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Editing 40d:Creature token
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{{quality|Exceptional|21:17, 30 March 2011 (UTC)}}{{av}} | {{quality|Exceptional|21:17, 30 March 2011 (UTC)}}{{av}} | ||
− | Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment. This includes sentient creatures, but creature | + | Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment. This includes sentient creatures, but creature {{L|tokens}} should not be confused with {{L|Entity token}}s. |
+ | {| id="toc" | ||
+ | | | ||
+ | * Tokens | ||
+ | ** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] | ||
+ | ** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] | ||
+ | |} | ||
__NOTOC__ | __NOTOC__ | ||
=Tokens= | =Tokens= | ||
− | |||
− | |||
− | |||
− | |||
− | |||
==A== | ==A== | ||
{| {{prettytable}} | {| {{prettytable}} | ||
Line 28: | Line 29: | ||
|- | |- | ||
| ALTTILE | | ALTTILE | ||
− | | [[ | + | | [[Character Table|CP437 ordinal]] or 'character' |
| If set, the creature will blink between its [TILE] and its [ALTTILE]. | | If set, the creature will blink between its [TILE] and its [ALTTILE]. | ||
[ALTTILE:157] or [ALTTILE:'&'] | [ALTTILE:157] or [ALTTILE:'&'] | ||
Line 53: | Line 54: | ||
|} | |} | ||
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− | |||
− | |||
==B== | ==B== | ||
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| BENIGN | | BENIGN | ||
| | | | ||
− | | Determines whether creature can show up on "tame" maps (includes | + | | Determines whether creature can show up on "tame" maps (includes {{L|elephant}}s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). |
|- | |- | ||
| BIOME:* | | BIOME:* | ||
| | | | ||
− | | See | + | | See {{L|Biome token}}s. |
|- | |- | ||
Line 111: | Line 108: | ||
|- | |- | ||
− | | | + | | {{L|Body token|BODY}} |
| parts[:...] | | parts[:...] | ||
| Sets the body parts a creature has. Can supply as many as you want. | | Sets the body parts a creature has. Can supply as many as you want. | ||
Line 117: | Line 114: | ||
|- | |- | ||
− | | | + | | {{L|Bodygloss|BODYGLOSS}} |
| gloss | | gloss | ||
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves. | | A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves. | ||
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| BOILING_POINT | | BOILING_POINT | ||
| temperature | | temperature | ||
− | | The temperature at which the creature boils into goo. | + | | The temperature at which the creature boils into goo. {{L|Temperature scale|DF temperature scale}} |
|- | |- | ||
Line 169: | Line 166: | ||
|- | |- | ||
| BONE_SPEC_HEAT | | BONE_SPEC_HEAT | ||
− | | | + | | {{L|SPEC_HEAT|specific heat capacity}} |
| Amount of energy required for the creature's bones to heat up or cool down. | | Amount of energy required for the creature's bones to heat up or cool down. | ||
Line 175: | Line 172: | ||
| BONECARN | | BONECARN | ||
| | | | ||
− | | Creature eats bones. This tag implies CARNIVORE. | + | | Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE. |
|- | |- | ||
Line 181: | Line 178: | ||
| value | | value | ||
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. | | Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. | ||
− | See | + | See {{L|Building destroyer}} for full discussion. |
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==C== | ==C== | ||
Line 229: | Line 222: | ||
| CAVE_ADAPT | | CAVE_ADAPT | ||
| | | | ||
− | | Gives the creature a bonus in caves. Also causes | + | | Gives the creature a bonus in caves. Also causes {{L|Cave adaptation}}. |
|- | |- | ||
Line 273: | Line 266: | ||
|- | |- | ||
| CHEESE_SPEC_HEAT | | CHEESE_SPEC_HEAT | ||
− | | | + | | {{L|SPEC_HEAT|specific heat capacity}} |
| Amount of energy required for the creature's cheese to heat up or cool down. | | Amount of energy required for the creature's cheese to heat up or cool down. | ||
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* singular | * singular | ||
* plural | * plural | ||
− | | Gives the child a special name, | + | | Gives the child a special name, eg "hippo calf" instead of "hippo child". |
[CHILDNAME:hippo calf:hippo calves] | [CHILDNAME:hippo calf:hippo calves] | ||
Line 298: | Line 291: | ||
| CHITIN | | CHITIN | ||
| | | | ||
− | | When the creature's skin is tanned, it becomes | + | | When the creature's skin is tanned, it becomes {{L|chitin}} instead of leather. |
|- | |- | ||
Line 305: | Line 298: | ||
* minimum | * minimum | ||
* maximum | * maximum | ||
− | | The minimum/maximum numbers of how many creatures per spawned cluster. Certain | + | | The minimum/maximum numbers of how many creatures per spawned cluster. Certain {{L|fish|vermin fish}} use this token in combination with temperate ocean and river {{L|biome token}}s to perform seasonal migrations. |
