN_NAME:freakishly big hands]<br />
[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]<br />
}}<br />
<br />
==Counter Trigger examples==<br />
CE_COUNTER_TRIGGER is a fun token that lets you make syndromes with effects that activate under certain circumstances. You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.<br />
Each counter trigger only affects the tag directly above it.<br />
<br />
===More curse-like vampires===<br />
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood. Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.<br />
<br />
{{gamedata|title=Double-edged vampire curse|<br />
[SYNDROME]<br />
[SYN_NAME:vampire curse]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] <-- Weakens the target always<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] <-- Strengthens the target after drinking blood<br />
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:50:NONE:REQUIRED]<br />
}}<br />
<br />
===Creatures that behave differently underground===<br />
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.<br />
Note that the creature must have the CAVE_ADAPT tag in order for the CAVE_ADAPT counter-trigger to work, and you will also need a constant secretion in order to ensure the syndrome is applied.<br />
<br />
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|<br />
[CAVE_ADAPT]<br />
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]<br />
[SYNDROME]<br />
[SYN_CONTACT]<br />
[SYN_NAME:a lack of sunlight]<br />
[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]<br />
[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]<br />
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NO_END:REQUIRED]<br />
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL]<br />
}}<br />
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).<br />
<br />
{{Category|Modding}}<br />
{{Category|Modding_Examples}}</div>Kaboccahttps://dwarffortresswiki.org/index.php?title=Interaction_token&diff=255246Interaction token2020-10-09T11:57:01Z<p>Kabocca: /* Breath Attack Types */</p>
<hr />
<div>{{av}}<br />
<br />
The following [[token]]s can be used to define and use interactions.<br />
<br />
==Definitions==<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Context<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|INTERACTION}}<br />
| Global<br />
| ID<br />
| Used to start defining a new interaction. The term "interaction ID" refers to the text specified within this token; this is used to make reference to the interaction in various other places.<br />
<br />
|-<br />
| {{text anchor|EXPERIMENT_ONLY}}{{version|0.47.01}}<br />
| Global<br />
| <br />
| This disallows use of the interaction in play, and also encourages usage specifically to create experimental populations. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]<br />
<br />
|-<br />
| {{text anchor|I_SOURCE}}<br />
| Global<br />
| type<br />
| Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values:<br />
* '''CREATURE_ACTION''' - Specifies that the interaction may be used in conjunction with [[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION]]] and [[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]], but it isn't actually necessary for this. It might exist simply to allow for the inclusion of IS_ tokens (detailed below) to be applied when the interaction is used in this context.<br />
* '''ATTACK''' - Allows the interaction to be used in conjunction with [[Creature_token#SPECIALATTACK_INTERACTION|[SPECIALATTACK_INTERACTION]]] and [[Syndrome#Special_Effects|[CE_SPECIAL_ATTACK_INTERACTION]]].<br />
* '''INGESTION''' - Allows the interaction to be used in conjunction with [[Syndrome#CE_BODY_MAT_INTERACTION|[CE_BODY_MAT_INTERACTION]]].<br />
* '''DEITY''' - Allows the interaction to be inflicted upon mortals by the gods, for reasons dictated by [[Interaction_token#IS_USAGE_HINT|[IS_USAGE_HINT]]].<br />
* '''SECRET''' - Allows the interaction to act as a secret which can be learnt and passed on to others, as specified via [[Interaction_token#IS_SECRET|[IS_SECRET]]]. Appropriate [[Interaction_token#I_EFFECT|interaction effects]] with a [[Interaction_token#IE_TARGET|creature target]] will be applied to individuals who learn the secret. It is possible to set restrictions on who may learn the secret by using creature target tokens as described below. Also see [[Interaction_token#IS_SECRET_GOAL|[IS_SECRET_GOAL]]] and [[Interaction_token#IS_SPHERE|[IS_SPHERE]]].<br />
* '''REGION''' - Allows the interaction to take place spontaneously in regions specified using [[Interaction_token#IS_REGION|[IS_REGION]]]. Also see [[Interaction_token#IS_FREQUENCY|[IS_FREQUENCY]]] and [[Interaction_token#IE_INTERMITTENT|[IE_INTERMITTENT]]].<br />
* '''DISTURBANCE''' - Allows the interaction to take place spontaneously in disturbed [[tomb|tombs]]; generated interactions with this token are used to create [[mummy|mummies]].<br />
* '''UNDERGROUND_SPECIAL''' - Allows the interaction to take place spontaneously in [[Demonic fortress|curious underground structures]] (which have since been removed {{version|0.40.01}}); generated interactions with this token used to be used to produce [[undead|zombies]] when creating the structure's inhabitants.<br />
* '''EXPERIMENT''' - Allows the interaction to be used when experimenting on creatures. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8083510#msg8083510]<br />
<br />
|-<br />
| {{text anchor|IS_HIST_STRING_1}}<br />
| Within I_SOURCE<br />
| text<br />
| Describes what the interaction did to a historical figure; this is displayed in legends mode following the name of the historical figure who performed the interaction and preceding the name of the targeted historical figure (or, in the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], the historical figure from whom the consumed material was extracted).<br />
<br />
[IS_HIST_STRING_1: cursed]<br />
<br />
|-<br />
| {{text anchor|IS_HIST_STRING_2}}<br />
| Within I_SOURCE<br />
| text<br />
| Describes what the interaction did to a historical figure; this is displayed in legends mode after the name of the historical figure who was targeted by the interaction. In the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], it is displayed after the name of the historical figure from whom the consumed material was extracted.<br />
<br />
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING}}{{version|0.47.01}}<br />
| Within I_SOURCE<br />
| text<br />
| Displayed as an announcement when the interaction is carried out during play. The text follows the name of the target unit, and is preceded by [[Interaction_token#IS_TRIGGER_STRING_SECOND|IS_TRIGGER_STRING_SECOND]] or [[Interaction_token#IS_TRIGGER_STRING_THIRD|IS_TRIGGER_STRING_THIRD]]. May be limited to [[Interaction_token#I_SOURCE|[I_SOURCE:DEITY]]] and [[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]] interactions at present; this still needs to be tested.<br />
