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Editing 40d:Creature token
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Latest revision | Your text | ||
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− | + | Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment. | |
− | Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment | ||
− | + | Since the game is in the Alpha stage, consider everything '''tentative'''. | |
+ | |||
+ | __TOC__ | ||
=Tokens= | =Tokens= | ||
− | |||
− | |||
− | |||
− | |||
− | |||
==A== | ==A== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
+ | |||
+ | |- | ||
+ | | ADD_VERSION | ||
+ | | version | ||
+ | | In which version of the game said creature was introduced. Not used anymore in the 3D version. | ||
+ | [ADD_VERSION:1069] | ||
|- | |- | ||
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 35: | Line 36: | ||
| AMBUSHPREDATOR | | AMBUSHPREDATOR | ||
| | | | ||
− | | | + | | |
|- | |- | ||
Line 53: | Line 54: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==B== | ==B== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
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| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth. | | Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth. | ||
[BABY:1] | [BABY:1] | ||
− | |||
− | |||
− | |||
− | |||
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− | |||
− | |||
|- | |- | ||
| BEACH_FREQUENCY | | BEACH_FREQUENCY | ||
| value | | value | ||
− | | Whales and jellyfish have this | + | | Whales and jellyfish have this. |
[BEACH_FREQUENCY:10] | [BEACH_FREQUENCY:10] | ||
Line 87: | Line 76: | ||
| BENIGN | | BENIGN | ||
| | | | ||
− | | Determines whether creature can show up on "tame" maps (includes [[ | + | | Determines whether creature can show up on "tame" maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). |
|- | |- | ||
| BIOME:* | | BIOME:* | ||
| | | | ||
− | | See [[Biome | + | | See [[Biome Tokens|biome tokens]]. |
|- | |- | ||
Line 111: | Line 100: | ||
|- | |- | ||
− | + | | 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 151: | Line 140: | ||
| temperature | | temperature | ||
| The temperature at which point the creature's bones burst into flame. | | The temperature at which point the creature's bones burst into flame. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 163: | Line 147: | ||
|- | |- | ||
− | + | | [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]] | |
− | + | | <u>not</u> a temperature | |
− | + | | | |
− | |||
− | |||
− | |||
− | | [[SPEC_HEAT| | ||
− | | | ||
|- | |- | ||
| BONECARN | | BONECARN | ||
| | | | ||
− | | Creature eats bones. | + | | Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). |
|- | |- | ||
| BUILDINGDESTROYER | | BUILDINGDESTROYER | ||
| value | | value | ||
− | | Allows a creature to destroy furniture and buildings. | + | | Allows a creature to destroy furniture and buildings. A creature can have this value at 1 or 2. When the value is 1, the creature can destroy buildings, but there is no effect on the creatures behaviour. |
− | + | When the value is 2 the creature will actively seek out your constructions and destroy them. Megabeasts rely on this token for their pathing when attacking your fort. | |
+ | [BUILDINGDESTROYER:2] | ||
+ | |||
+ | |- | ||
+ | | BUTCHERABLE_NONSTANDARD | ||
+ | | | ||
+ | | If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered. | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==C== | ==C== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 199: | Line 179: | ||
| CAN_CIV | | CAN_CIV | ||
| | | | ||
− | | Can create civilizations. This tag may activate hunger and thirst. | + | | Can create civilizations. This tag may activate hunger and thirst. Needs confirmation. |
|- | |- | ||
Line 209: | Line 189: | ||
| CAN_SPEAK | | CAN_SPEAK | ||
| | | | ||
− | | Can talk | + | | Can talk. |
|- | |- | ||
Line 215: | Line 195: | ||
| | | | ||
| Cannot become undead. | | Cannot become undead. | ||
+ | |||
+ | |- | ||
+ | | CARNIVORE | ||
+ | | | ||
+ | | Creature only eats meat. | ||
|- | |- | ||
Line 220: | Line 205: | ||
| | | | ||
| Allows the creature to open doors. | | Allows the creature to open doors. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 249: | Line 229: | ||
| CHEESE_HEATDAM_POINT | | CHEESE_HEATDAM_POINT | ||
| temperature | | temperature | ||
− | | The temperature at which the cheese made from the creature's milk starts taking | + | | The temperature at which the cheese made from the creature's milk starts taking damage. |
|- | |- | ||
Line 255: | Line 235: | ||
| temperature | | temperature | ||