[CLUSTER_NUMBER:1:3] | [CLUSTER_NUMBER:1:3] | ||
Line 319: | Line 312: | ||
* bg (background) | * bg (background) | ||
* br (brightness) | * br (brightness) | ||
− | | | + | | {{L|Color}} of the creature's tile. |
[COLOR:3:0:0] | [COLOR:3:0:0] | ||
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| COOKABLE_LIVE | | COOKABLE_LIVE | ||
| | | | ||
− | | Set this to allow the creature to be cooked in meals without first being | + | | Set this to allow the creature to be cooked in meals without first being {{L|fishery|cleaned}}. |
|- | |- | ||
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| CURIOUSBEAST_ITEM | | CURIOUSBEAST_ITEM | ||
| | | | ||
− | | Allows a creature to steal things (apparently the highest | + | | Allows a creature to steal things (apparently the highest {{L|value}} it can find). |
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==D== | ==D== | ||
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| DIFFICULTY | | DIFFICULTY | ||
| number | | number | ||
− | | [[ | + | | [[Toady]]: ''"Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks."'' Also increases experience gain during adventure mode. |
[DIFFICULTY:2] | [DIFFICULTY:2] | ||
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| DRINK_BOILING_POINT | | DRINK_BOILING_POINT | ||
| temperature | | temperature | ||
− | | The temperature at which | + | | The temperature at which a drink (milk?) produced from the creature will boil. |
|- | |- | ||
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| DRINK_FIXED_TEMP | | DRINK_FIXED_TEMP | ||
| temperature | | temperature | ||
− | | The temperature emitted by one unit of the creature's drink. | + | | The temperature emitted by one unit of the creature's drink (if any). |
|- | |- | ||
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| DRINK_MELTING_POINT | | DRINK_MELTING_POINT | ||
| temperature | | temperature | ||
− | | | + | | [[User:GreyMario]] sez: "Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?" {{verify}} |
|- | |- | ||
Line 438: | Line 427: | ||
|- | |- | ||
| DRINK_SPEC_HEAT | | DRINK_SPEC_HEAT | ||
− | | | + | | {{L|SPEC_HEAT|specific heat capacity}} |
| Amount of energy required for the drink to heat up or cool down. | | Amount of energy required for the drink to heat up or cool down. | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==E== | ==E== | ||
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| EVIL | | EVIL | ||
| | | | ||
− | | Determines whether creature can show up on "evil" maps (see | + | | Determines whether creature can show up on "evil" maps (see {{L|Region#Surroundings}}). |
|- | |- | ||
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* bg (background color) | * bg (background color) | ||
* br (color brightness) | * br (color brightness) | ||
− | | Determines that something can be extracted from the creature, what it's called, and what | + | | Determines that something can be extracted from the creature, what it's called, and what {{L|color}} it is. Note, it appears that the extraction process is hard-coded into the game, and can't be altered from objects/raw. |
[EXTRACT:cow's milk:7:0:1] | [EXTRACT:cow's milk:7:0:1] | ||
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|- | |- | ||
| EXTRACT_SPEC_HEAT | | EXTRACT_SPEC_HEAT | ||
− | | | + | | {{L|SPEC_HEAT|specific heat capacity}} |
| Amount of energy required for the creature's extract to heat up or cool down. | | Amount of energy required for the creature's extract to heat up or cool down. | ||
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|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==F== | ==F== | ||
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| FEATURE_ATTACK_GROUP | | FEATURE_ATTACK_GROUP | ||
| | | | ||
− | | | + | | pretty worthless now. It was very important in the 2-dimensional DF. |
|- | |- | ||
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| FIREBREATH | | FIREBREATH | ||
| | | | ||
− | | The creature | + | | The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone). |
|- | |- | ||
| FIREIMMUNE | | FIREIMMUNE | ||
| | | | ||
− | | | + | | As of the current version{{version|0.28.181.40d}}, the FIREIMMUNE token has no effect on a creature's resistance to flame or heat. However, it does affect ability to swim in magma in adventure mode, as well as display of "You are caught in a pool of magma!" warning messages. |
− | |||
|- | |- | ||
| FIREIMMUNE_SUPER | | FIREIMMUNE_SUPER | ||
| | | | ||
− | | The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. | + | | The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Implies FIREIMMUNE. |
|- | |- | ||
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|- | |- | ||
| FREQUENCY | | FREQUENCY | ||
− | | | + | | time |
− | + | | Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. "High frequency means you get more when the number is high, so 100 would be the most common. If you don't enter a number, it uses 50." | |
− | | Determines the | + | [FREQUENCY:42] |
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==G== | ==G== | ||
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| GNAWER | | GNAWER | ||
| | | | ||
− | | The creature | + | | The creature chews on food storage containers. |
|- | |- | ||
| GOOD | | GOOD | ||
| | | | ||
− | | Determines whether creature can show up on "good" maps (see | + | | Determines whether creature can show up on "good" maps (see {{L|Creatures#Threat Matrix|Threat Matrix}}). |
|- | |- | ||
Line 727: | Line 703: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==H== | ==H== | ||
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| HEATDAM_POINT | | HEATDAM_POINT | ||
| temperature | | temperature | ||
− | | The maximum temperature limit before the creature will start | + | | The maximum temperature limit before the creature will start recieving damage from heat. {{L|Temperature scale|DF temperature scale}} |
|- | |- | ||
| HOMEOTHERM | | HOMEOTHERM | ||
| value | | value | ||
− | | Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. | + | | Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. {{L|Temperature scale|DF temperature scale}} |
|- | |- | ||
Line 769: | Line 741: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==I== | ==I== | ||
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| IGNITE_POINT | | IGNITE_POINT | ||
| temperature | | temperature | ||
− | | The temperature at which the creature will burst into flames. | + | | The temperature at which the creature will burst into flames. {{L|Temperature scale|DF temperature scale}} |
|- | |- | ||
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| IMMOLATE | | IMMOLATE | ||
| | | | ||
− | | Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag | + | | Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. |
|- | |- | ||
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| ITEMCORPSE | | ITEMCORPSE | ||
| | | | ||
− | * | + | * {{L|Item token}} |
* subtype | * subtype | ||
NO_SUBTYPE | NO_SUBTYPE | ||
− | * | + | * {{L|Matgloss token}} |
* NO_RACEGLOSS | * NO_RACEGLOSS | ||
USE_RACEGLOSS | USE_RACEGLOSS | ||
USE_SHARPSTONE | USE_SHARPSTONE | ||
− | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc | + | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. "IRON" if the corpse type is "STATUE"). USE_RACEGLOSS applies if the creature has a material glossary assigned by the "HAS_RACEGLOSS:" flag and will select neccesary adjectives and material from that glossary. |
− | [ITEMCORPSE: | + | [ITEMCORPSE:{{L|Item token|WOOD}}:NO_SUBTYPE:{{L|Material token|WOOD}}:USE_RACEGLOSS] |
|- | |- | ||
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|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==L== | ==L== | ||
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|- | |- | ||
| LEATHER_SPEC_HEAT | | LEATHER_SPEC_HEAT | ||
− | | | + | | {{L|SPEC_HEAT|specific heat capacity}} |
| Amount of energy required for the creature's leather to heat up or cool down. Also affects severed body parts. | | Amount of energy required for the creature's leather to heat up or cool down. Also affects severed body parts. | ||
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| LITTERSIZE | | LITTERSIZE | ||
| | | | ||
− | * | + | * minumum |
* maximum | * maximum | ||
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2] | | Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2] | ||
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|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==M== | ==M== | ||
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| MATERIAL | | MATERIAL | ||
| | | | ||
− | * | + | * {{L|Matgloss token}} |
* USE_RACEGLOSS | * USE_RACEGLOSS | ||
| | | | ||
Line 986: | Line 946: | ||
| MEGABEAST | | MEGABEAST | ||
| | | | ||
− | | Appears on fortress territory in Fortress Mode occasionally. | + | | Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. |
|- | |- | ||
Line 1,017: | Line 977: | ||
| MOUNT_EXOTIC | | MOUNT_EXOTIC | ||
| | | | ||
− | | You need the | + | | You need the {{L|Dungeon master}} noble to mount the creature. |
|- | |- | ||
| MULTIPLE_LITTER_RARE | | MULTIPLE_LITTER_RARE | ||
| | | | ||
− | | Makes litters with more than one offspring | + | | Makes litters with more than one offspring rare. |
|- | |- | ||
Line 1,030: | Line 990: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==N== | ==N== | ||
Line 1,186: | Line 1,142: | ||
| Creature doesn't think, or doesn't require a [BRAIN] body part. | | Creature doesn't think, or doesn't require a [BRAIN] body part. | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==P== | ==P== | ||