<br />
[IS_TRIGGER_STRING: been infected with a contagious ghoulish condition]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING_SECOND}}{{version|0.47.01}}<br />
| Within I_SOURCE<br />
| text<br />
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the second person.<br />
<br />
[IS_TRIGGER_STRING_SECOND: have]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING_THIRD}}{{version|0.47.01}}<br />
| Within I_SOURCE<br />
| text<br />
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the third person.<br />
<br />
[IS_TRIGGER_STRING_THIRD: has]<br />
<br />
|-<br />
| {{text anchor|IS_NAME}}<br />
| Within I_SOURCE<br />
| string<br />
| Generally used with [[Interaction_token#I_SOURCE|[I_SOURCE:SECRET]]] interactions to describe what the secret is about (though it may be used to name any I_SOURCE). This name is engraved onto the appropriate secret-containing slabs from worldgen, and is used in legends mode when describing the secret being learnt by historical figures.<br />
<br />
[IS_NAME:the secrets of life and death]<br />
<br />
|-<br />
| {{text anchor|IS_SPHERE}}<br />
| Within I_SOURCE:SECRET<br />
| [[Sphere#Available_spheres|sphere]]<br />
| Indicates the [[sphere]] to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, so several [I_SOURCE:SECRET] tokens are required to make a secret belong to multiple spheres.<br />
<br />
|-<br />
| {{text anchor|IS_SECRET_GOAL}}<br />
| Within I_SOURCE:SECRET<br />
| Secret Goal token<br />
| Indicates why somebody would want to learn the secret. Valid values:<br />
* '''STAY_ALIVE'''<br />
* '''MAINTAIN_ENTITY_STATUS'''<br />
* '''START_A_FAMILY'''<br />
* '''RULE_THE_WORLD'''<br />
* '''CREATE_A_GREAT_WORK_OF_ART'''<br />
* '''CRAFT_A_MASTERWORK'''<br />
* '''BRING_PEACE_TO_THE_WORLD'''<br />
* '''BECOME_A_LEGENDARY_WARRIOR'''<br />
* '''MASTER_A_SKILL'''<br />
* '''FALL_IN_LOVE'''<br />
* '''SEE_THE_GREAT_NATURAL_SITES'''<br />
* '''IMMORTALITY'''<br />
However, currently only IMMORTALITY will result in a secret being pursued during world-gen.<br />
<br />
|-<br />
| {{text anchor|IS_SECRET}}<br />
| Within I_SOURCE:SECRET<br />
| Secret Flag<br />
| Indicates how the secret can be learned. Valid values:<br />
* '''SUPERNATURAL_LEARNING_POSSIBLE''' - gods may gift the secret to their worshippers. Secrets with [[Interaction_token#IS_SPHERE|[IS_SPHERE]]] specified may only be granted by gods who have at least one matching sphere.<br />
* '''MUNDANE_RESEARCH_POSSIBLE''' - the secret can be researched by mundane means<br />
* '''MUNDANE_TEACHING_POSSIBLE''' - the secret can be taught to apprentices<br />
* '''MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt''' - the secret can be written in books with the specified title. If this tag is present, a slab will be created upon learning the secret by supernatural means.<br />
<br />
|-<br />
| {{text anchor|IS_USAGE_HINT}}<br />
| Within I_SOURCE:DEITY<br />
| Usage Hint token<br />
| Indicates why a deity would choose to perform this interaction. See [[Interaction_token#USAGE_HINT|CDI:USAGE_HINT]] below for valid values - in this context, '''MINOR_BLESSING'''{{version|0.47.01}}, '''MEDIUM_BLESSING'''{{version|0.47.01}}, '''MINOR_CURSE'''{{version|0.47.01}}, '''MEDIUM_CURSE'''{{version|0.47.01}}, and '''MAJOR_CURSE''' are the only values that make sense.<br />
<br />
|-<br />
| {{text anchor|IS_REGION}}<br />
| Within I_SOURCE:REGION<br />
| Region type<br />
| Indicates what types of regions are capable of performing this interaction. This token may be specified several times per I_SOURCE to permit multiple terrain/alignment types. Valid values:<br />
<br />
* '''ANY''' permits the interaction to occur in all regions, regardless of terrain or alignment<br />
<br />
[[Biome|Terrain]]:<br />
<br />
* '''DESERT'''<br />
* '''FOREST'''<br />
* '''GLACIER'''<br />
* '''GRASSLAND'''<br />
* '''HILLS'''<br />
* '''LAKE'''<br />
* '''MOUNTAINS'''<br />
* '''OCEAN'''<br />
* '''SWAMP'''<br />
* '''TUNDRA'''<br />
* '''ANY_TERRAIN''' permits the interaction to occur in all regions which meet alignment specifications<br />
<br />
[[Surroundings#Combinations & characteristics of surroundings|Alignment]]:<br />
<br />
* '''NORMAL_ALLOWED'''<br />
* '''EVIL_ALLOWED'''<br />
* '''GOOD_ALLOWED'''<br />
* '''SAVAGE_ALLOWED'''<br />
* '''EVIL_ONLY'''<br />
* '''GOOD_ONLY'''<br />
* '''SAVAGE_ONLY'''<br />
<br />
|-<br />
| {{text anchor|IS_FREQUENCY}}<br />
| Within I_SOURCE<br />
| Probability<br />
| When used with [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]], determines how likely it is for the region(s) specified via [[Interaction_token#IS_REGION|[IS_REGION]]] to possess this interaction.<br />
<br />
Note: it appears that regions aren't allowed to possess more than a single regional interaction at present.<br />
<br />
|-<br />
| {{text anchor|I_TARGET}}<br />
| Global<br />
| ID, type<br />
| Defines the targets available for subsequent use with [[Interaction_token#I_EFFECT|[I_EFFECT]]] tokens. Multiple targets may be specified; the precise target(s) used with each interaction effect are indicated via their ID (see [[Interaction_token#IE_TARGET|[IE_TARGET]]]). Valid values:<br />
* '''CORPSE''' - The target is a [[Item_token#CORPSE|CORPSE]] or [[Item_token#CORPSEPIECE|CORPSEPIECE]] item.<br />
* '''CREATURE''' - The target is a [[Creature|unit]].<br />
* '''MATERIAL''' - This is a valid target for use in [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] interaction effects, and is used to set the material or flow type of the emission. This information, in turn, is either obtained from an [[Interaction_token#IT_MATERIAL|[IT_MATERIAL]]] token or by using [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]]. Using the latter implies that the precise emission info will be provided when defining [[Interaction_token#Breath_attacks|how an interaction user can use the interaction in question via CDI tokens]], enabling one to create 'template' material emission interactions such as the MATERIAL_EMISSION and MATERIAL_EMISSION_WITH_HIDE interactions included in the vanilla raws.<br />
* '''LOCATION''' - The target is a [[tile|local map tile]]. If used with [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]]], creatures at the target tile are also valid targets.<br />
<br />
|-<br />
| {{text anchor|IT_LOCATION}}<br />
| Within I_TARGET<br />
| Location<br />
| This is often included after [[Interaction_token#I_TARGET|[I_TARGET]]] token to add more detail about the target. Valid values:<br />
* '''CONTEXT_CREATURE''' - Used with CREATURE to target the whole unit.<br />