| The temperature at which the creature's cheese bursts into flame. | | The temperature at which the creature's cheese bursts into flame. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 267: | Line 242: | ||
|- | |- | ||
− | + | | [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]] | |
− | + | | <u>not</u> a temperature | |
− | + | | | |
− | |||
− | |||
− | |||
− | | [[SPEC_HEAT| | ||
− | | | ||
|- | |- | ||
Line 292: | Line 262: | ||
* 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 268: | ||
| CHITIN | | CHITIN | ||
| | | | ||
− | | When the creature | + | | When the creature is butchered, it drops chitin, which functions as leather. |
+ | |||
+ | |- | ||
+ | | CRAFTSMAN_NAME | ||
+ | | | ||
+ | * singular | ||
+ | * plural | ||
+ | | Sets the name of the craftsman profession. | ||
+ | [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves] | ||
+ | |||
+ | |- | ||
+ | | CREPUSCULAR | ||
+ | | | ||
+ | | Sets if the creature is active in twilight. | ||
|- | |- | ||
Line 305: | Line 288: | ||
* minimum | * minimum | ||
* maximum | * maximum | ||
− | | The minimum/maximum numbers of how many creatures per spawned cluster | + | | The minimum/maximum numbers of how many creatures per spawned cluster. |
[CLUSTER_NUMBER:1:3] | [CLUSTER_NUMBER:1:3] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 323: | Line 301: | ||
|- | |- | ||
− | | | + | | COOKABLE_LIVE |
| | | | ||
− | | | + | | Set this to allow the creature to be cooked in meals without having to butcher it first. |
+ | |||
+ | |- | ||
+ | | CREATURE | ||
+ | | name | ||
+ | | What the game looks for when generating creatures. | ||
+ | [CREATURE:DWARF] | ||
|- | |- | ||
− | | | + | | COLDDAM_POINT |
− | | | + | | temperature |
− | | | + | | The minimum temperature limit before the creature starts taking damage from freezing. |
|- | |- | ||
− | | | + | | COMMON_DOMESTIC |
| | | | ||
− | | | + | | Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT |
|- | |- | ||
| CURIOUSBEAST_EATER | | CURIOUSBEAST_EATER | ||
| | | | ||
− | | | + | | |
|- | |- | ||
− | | | + | | CURIOUSBEAST_ITEM |
| | | | ||
− | | Allows a creature to ( | + | | Allows a creature to steal things (usually [[food]]?). |
|- | |- | ||
− | | | + | | CURIOUSBEAST_GUZZLER |
| | | | ||
− | | | + | | Will steal [[alcohol]]? Implies CURIOUSBEAST. |
+ | |||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==D== | ==D== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 373: | Line 353: | ||
| DEFENDER | | DEFENDER | ||
| | | | ||
− | | Appears from the glowing pits | + | | Appears from the glowing pits. |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| 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."'' |
[DIFFICULTY:2] | [DIFFICULTY:2] | ||
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| DRAGONFIREBREATH | | DRAGONFIREBREATH | ||
| | | | ||
− | | Creature breathes fire | + | | Creature breathes dragon level fire. |
|- | |- | ||
| DRINK_BOILING_POINT | | DRINK_BOILING_POINT | ||
| temperature | | temperature | ||
− | | | + | | |
|- | |- | ||
| DRINK_COLDDAM_POINT | | DRINK_COLDDAM_POINT | ||
| temperature | | temperature | ||
− | | | + | | |
|- | |- | ||
| DRINK_FIXED_TEMP | | DRINK_FIXED_TEMP | ||
| temperature | | temperature | ||
− | |||
|- | |- | ||
| DRINK_HEATDAM_POINT | | DRINK_HEATDAM_POINT | ||
| temperature | | temperature | ||
− | | | + | | |
|- | |- | ||
| DRINK_IGNITE_POINT | | DRINK_IGNITE_POINT | ||
| temperature | | temperature | ||
− | | | + | | |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| DRINK_MELTING_POINT | | DRINK_MELTING_POINT | ||
| temperature | | temperature | ||
− | | | + | | |
|- | |- | ||
− | + | | [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]] | |
− | + | | <u>not</u> a temperature | |
− | + | | | |
− | |||
− | |||
− | |||
− | | [[SPEC_HEAT| | ||
− | | | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==E== | ==E== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 457: | Line 416: | ||
| ENDING | | ENDING | ||
| | | | ||
− | | Will show up | + | | Will show up after your fortress went 'Too Deep'. (confirm) |
|- | |- | ||
| EQUIPMENT_WAGON | | EQUIPMENT_WAGON | ||
| | | | ||
− | | Implies | + | | Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER. |
|- | |- | ||
Line 472: | Line 431: | ||
| EVIL | | EVIL | ||
| | | | ||
− | | Determines whether creature can show up on "evil" maps (see [[ | + | | Determines whether creature can show up on "evil" maps (see [[Creatures#Threat Matrix|Threat Matrix]]). |
|- | |- | ||
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| | | | ||
* name | * name | ||