Line 1,230: | Line 1,182: | ||
* median | * median | ||
* highest % chance | * highest % chance | ||
− | | Determines chance of personality traits. Standard is 0:50:100. See | + | | Determines chance of personality traits. Standard is 0:50:100. See {{L|Personality trait}}s for more info. |
[PERSONALITY:IMAGINATION:0:55:100] | [PERSONALITY:IMAGINATION:0:55:100] | ||
Line 1,241: | Line 1,193: | ||
| PET_EXOTIC | | PET_EXOTIC | ||
| | | | ||
− | | You need a | + | | You need a {{L|Dungeon master}} noble in your fortress for the creature to be tamable (but any {{L|Animal trainer}} can do the taming). |
|- | |- | ||
Line 1,254: | Line 1,206: | ||
* minimum | * minimum | ||
* maximum | * maximum | ||
− | | The minimum/maximum numbers of how many of these creatures | + | | The minimum/maximum numbers of how many of these creatures can show up on a map per year. |
− | [POPULATION_NUMBER: | + | [POPULATION_NUMBER:42:42] |
|- | |- | ||
Line 1,298: | Line 1,250: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==S== | ==S== | ||
Line 1,367: | Line 1,315: | ||
|- | |- | ||
| SILK_SPEC_HEAT | | SILK_SPEC_HEAT | ||
− | | | + | | {{L|SPEC_HEAT|specific heat capacity}} |
| Amount of energy required for the creature's silk to heat up or cool down. | | Amount of energy required for the creature's silk to heat up or cool down. | ||
Line 1,373: | Line 1,321: | ||
| SIZE | | SIZE | ||
| value | | value | ||
− | | How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants. Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast. Creatures with a size larger than 10 will prevent | + | | How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants. Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast. Creatures with a size larger than 10 will prevent {{L|bridge}}s from raising or retracting and will cause a {{L|Dwarven Atom Smasher}} to deconstruct. |
[SIZE:6] | [SIZE:6] | ||
Line 1,388: | Line 1,336: | ||
|- | |- | ||
| SPEC_HEAT | | SPEC_HEAT | ||
− | | | + | | {{L|SPEC_HEAT|specific heat capacity}} |
| Amount of energy required for the creature to heat up or cool down. | | Amount of energy required for the creature to heat up or cool down. | ||
[SPEC_HEAT:409] | [SPEC_HEAT:409] | ||
Line 1,422: | Line 1,370: | ||
| SPEED | | SPEED | ||
| value | | value | ||
− | | Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See | + | | Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See {{L|Speed}} for more information. |
[SPEED:400] | [SPEED:400] | ||
|- | |- | ||
| SPHERE | | SPHERE | ||
− | | | + | | {{L|sphere}} |
− | | Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of | + | | Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of {{L|glowing pit|hidden fun stuff}}. |
|- | |- | ||
Line 1,480: | Line 1,428: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==T== | ==T== | ||
Line 1,512: | Line 1,456: | ||
| TRAINABLE | | TRAINABLE | ||
| | | | ||
− | | Allows a tame creature to be trained into a "War" or "Hunting" variation by way of | + | | Allows a tame creature to be trained into a "War" or "Hunting" variation by way of {{L|Kennels}}. |
|- | |- | ||
Line 1,550: | Line 1,494: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==V== | ==V== | ||
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| VERMIN_FISH | | VERMIN_FISH | ||
| | | | ||
− | | The creature can be | + | | The creature can be {{L|fishing|fished}} out of bodies of water. |
|- | |- | ||
Line 1,634: | Line 1,574: | ||
| VERMINHUNTER | | VERMINHUNTER | ||
| | | | ||
− | | A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses | + | | A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. |
|- | |- | ||
Line 1,647: | Line 1,587: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==W== | ==W== | ||
Line 1,691: | Line 1,627: | ||
ex: [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves] | ex: [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves] | ||
− | From the [[ | + | From the [[string dump]](v40d), permissible tags seem to be: |
CRAFTSMAN_NAME, FISHERMAN_NAME | CRAFTSMAN_NAME, FISHERMAN_NAME | ||
Line 1,723: | Line 1,659: | ||
|BYTYPE:GRASP | |BYTYPE:GRASP | ||
BYTOKEN:TAIL_STINGER | BYTOKEN:TAIL_STINGER | ||
− | |''BYTYPE'': Sets what body part type to use for the attack. Possible values for "type" are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like. See | + | |''BYTYPE'': Sets what body part type to use for the attack. Possible values for "type" are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like. See {{L|Body token}}. |
''BYTOKEN'': Sets the explicit body part ID to use for the attack. The token must exist as part of the creature's [[#B|BODY]] token. | ''BYTOKEN'': Sets the explicit body part ID to use for the attack. The token must exist as part of the creature's [[#B|BODY]] token. | ||