* '''CONTEXT_BP''' - Used with CREATURE to target the body part specified in [[Interaction_token#BP_REQUIRED|[CDI:BP_REQUIRED]]].<br />
* '''CONTEXT_LOCATION''' - Used with LOCATION to target only a tile.<br />
* '''CONTEXT_CREATURE_OR_LOCATION''' - Used with LOCATION to allow for targetting of both creatures and tiles.<br />
* '''CONTEXT_ITEM''' - Used with CORPSE.<br />
* '''CONTEXT_REGION''' - Can only be used by [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]] interactions.<br />
* '''CONTEXT_MATERIAL''' - Used with MATERIAL if you want an [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] to obtain the emission material/flow type from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].<br />
* '''RANDOM_NEARBY_LOCATION'''{{version|0.47.01}} - Used with LOCATION. Targets a location from somewhere random within a number of squares from another LOCATION target specified by its target ID. For example, [I_TARGET:B:LOCATION] with [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5] will randomly select a tile lying somewhere within a radius of 5 tiles from [I_TARGET:A:LOCATION]. A walkable path between the two locations must exist.<br />
<br />
|-<br />
| {{text anchor|IT_MANUAL_INPUT}}<br />
| Within I_TARGET<br />
| text<br />
| Tells the adventure mode player what they should be selecting. If not specified, the player will only be able to target themselves.<br />
<br />
|-<br />
| {{text anchor|IT_AFFECTED_CREATURE}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| CREATURE:CASTE<br />
| Specifies specific creatures the interaction can target.<br />
<br />
|-<br />
| {{text anchor|IT_AFFECTED_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature class<br />
| Specifies creature classes the interaction can target.<br />
<br />
|-<br />
| {{text anchor|IT_IMMUNE_CREATURE}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| CREATURE:CASTE<br />
| Specifies specific creatures the interaction cannot target.<br />
<br />
|-<br />
| {{text anchor|IT_IMMUNE_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature class<br />
| Specifies creature classes the interaction cannot target.<br />
<br />
|-<br />
| {{text anchor|IT_REQUIRES}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature token or property<br />
| Indicates that the target must have the specified property. Valid values:<br />
* '''FIT_FOR_ANIMATION''' - Any corpse or body part that can become a zombie (heads, hands, etc.)<br />
* '''FIT_FOR_RESURRECTION''' - The target corpse's UPPERBODY must be attached.<br />
* '''HAS_BLOOD'''<br />
* '''MORTAL'''<br />
* '''NO_AGING'''<br />
* '''STERILE'''<br />
* Creature token: '''BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, MISCHIEVOUS''' (or '''MISCHIEVIOUS'''), '''NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES'''<br />
<br />
|-<br />
| {{text anchor|IT_FORBIDDEN}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature token or property<br />
| Indicates that the target must not have the specified property. Valid values are the same as for IT_REQUIRES.<br />
<br />
|-<br />
| {{text anchor|IT_CANNOT_TARGET_IF_ALREADY_AFFECTED}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| <br />
| Prevents the interaction from targeting a creature that's already under the effect of the same interaction.<br />
<br />
|-<br />
| {{text anchor|IT_CANNOT_HAVE_SYNDROME_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| [[Syndrome]] class<br />
| Prevents the interaction from targeting a creature under the effects of a syndrome having the specified SYN_CLASS value.<br />
<br />
|-<br />
| {{text anchor|IT_MATERIAL}}<br />
| Within I_TARGET:MATERIAL<br />
| type<br />
| Specifies the type of material the interaction targets; currently only used for [[Interaction_token#I_EFFECT|MATERIAL_EMISSION]] interaction effects. See [[Interaction_token#Breath_Attacks_Types|Breath Attack Types]]. Valid values:<br />
* '''FLOW''':Breath attack token - The emission will consist of the specified special flow type.<br />
* '''MATERIAL''':[[Material token]]:Breath attack token - The emission will consist of the specified material dispersed in the specified manner.<br />
* '''CONTEXT_MATERIAL''' - Indicates the emission details should be obtained from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].<br />
<br />
|-<br />
| {{text anchor|I_EFFECT}}<br />
| Global<br />
| type<br />
| Specifies what the interaction does to the targets. Multiple [I_EFFECT]s may be specified in a single interaction, and the same type may be used more than once. Valid values:<br />
* '''ADD_SYNDROME''' - Adds one or more syndromes to a valid creature target. You must specify the syndrome details just below this interaction effect using the [SYNDROME] tag followed by the relevant syndrome tokens. See [[syndrome#The anatomy of a syndrome|here]] for more information.<br />
* '''ANIMATE''' - Raises the target corpse/bodypart as an [[undead]] unit. The zombie will always be hostile to life and will retain no information about its original personality/loyalties. Syndromes can also be specified within this tag. If a regional interaction contains this effect, affected regions will have undead wildlife.<br />
* '''RESURRECT''' - Takes a target corpse and returns the creature to life. This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction. Syndromes can also be specified within this tag.<br />
* '''CLEAN''' - Removes [[Contaminant|contaminants]] from a valid creature target. See [[Interaction_token#IE_GRIME_LEVEL|[IE_GRIME_LEVEL]]] and [[Interaction_token#IE_SYNDROME_TAG|[IE_SYNDROME_TAG]]].<br />
* '''CONTACT''' - Causes the creatures to touch.<br />
* '''MATERIAL_EMISSION''' - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction.<br />
* '''HIDE''' - Allows the creature to hide even if another creature can see it.<br />
* '''CREATE_ITEM'''{{version|0.47.01}} - Creates an item as described by [[Interaction_token#IE_ITEM|[IE_ITEM]]] and [[Interaction_token#IE_ITEM_QUALITY|[IE_ITEM_QUALITY]]].<br />
* '''CHANGE_ITEM_QUALITY'''{{version|0.47.01}} - Alters an item's quality level as indicated by either [[Interaction_token#IE_CHANGE_QUALITY|[IE_CHANGE_QUALITY]]] or [[Interaction_token#IE_SET_QUALITY|[IE_SET_QUALITY]]]. When targeting a unit, all items equipped by that unit will be affected.<br />
* '''SUMMON_UNIT'''{{version|0.47.01}} - Creates a new unit at the target. The type of unit can either be specified using the [[Interaction_token#CREATURE|[CREATURE]]] token, or made to be randomly selected as indicated by a variety of flag-based tokens: [[Interaction_token#IE_CREATURE_FLAG|[IE_CREATURE_FLAG]]], [[Interaction_token#IE_FORBIDDEN_CREATURE_FLAG|[IE_FORBIDDEN_CREATURE_FLAG]]], [[Interaction_token#IE_CREATURE_CASTE_FLAG|[IE_CREATURE_CASTE_FLAG]]] and/or [[Interaction_token#IE_FORBIDDEN_CREATURE_CASTE_FLAG|[IE_FORBIDDEN_CREATURE_CASTE_FLAG]]]. See also [[Interaction_token#IE_TIME_RANGE|[IE_TIME_RANGE]]] and [[Interaction_token#IE_MAKE_PET_IF_POSSIBLE|[IE_MAKE_PET_IF_POSSIBLE]]].<br />
* '''PROPEL_UNIT'''{{version|0.47.01}} - Applies a force specified using [[Interaction_token#IE_PROPEL_FORCE|[IE_PROPEL_FORCE]]] to a unit to knock it back.<br />
* '''CHANGE_WEATHER'''{{version|0.47.01}} - Changes the weather as specified by [[Interaction_token#IE_ADD_WEATHER|[IE_ADD_WEATHER]]] and/or [[Interaction_token#IE_REMOVE_WEATHER|[IE_REMOVE_WEATHER]]].<br />
* '''RAISE_GHOST'''{{version|0.47.01}} - Present in version 0.47.01 and accepted as a valid I_EFFECT token, but does not have an effect currently.<br />
<br />
|-<br />
| {{text anchor|IE_ARENA_NAME}}<br />
| Within I_EFFECT<br />
| text<br />
| Allows the interaction effect to be applied directly to newly spawned creatures in [[object testing arena|arena mode]]. The specified name is used to represent it within the creature creation [[Object_testing_arena#Effects|effects list]].<br />
<br />
|-<br />
| {{text anchor|IE_TARGET}}<br />
| Within I_EFFECT<br />
| ID<br />
| Specifies which [[Interaction_token#I_TARGET|I_TARGET]] a particular interaction effect will be applied to. For example, in an interaction with the token [I_TARGET:B:CREATURE], 'B' is the ID used to indicate this target option. [I_EFFECT:ADD_SYNDROME] followed by [IE_TARGET:B] would therefore apply the syndrome to this target. Certain types of interaction effects require multiple IE_TARGET tokens in a specific order to function properly. A few effects do not require a target at all.<br />
<br />
|-<br />
| {{text anchor|IE_INTERMITTENT}}<br />
| Within I_EFFECT<br />
| Frequency<br />
| Only appears to work with [I_SOURCE:REGION] interactions. Indicates that the effect happens intermittently and specifies roughly how often. Regional interactions aren't able to use effects which lack this token. Valid values:<br />
* '''WEEKLY'''<br />
<br />
Note: DAILY, MONTHLY and YEARLY also exist in the string dump but don't appear to work at present.<br />
<br />
|-<br />
| {{text anchor|IE_IMMEDIATE}}<br />
| Within I_EFFECT<br />
|<br />
| Indicates that the effect happens immediately.<br />
<br />
|-<br />
| {{text anchor|IE_LOCATION}}<br />
| Within I_EFFECT<br />
| Location Hint<br />
| Prevents the interaction effect from manifesting unless the target is in a location which meets the specified criteria. <br />
Valid values:<br />
* '''IN_WATER'''<br />
* '''IN_MAGMA'''<br />
* '''NO_WATER'''<br />
* '''NO_MAGMA'''<br />
* '''NO_THICK_FOG'''<br />
* '''OUTSIDE'''<br />
A [[Water#Depth|depth]] of 1/7 is sufficient for IN_WATER and IN_MAGMA.<br />
<br />
Note: NO_THICK_FOG and OUTSIDE are accepted as valid location hints when specified with IE_LOCATION, but don't appear to work. It's possible that they're currently only implemented for use with <code>[[Interaction_token#LOCATION_HINT|[CDI:LOCATION_HINT]]]</code>.<br />
<br />
|-<br />
| {{text anchor|IE_ADD_WEATHER}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_WEATHER<br />
| type<br />
| Indicates what type of weather is added. Valid values:<br />
* '''FOG_MIST'''<br />
* '''FOG_NORMAL'''<br />
* '''FOG_THICK'''<br />
* '''FRONT_WARM'''<br />
* '''FRONT_COLD'''<br />
* '''FRONT_OCCLUDED'''<br />
* '''STRATUS_ALTO'''<br />
* '''STRATUS_PROPER'''<br />
* '''STRATUS_NIMBUS'''<br />
* '''CUMULUS_MED'''<br />
* '''CUMULUS_MULTI'''<br />
* '''CUMULUS_NIMBUS'''<br />
* '''CIRRUS'''<br />
<br />
|-<br />
| {{text anchor|IE_REMOVE_WEATHER}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_WEATHER<br />
| type<br />
| Indicates what type of weather is removed. See [[Interaction_token#IE_ADD_WEATHER|above]] for a list of valid weather types.<br />
<br />
|-<br />
| {{text anchor|IE_GRIME_LEVEL}}<br />
| Within I_EFFECT:CLEAN<br />
| amount?<br />
| [IE_GRIME_LEVEL:2] appears in the default cleaning interaction, and may indicate amount of grime cleaned.<br />
<br />
|-<br />
| {{text anchor|IE_SYNDROME_TAG}}<br />
| Within I_EFFECT:CLEAN<br />
| syndrome trigger flag<br />
| When a creature cleans off a [[contaminant]] which is associated with a [[syndrome]], the syndrome will be contracted if it has a matching [[Syndrome#The_anatomy_of_a_syndrome|trigger flag]]. This is what enables [[cat]]s to become slightly inebriated when licking off [[alcohol]]. '''SYN_INGESTED''' appears to be the only syndrome trigger flag that works in this context.<br />
<br />
|-<br />
| {{text anchor|IE_PROPEL_FORCE}}{{version|0.47.01}}<br />
| Within I_EFFECT:PROPEL_UNIT<br />
| amount<br />
| Indicates the amount of force that the target will be propelled with.<br />
<br />
|-<br />
| {{text anchor|IE_ITEM}}{{version|0.47.01}}<br />
| Within I_EFFECT:CREATE_ITEM<br />
| <probability>:<quantity>:[[item token]]:[[material token]]<br />
| Defines what item will be created.<br />
<br />
|-<br />
| {{text anchor|IE_ITEM_QUALITY}}{{version|0.47.01}}<br />
| Within I_EFFECT:CREATE_ITEM<br />
| <[[Item_quality|quality]]> OR <minimum [[Item_quality|quality]]>:<maximum [[Item_quality|quality]]><br />
| Defines what [[Item quality|quality]] the created item shall have. Can either be specified in the form of a single, fixed quality (it seems that ARTIFACT can only be used in this manner), or a minimum and maximum level (in which case the quality is selected randomly). Valid values (numerals only except for ARTIFACT):<br />
* '''0''' = ordinary<br />
* '''1''' = well-crafted<br />
* '''2''' = finely crafted<br />
* '''3''' = superior quality<br />
* '''4''' = exceptional<br />
* '''5''' = masterwork<br />
* '''ARTIFACT'''<br />
<br />
|-<br />
| {{text anchor|IE_SET_QUALITY}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_ITEM_QUALITY<br />
| [[Interaction_token#IE_ITEM_QUALITY|quality level]]<br />
| Defines a fixed [[Item_quality|quality]] level which the affected item(s) will be set to (decreasing or increasing in quality as necessary). See [[Interaction_token#IE_ITEM_QUALITY|above]] for a list of valid quality levels (but note that ARTIFACT cannot be used in this effect).<br />
<br />
|-<br />
| {{text anchor|IE_CHANGE_QUALITY}}{{version|0.47.01}}<br />
| Within I_EFFECT:CHANGE_ITEM_QUALITY<br />
| amount<br />
| Determines how much the [[Item_quality|quality]] of the item(s) will be changed. For instance, improving a well-crafted -item- ([[Interaction_token#IE_ITEM_QUALITY|quality level]] 1) by 2 will turn it into a superior-quality *item* (quality level 3). A negative value can be used to decrease quality. Quality cannot be increased beyond level 5 (masterwork) or decreased below level 0 (ordinary).<br />
<br />
|-<br />
| {{text anchor|CREATURE}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <creature token>:<caste token><br />
| Indicates which specific creature will be created when using this interaction. ANY can be used in place of a specific caste token. Only one [CREATURE] may currently be specified per interaction effect.<br />
<br />
|-<br />
| {{text anchor|IE_CREATURE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br />
| Any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] may be summoned. This token may be used multiple times per interaction effect; it appears that any creature with at least one of the indicated flags will be counted as a valid option.<br />
<br />
|-<br />
| {{text anchor|IE_FORBIDDEN_CREATURE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br />
| Any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] will not be summoned. This token may be used multiple times per interaction effect; any creature with at least one of the indicated flags is forbidden.<br />
<br />
|-<br />
| {{text anchor|IE_CREATURE_CASTE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br />
| Any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] may be summoned. This token may be used multiple times per interaction effect; it appears that any creature with at least one of the indicated flags will be counted as a valid option.<br />
<br />
|-<br />
| {{text anchor|IE_FORBIDDEN_CREATURE_CASTE_FLAG}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br />
| Any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] will not be summoned. This token may be used multiple times per interaction effect; any creature with at least one of the indicated flags is forbidden.<br />
<br />
|-<br />
| {{text anchor|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <br />
| Exists in the string dump; presumably narrows the random summoning choices to creatures whose normal/slow/slower gait is relatively fast, though this has yet to be tested.<br />
<br />
|-<br />
| {{text anchor|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <br />
| Exists in the string dump; presumably narrows the random summoning choices to creatures whose normal gait is relatively slow, though this has yet to be tested.<br />
<br />
|-<br />
| {{text anchor|IE_TIME_RANGE}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <minimum [[Time|ticks]]>:<maximum [[Time|ticks]]><br />
| The summoned unit vanishes in a puff of smoke once a certain amount of time has elapsed. The time limit is a randomly selected number of ticks within the specified minimum-maximum time range. The unit will persist indefinitely if this token is omitted.<br />
<br />
|-<br />
| {{text anchor|IE_MAKE_PET_IF_POSSIBLE}}{{version|0.47.01}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
|<br />
| Makes the summoned unit behave as a pet of the unit who performed the summoning interaction.<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Global<br />
| <br />
| Indicates that this is a generated interaction. Cannot be specified in user-defined raws.<br />
<br />
<br />
|}<br />
<br />
==Usage==<br />
To enable a particular type of creature to use an interaction directly, the [[creature token]] <code>[[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION:<interaction name>]]]</code> should be added to its creature raws (replacing '<interaction name>' with the ID of the desired interaction; for an interaction called <code>[INTERACTION:CLEANING]</code> in the raws, the ID would be "CLEANING"), followed by a series of [CDI:...] tokens as detailed below.<br />
<br />
Interactions can also be granted to individual creatures via [[syndrome]]s using the syndrome effect token <code>[[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]]</code> followed by <code>[[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]]</code> and additional CDI tokens as required.<br />
<br />
The following is a list of valid CDI tokens. Precede them with "CDI:" in the style of <code>[CDI:ADV_NAME:Clean]</code>, for example.<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|INTERACTION}}<br />
| ID<br />
| Specifies which interaction can be performed. This is only needed following [[Syndrome#Special_Effects|CE_CAN_DO_INTERACTION]]; there's no need to include this after [[Creature_token#CAN_DO_INTERACTION|CAN_DO_INTERACTION]] as the latter allows you to specify the interaction directly (as explained [[Interaction_token#Usage|above]]).<br />
<br />
|-<br />
| {{text anchor|ADV_NAME}}<br />
| text<br />
| Specifies the name of the interaction as it will appear on the [[Adventurer_mode|adventure mode]] 'powers/abilities' menu.<br />
<br />
|-<br />
| {{text anchor|TARGET}}<br />
| target ID, target types<br />
| Specifies how the creature chooses what to target. Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls. Valid target types:<br />
* '''LINE_OF_SIGHT''' - the source needs to be able to see the target<br />
* '''TOUCHABLE''' - the source needs to be able to touch the target<br />
* '''DISTURBER_ONLY''' - the target must be whoever disturbed the source (this is currently only relevant to [[mummy|mummies]], allowing them to curse solely the unit who disturbed their [[tomb|resting place]])<br />
* '''SELF_ALLOWED''' - the target can be the source<br />
* '''SELF_ONLY''' - the target '''must''' be the source<br />
<br />
|-<br />
| {{text anchor|TARGET_RANGE}}<br />
| target ID, range<br />
| Determines the maximum distance from the interaction user (in [[tile]]s) at which something can be considered a valid target. For [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], [[Interaction_token#SHARP_ROCK|SHARP_ROCK]], [[Interaction_token#LIQUID_GLOB|LIQUID_GLOB]] and [[Interaction_token#FIREBALL|FIREBALL]] breath attacks, also determines how far the projectiles can fly before falling to the ground.<br />
<br />
|-<br />
| {{text anchor|MAX_TARGET_NUMBER}}<br />
| ID, number<br />
| Specifies the maximum number of things that can be selected for a particular I_TARGET.<br />
<br />
|-<br />
| {{text anchor|LOCATION_HINT}}<br />
| Location Hint<br />
| Prevents CPU-controlled creatures from using the interaction unless they are in a location which meets the specified criteria. See [[Interaction_token#IE_LOCATION|above]] for a list of valid location hint values.<br />
<br />
|-<br />
| {{text anchor|USAGE_HINT}}<br />
| Usage hint token<br />
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified, the interaction will be used whenever a valid target is available{{verify}}. Multiple usage hints may be specified. Valid values:<br />
* '''GREETING''' - Creatures will target 'friendly' creatures, usually at random.<br />
* '''ATTACK''' - Targets enemy creatures in combat. If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.<br />
* '''DEFEND'''{{version|0.47.01}} - Used in combat. Creature will target itself.<br />
* '''FLEEING''' - Used when fleeing an enemy. Creature will target itself.<br />
* '''CLEAN_SELF''' - Creature targets itself when its body is covered with [[contaminant]]s.<br />
* '''CLEAN_FRIEND''' - As above, but targets other friendly units instead.<br />
* '''NEGATIVE_SOCIAL_RESPONSE''' - Used when a creature is expressing contempt (for example, to a murderer). This is used in the default spitting interaction, for example.<br />
* '''TORMENT''' - This is also used in the default spitting interaction, and is presumably used in a similar context.<br />
* '''MINOR_BLESSING'''{{version|0.47.01}} - Used in divination dice blessings. Targets the roller.<br />
* '''MEDIUM_BLESSING'''{{version|0.47.01}} - Used in divination dice blessings. Targets the roller.<br />
* '''MINOR_CURSE'''{{version|0.47.01}} - Used in divination dice curses. Targets the roller.<br />
* '''MEDIUM_CURSE'''{{version|0.47.01}} - Used in divination dice curses. Targets the roller.<br />
* '''MAJOR_CURSE''' - Used in disturbance and deity curses. Targets the tomb disturber/temple defiler.<br />
<br />
|-<br />
| {{text anchor|WAIT_PERIOD}}<br />
| number<br />
| The creature must wait the specified number of [[time|ticks]] before being able to use the interaction again. The delay defaults to 20 ticks if this is omitted. Setting it to 0 removes the delay altogether.<br />
Note: A WAIT_PERIOD of 10 is 10 ticks long in [[fortress mode]], but only 1 tick long in [[adventurer mode]].<br />
<br />
|-<br />
| {{text anchor|FREE_ACTION}}<br />
|<br />
| Indicates that performing the interaction doesn't take any time.<br />
<br />
|-<br />
| {{text anchor|BP_REQUIRED}}<br />
| Body part criteria<br />
| Indicates that a particular body part must be present in order to perform the interaction. Criteria are '''BY_CATEGORY:'''[[Body_token#CATEGORY|category]], '''BY_TYPE:'''type (GRASP, for example), or '''BY_TOKEN:'''[[Body_token#BP|token]] (uses the body part ID). See [[Body_token|body token]].<br />
<br />
|-<br />
| {{text anchor|VERBAL}}<br />
| <br />
| Only creatures that [[Creature_token#CAN_SPEAK|can speak]] will be able to use the interaction. Might also be needed for VERBAL_SPEECH.<br />
<br />
|-<br />
| {{text anchor|VERBAL_SPEECH}}<br />
| filename<br />
| Specifies what the creature says when they perform the interaction. Filename path is relative to /data/speech.<br />
<br />
|-<br />
| {{text anchor|CAN_BE_MUTUAL}}<br />
| <br />
| Presumably allows two creatures with the same interaction to use it on each other simultaneously, for example, cats cleaning each other.<br />
<br />
|-<br />
| {{text anchor|VERB}}<br />
| self:other:mutual<br />
| When a creature uses the interaction, a combat report message will be displayed in the form:<br />
<br />
[interaction user(s)] [VERB text] [target creature (if applicable)]<br />
<br />
The 'self' text is presented when describing the interaction in the second person (that is, when the interaction is carried out by the player character in [[adventure mode]]), the 'other' text is presented when describing it in the third person, and the 'mutual' text is presented when the interaction is carried out in a [[Interaction_token#CAN_BE_MUTUAL|mutual]] fashion.<br />
<br />
[CDI:VERB:lick:licks:lick each other]<br />
<br />
[CDI:VERB:gesture:gestures:NA]<br />
<br />
|-<br />
| {{text anchor|VERB_REVERSE}}<br />
| ?<br />
| ?<br />
<br />
|-<br />
| {{text anchor|TARGET_VERB}}<br />
| self:other<br />
| When a creature uses the interaction, a message will display, describing the target as doing this.<br />
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]<br />
<br />
|-<br />
| {{text anchor|FLOW}}<br />
| [[#Breath Attack Types|Breath attack token]]<br />
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit a special flow type. Valid values:<br />
* '''[[Interaction_token#FIREBALL|FIREBALL]]'''<br />
* '''[[Interaction_token#FIREJET|FIREJET]]'''<br />
* '''[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]'''.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| [[Material token]]:[[Interaction_token#Breath_Attack_Types|Breath attack token]]<br />
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit the specified material in the manner described by the [[Interaction_token#Breath_Attack_Types|breath attack token]] used.<br />
<br />
|}<br />
<br />
==Breath attacks==<br />
Breath attacks are controlled by the MATERIAL_EMISSION interaction, like so:<br />
<br />
[CAN_DO_INTERACTION:MATERIAL_EMISSION]<br />
[CDI:ADV_NAME:Breath custom material]<br />
[CDI:USAGE_HINT:ATTACK]<br />
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]<br />
[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:C:15]<br />
[CDI:MAX_TARGET_NUMBER:C:1]<br />
[CDI:WAIT_PERIOD:50]<br />
<br />
The most important part is this line:<br />
<br />
[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]<br />
<br />
The CDI refers to CAN_DO_INTERACTION; the MATERIAL states that this line shows what the material is. LOCAL_CREATURE_MAT:CUSTOMMATERIAL is your material, and TRAILING_VAPOR_FLOW refers to the breath attack type. Other types are seen below. Also important is this line:<br />
<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
<br />
LINE_OF_SIGHT refers to where the target C may be; others include SELF_ALLOWED (presumably like LINE_OF_SIGHT, but with the creature allowed to target itself), SELF_ONLY (preferable for undirected attacks and TOUCHABLE (for up-close attacks, as trailing flows tend to be).<br />
<br />
===Breath Attack Types===<br />
<br />
'''[CDI:MATERIAL:<[[material token]]>:<material emission type>]'''<br />
<br />
Is used to emit a specific material in a specific manner. A list of valid emission types can be found below.<br />
<br />
Examples:<br />
<br />
[CDI:MATERIAL:INORGANIC:GABBRO:[[Interaction_token#SHARP_ROCK|SHARP_ROCK]]]<br />
shoots a sharp [[gabbro]] rock<br />
[CDI:MATERIAL:PLANT_MAT:GRASS_CAVE_WHEAT:MILL:[[Interaction_token#UNDIRECTED_DUST|UNDIRECTED_DUST]]]<br />
releases a cloud of [[Cave wheat|dwarven wheat flour]]<br />
[CDI:MATERIAL:CREATURE_MAT:DWARF:TEARS:[[Interaction_token#SPATTER_LIQUID|SPATTER_LIQUID]]]<br />
creates a pool of [[dwarf|dwarven]] tears<br />
<br />
<br />
'''[CDI:FLOW:<flow emission type>]'''<br />
<br />
Is used to emit one of the special hardcoded flow types ([[Interaction_token#FIREBALL|FIREBALL]], [[Interaction_token#FIREJET|FIREJET]] or [[Interaction_token#DRAGONFIRE|DRAGONFIRE]]).<br />
<br />
Example:<br />
<br />
[CDI:FLOW:[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]]<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Usage Type<br />
! Description<br />
|-<br />
| {{text anchor|TRAILING_DUST_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of solid dust at the target. Appears to use [[cave-in]] dust physics, as the dust cloud will fling around anything it comes in contact with (including the creature who emitted it), making it capable of smashing creatures into the ground and flinging them over walls. Creatures caught in the dust cloud will be [[contaminant|covered]] with dust; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_VAPOR_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of liquid mist at the target. Creatures caught in the vapor will be [[contaminant|covered]] with the condensed liquid; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_GAS_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of gaseous substance at the target. This can be inhaled, triggering any associated [[Syndrome#SYN_INHALED|inhalation syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_ITEM_FLOW}}:[[item token]]<br />
| MATERIAL<br />
| Shoots a "cloud" of items at the target, leaving piles of this item on the floor. Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately). Instead, this token acts as [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], except that the material will use its ''normal'' temperature - for example, a breath attack of steel anvils will envelop the target in a "burst of steel".<br />
|-<br />
| {{text anchor|UNDIRECTED_DUST}}<br />
| MATERIAL<br />
| The creature releases a cloud of solid dust which spreads and dissipates. Similar to [[Interaction_token#TRAILING_DUST_FLOW|TRAILING_DUST_FLOW]], but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. <s>DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.</s> You know you want to.<br />
|-<br />
| {{text anchor|UNDIRECTED_VAPOR}}<br />
| MATERIAL<br />
| The creature releases a cloud of liquid mist which spreads and dissipates. Similar to [[Interaction_token#TRAILING_VAPOR_FLOW|TRAILING_VAPOR_FLOW]], but undirected, thus affecting a larger area but losing the distance.<br />
|-<br />
| {{text anchor|UNDIRECTED_GAS}}<br />
| MATERIAL<br />
| The creature releases a cloud of gaseous material which spreads and dissipates. Similar to [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], but undirected, thus affecting a larger area but losing the distance.<br />
|-<br />
| {{text anchor|UNDIRECTED_ITEM_CLOUD}}:[[item token]]<br />
| MATERIAL<br />
| The creature releases a "cloud" of items at the target, leaving piles of this item on the floor. The same comments apply as [[Interaction_token#TRAILING_ITEM_FLOW|TRAILING_ITEM_FLOW]].<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_DUST}}<br />
| MATERIAL<br />
| Creates a cloud of creeping dust. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_VAPOR}}<br />
| MATERIAL<br />
| Creates a cloud of creeping vapor. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_GAS}}<br />
| MATERIAL<br />
| Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_FALLING_MATERIAL}}<br />
| MATERIAL<br />
| Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Can transfer [[Syndrome#SYN_CONTACT|contact syndromes]]. Regardless of the nature of the material, being caught in it will give dwarves the negative [[thought]] of being 'caught in freakish weather lately'. Not usable by creatures.<br />
|-<br />
| {{text anchor|SOLID_GLOB}}<br />
| MATERIAL<br />
| Shoots a [[Item_token#GLOB|solid glob]] of spinning substance at the target, leaving a symbol similar to broken arrows, if it misses. Essentially a projectile weapon. If the [[Interaction_token#WAIT_PERIOD|cooldown rate]] is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot globs at their enemies, even when they are right next to them.<br />
|-<br />
| {{text anchor|SHARP_ROCK}}{{version|0.47.01}}<br />
| MATERIAL<br />
| Just like [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], but more harmful, as it shoots a sharpened [[Item_token#ROCK|solid chunk]] of material instead.<br />
|-<br />
| {{text anchor|LIQUID_GLOB}}<br />
| MATERIAL<br />
| Shoots a [[Item_token#LIQUID_MISC|liquid glob]] of substance at the target. [[Syndrome#SYN_CONTACT|Contact syndromes]] will take effect if the glob hits the target's exposed skin.<br />
|-<br />
| {{text anchor|SPATTER_POWDER}}<br />
| MATERIAL<br />
| Creates a [[contaminant|pile of powder]] at the specified location.<br />
|-<br />
| {{text anchor|SPATTER_LIQUID}}<br />
| MATERIAL<br />
| Creates a [[contaminant|pool of liquid]] at the specified location.<br />
|-<br />
| {{text anchor|WEB_SPRAY}}<br />
| MATERIAL<br />
| Emits a burst of [[web]]s that entangle target creatures.<br />
|-<br />
| {{text anchor|DRAGONFIRE}}<br />
| FLOW<br />
| Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}.<br />
|-<br />
| {{text anchor|FIREJET}}<br />
| FLOW<br />
| Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}.<br />
|-<br />
| {{text anchor|FIREBALL}}<br />
| FLOW<br />
| Emits a fireball that burns the target creature.<br />
|}<br />
<br />
Keep in mind that you can give a creature multiple breath attacks, which appears to make the creature choose between them at random. Creatures cannot use the WEATHER effects, these being reserved for regional interactions.<br />
<br />
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist. So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire. You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.<br />
<br />
If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its targets. Make sure to make your creatures immune to their own breath weapons!<br />
<br />
==Creature and Caste Flags==<br />
<br />
Certain interaction and syndrome effects (currently limited to [[Interaction_token#I_EFFECT|[IE_SUMMON_UNIT]]] and [[Syndrome#CE_BODY_TRANSFORMATION|[CE_BODY_TRANSFORMATION]]]) permit modders to specify the required/forbidden creature and caste flags of the desired creature(s). These are a collection of internal flags which are derived from [[Creature_token|creature tokens]] but are not necessarily identical to them. The following lists contain creature and caste flag names as provided by Toady One in a FotF reply [http://www.bay12forums.com/smf//index.php?topic=169696.msg8099138#msg8099138] (valid as of 0.47.04).<br />
<br />
{{gamedata|title=Creature Flags|<br />
ALL_CASTES_ALIVE<br />
ARTIFICIAL_HIVEABLE<br />
BIOME_DESERT_BADLAND<br />
BIOME_DESERT_ROCK<br />
BIOME_DESERT_SAND<br />
BIOME_FOREST_TAIGA<br />
BIOME_FOREST_TEMPERATE_BROADLEAF<br />
BIOME_FOREST_TEMPERATE_CONIFER<br />
BIOME_FOREST_TROPICAL_CONIFER<br />
BIOME_FOREST_TROPICAL_DRY_BROADLEAF<br />
BIOME_FOREST_TROPICAL_MOIST_BROADLEAF<br />
BIOME_GLACIER<br />
BIOME_GRASSLAND_TEMPERATE<br />
BIOME_GRASSLAND_TROPICAL<br />
BIOME_LAKE_TEMPERATE_BRACKISHWATER<br />
BIOME_LAKE_TEMPERATE_FRESHWATER<br />
BIOME_LAKE_TEMPERATE_SALTWATER<br />
BIOME_LAKE_TROPICAL_BRACKISHWATER<br />
BIOME_LAKE_TROPICAL_FRESHWATER<br />
BIOME_LAKE_TROPICAL_SALTWATER<br />
BIOME_MARSH_TEMPERATE_FRESHWATER<br />
BIOME_MARSH_TEMPERATE_SALTWATER<br />
BIOME_MARSH_TROPICAL_FRESHWATER<br />
BIOME_MARSH_TROPICAL_SALTWATER<br />
BIOME_MOUNTAIN<br />
BIOME_OCEAN_ARCTIC<br />
BIOME_OCEAN_TEMPERATE<br />
BIOME_OCEAN_TROPICAL<br />
BIOME_POOL_TEMPERATE_BRACKISHWATER<br />
BIOME_POOL_TEMPERATE_FRESHWATER<br />
BIOME_POOL_TEMPERATE_SALTWATER<br />
BIOME_POOL_TROPICAL_BRACKISHWATER<br />
BIOME_POOL_TROPICAL_FRESHWATER<br />
BIOME_POOL_TROPICAL_SALTWATER<br />
BIOME_RIVER_TEMPERATE_BRACKISHWATER<br />
BIOME_RIVER_TEMPERATE_FRESHWATER<br />
BIOME_RIVER_TEMPERATE_SALTWATER<br />
BIOME_RIVER_TROPICAL_BRACKISHWATER<br />
BIOME_RIVER_TROPICAL_FRESHWATER<br />
BIOME_RIVER_TROPICAL_SALTWATER<br />
BIOME_SAVANNA_TEMPERATE<br />
BIOME_SAVANNA_TROPICAL<br />
BIOME_SHRUBLAND_TEMPERATE<br />
BIOME_SHRUBLAND_TROPICAL<br />
BIOME_SUBTERRANEAN_CHASM<br />
BIOME_SUBTERRANEAN_LAVA<br />
BIOME_SUBTERRANEAN_WATER<br />
BIOME_SWAMP_MANGROVE<br />
BIOME_SWAMP_TEMPERATE_FRESHWATER<br />
BIOME_SWAMP_TEMPERATE_SALTWATER<br />
BIOME_SWAMP_TROPICAL_FRESHWATER<br />
BIOME_SWAMP_TROPICAL_SALTWATER<br />
BIOME_TUNDRA<br />
DOES_NOT_EXIST<br />
EQUIPMENT<br />
EQUIPMENT_WAGON<br />
EVIL<br />
FANCIFUL<br />
GENERATED<br />
GOOD<br />
HAS_ANY_BENIGN<br />
HAS_ANY_CANNOT_BREATHE_AIR<br />
HAS_ANY_CANNOT_BREATHE_WATER<br />
HAS_ANY_CAN_SWIM - currently unusable due to a bug<br />
HAS_ANY_CARNIVORE<br />
HAS_ANY_COMMON_DOMESTIC<br />
HAS_ANY_CURIOUS_BEAST<br />
HAS_ANY_DEMON<br />
HAS_ANY_FEATURE_BEAST<br />
HAS_ANY_FLIER<br />
HAS_ANY_FLY_RACE_GAIT<br />
HAS_ANY_GRASP<br />
HAS_ANY_GRAZER<br />
HAS_ANY_HAS_BLOOD<br />
HAS_ANY_IMMOBILE<br />
HAS_ANY_INTELLIGENT_LEARNS<br />
HAS_ANY_INTELLIGENT_SPEAKS<br />
HAS_ANY_LARGE_PREDATOR<br />
HAS_ANY_LOCAL_POPS_CONTROLLABLE<br />
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES<br />
HAS_ANY_MEGABEAST<br />
HAS_ANY_MISCHIEVIOUS<br />
HAS_ANY_NATURAL_ANIMAL<br />
HAS_ANY_NIGHT_CREATURE<br />
HAS_ANY_NIGHT_CREATURE_BOGEYMAN<br />
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER<br />
HAS_ANY_NIGHT_CREATURE_HUNTER<br />
HAS_ANY_NIGHT_CREATURE_NIGHTMARE<br />
HAS_ANY_NOT_FIREIMMUNE<br />
HAS_ANY_NOT_FLIER<br />
HAS_ANY_NOT_LIVING<br />
HAS_ANY_OUTSIDER_CONTROLLABLE<br />
HAS_ANY_POWER<br />
HAS_ANY_RACE_GAIT<br />
HAS_ANY_SEMIMEGABEAST<br />
HAS_ANY_SLOW_LEARNER<br />
HAS_ANY_SUPERNATURAL<br />
HAS_ANY_TITAN<br />
HAS_ANY_UNIQUE_DEMON<br />
HAS_ANY_UTTERANCES<br />
HAS_ANY_VERMIN_HATEABLE<br />
HAS_ANY_VERMIN_MICRO<br />
HAS_FEMALE<br />
HAS_MALE<br />
LARGE_ROAMING<br />
LOOSE_CLUSTERS<br />
MATES_TO_BREED<br />
MUNDANE - currently unusable due to a bug<br />
OCCURS_AS_ENTITY_RACE<br />
SAVAGE<br />
SMALL_RACE - applies to any vermin creature<br />
TWO_GENDERS<br />
UBIQUITOUS<br />
VERMIN_EATER<br />
VERMIN_FISH<br />
VERMIN_GROUNDER<br />
VERMIN_ROTTER<br />
VERMIN_SOIL<br />
VERMIN_SOIL_COLONY<br />
}}<br />
<br />
{{gamedata|title=Caste Flags|<br />
ADOPTS_OWNER<br />
ALCOHOL_DEPENDENT<br />
ALL_ACTIVE<br />
AMBUSHPREDATOR<br />
AQUATIC_UNDERSWIM<br />
ARENA_RESTRICTED<br />
AT_PEACE_WITH_WILDLIFE<br />
BENIGN<br />
BLOODSUCKER<br />
BONECARN<br />
CANNOT_BREATHE_AIR<br />
CANNOT_CLIMB<br />
CANNOT_JUMP<br />
CANOPENDOORS<br />
CAN_BREATHE_WATER<br />
CAN_LEARN / INTELLIGENT_LEARNS<br />
CAN_SPEAK / INTELLIGENT_SPEAKS<br />
CAN_SWIM<br />
CAN_SWIM_INNATE<br />
CARNIVORE<br />
CAVE_ADAPT<br />
COLONY_EXTERNAL<br />
COMMON_DOMESTIC<br />
CONVERTED_SPOUSE<br />
COOKABLE_LIVE<br />
CRAZED<br />
CREPUSCULAR<br />
CURIOUS_BEAST<br />
CURIOUS_BEAST_EATER<br />
CURIOUS_BEAST_GUZZLER<br />
CURIOUS_BEAST_ITEM<br />
DEMON<br />
DIE_WHEN_VERMIN_BITE<br />
DIURNAL<br />
DIVE_HUNTS_VERMIN<br />
EQUIPS<br />
EXTRAVISION<br />
FEATURE_ATTACK_GROUP<br />
FEATURE_BEAST<br />
FIREIMMUNE<br />
FIREIMMUNE_SUPER<br />
FISHITEM<br />
FLEEQUICK<br />
FLIER<br />
GELDABLE<br />
GETS_INFECTIONS_FROM_ROT<br />
GETS_WOUND_INFECTIONS<br />
GNAWER<br />
GRAZER<br />
HASSHELL<br />
HAS_BABYSTATE<br />
HAS_BLOOD<br />
HAS_CHILDSTATE<br />
HAS_COLOR<br />
HAS_FLY_RACE_GAIT<br />
HAS_GLOW_COLOR<br />
HAS_GLOW_TILE<br />
HAS_GRASP<br />
HAS_NERVES<br />
HAS_PUS<br />
HAS_RACE_GAIT<br />
HAS_ROTTABLE<br />
HAS_SECRETION<br />
HAS_SOLDIER_TILE<br />
HAS_SOUND_ALERT<br />
HAS_SOUND_PEACEFUL_INTERMITTENT<br />
HAS_TILE<br />
HUNTS_VERMIN<br />
IMMOBILE<br />
IMMOBILE_LAND<br />
IMMOLATE<br />
ITEMCORPSE<br />
LAIR_HUNTER<br />
LARGE_PREDATOR<br />
LAYS_EGGS<br />
LAYS_UNUSUAL_EGGS<br />
LIGAMENTS<br />
LIGHT_GEN<br />
LISP<br />
LOCAL_POPS_CONTROLLABLE<br />
LOCAL_POPS_PRODUCE_HEROES<br />
LOCKPICKER<br />
MAGICAL<br />
MAGMA_VISION<br />
MANNERISM_BREATH<br />
MANNERISM_EYELIDS<br />
MANNERISM_LAUGH<br />
MANNERISM_POSTURE<br />
MANNERISM_SIT<br />
MANNERISM_SMILE<br />
MANNERISM_STRETCH<br />
MANNERISM_WALK<br />
MATUTINAL<br />
MEANDERER<br />
MEGABEAST<br />
MILKABLE<br />
MISCHIEVIOUS<br />
MOUNT<br />
MOUNT_EXOTIC<br />
MULTIPART_FULL_VISION<br />
MULTIPLE_LITTER_RARE<br />
NATURAL_ANIMAL<br />
NIGHT_CREATURE<br />
NIGHT_CREATURE_BOGEYMAN<br />
NIGHT_CREATURE_EXPERIMENTER<br />
NIGHT_CREATURE_HUNTER<br />
NIGHT_CREATURE_NIGHTMARE<br />
NOBONES<br />
NOBREATHE<br />
NOCTURNAL<br />
NOEMOTION<br />
NOEXERT<br />
NOFEAR<br />
NOMEAT<br />
NONAUSEA<br />
NOPAIN<br />
NOSKIN<br />
NOSKULL<br />
NOSMELLYROT<br />
NOSTUCKINS<br />
NOSTUN<br />
NOTHOUGHT<br />
NOT_BUTCHERABLE<br />
NOT_LIVING<br />
NO_AUTUMN<br />
NO_CONNECTIONS_FOR_MOVEMENT<br />
NO_DIZZINESS<br />
NO_DRINK<br />
NO_EAT<br />
NO_FEVERS<br />
NO_PHYS_ATT_GAIN<br />
NO_PHYS_ATT_RUST<br />
NO_SLEEP<br />
NO_SPRING<br />
NO_SUMMER<br />
NO_THOUGHT_CENTER_FOR_MOVEMENT<br />
NO_UNIT_TYPE_COLOR<br />
NO_VEGETATION_PERTURB<br />
NO_WINTER<br />
OPPOSED_TO_LIFE<br />
OUTSIDER_CONTROLLABLE<br />
PACK_ANIMAL<br />
PARALYZEIMMUNE<br />
PATTERNFLIER<br />
PEARL<br />
PET<br />
PET_EXOTIC<br />
POWER<br />
REMAINS_ON_VERMIN_BITE_DEATH<br />
REMAINS_UNDETERMINED<br />
RETURNS_VERMIN_KILLS_TO_OWNER<br />
SEMIMEGABEAST<br />
SLOW_LEARNER<br />
SPOUSE_CONVERSION_TARGET<br />
SPOUSE_CONVERTER<br />
SPREAD_EVIL_SPHERES_IF_RULER<br />
STANCE_CLIMBER<br />
STRANGE_MOODS<br />
SUPERNATURAL<br />
TENDONS<br />
THICKWEB<br />
TITAN<br />
TRAINABLE_HUNTING<br />
TRAINABLE_WAR<br />
TRANCES<br />
TRAPAVOID<br />
UNIQUE_DEMON<br />
UTTERANCES<br />
VEGETATION<br />
VERMIN_GOBBLER<br />
VERMIN_HATEABLE<br />
VERMIN_MICRO<br />
VERMIN_NOFISH<br />
VERMIN_NOROAM<br />
VERMIN_NOTRAP<br />
VESPERTINE<br />
WAGON_PULLER<br />
WEBBER<br />
WEBIMMUNE<br />
}}<br />
<br />
==See Also==<br />
* [[Syndrome]]<br />
* [[Interaction examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Interaction token]]</div>Kabocca