− | * | + | * value |
− | * | + | * ? |
− | * | + | * ? |
− | | Determines | + | | Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded 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] | ||
Line 488: | Line 447: | ||
| | | | ||
* name | * name | ||
− | * | + | * value |
− | * | + | * ? |
− | * | + | * ? |
− | * ? | + | * ? |
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50] | | [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50] | ||
− | |||
− | |||
|- | |- | ||
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| | | | ||
* name | * name | ||
− | * | + | * value |
− | * | + | * ? |
− | * | + | * ? |
− | | The extract gotten from the creature | + | | The extract gotten from the creature is a unit of cheese. |
[EXTRACT_CHEESE:cow cheese:6:0:1] | [EXTRACT_CHEESE:cow cheese:6:0:1] | ||
+ | |||
+ | |- | ||
+ | | EXTRACT_COOKABLE | ||
+ | | | ||
+ | | Extract is cookable. | ||
|- | |- | ||
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| temperature | | temperature | ||
| The low temperature value at which the creature's extract starts to take damage. | | The low temperature value at which the creature's extract starts to take damage. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| temperature | | temperature | ||
| The temperature at which the creature's extract bursts into flame (NOT the container it's in). | | The temperature at which the creature's extract bursts into flame (NOT the container it's in). | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 568: | Line 520: | ||
|- | |- | ||
− | | | + | | [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]] |
− | | | + | | <u>not</u> a temperature |
− | | | + | | |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 596: | Line 544: | ||
| EXTRAVISION | | EXTRAVISION | ||
| | | | ||
− | | Creature | + | | Creature has enhanced vision (longer vision range, ie. at night). |
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==F== | ==F== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 619: | Line 562: | ||
| FAT | | FAT | ||
| value | | value | ||
− | | How much fat a creature | + | | How much fat a creature has when it is butchered. |
[FAT:3] | [FAT:3] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| FEMALE | | FEMALE | ||
| | | | ||
− | | The creature is always female | + | | The creature is always female. |
|- | |- | ||
| FIREBREATH | | FIREBREATH | ||
| | | | ||
− | | The creature | + | | The creature breathes fire. |
|- | |- | ||
| FIREIMMUNE | | FIREIMMUNE | ||
| | | | ||
− | | The creature is immune to | + | | The creature is immune to all forms of fire, except DRAGONFIREBREATH. |
|- | |- | ||
Line 665: | Line 603: | ||
| FLIER | | FLIER | ||
| | | | ||
− | | Allows a creature to fly | + | | Allows a creature to fly. |
|- | |- | ||
| FREQUENCY | | FREQUENCY | ||
− | | | + | | time |
− | + | | Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5]. | |
− | | Determines the | + | [FREQUENCY:42] |
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==G== | ==G== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 713: | Line 646: | ||
| GNAWER | | GNAWER | ||
| | | | ||
− | | The creature | + | | The creature chews on food storage containers. |
|- | |- | ||
Line 723: | Line 656: | ||
| GRASSTRAMPLE | | GRASSTRAMPLE | ||
| amount | | amount | ||
− | | Determines | + | | Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. |
[GRASSTRAMPLE:42] | [GRASSTRAMPLE:42] | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==H== | ==H== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 742: | Line 670: | ||
| HAS_RACEGLOSS | | HAS_RACEGLOSS | ||
| gloss | | gloss | ||
− | | Links a material glossary to the | + | | Links a material glossary to the entity, located in the file "matgloss_[name].txt"; in this example, matgloss_wood.txt |
[HAS_RACEGLOSS:WOOD] | [HAS_RACEGLOSS:WOOD] | ||
− | |||
− | |||
− | |||
|- | |- | ||
Line 756: | Line 681: | ||
| 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. [[Temperature scale|DF temperature scale]] |
|- | |- | ||
Line 769: | Line 694: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==I== | ==I== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 785: | Line 705: | ||
| temperature | | temperature | ||
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]] | | The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]] | ||
+ | |||
+ | |- | ||
+ | | IMMOLATE | ||
+ | | | ||
+ | | Possessed by fire snake. Allows them to burn items they are standing on (food stockpile infested with fire snakes will be covered in spilled booze)? | ||
|- | |- | ||
Line 790: | Line 715: | ||
| | | | ||
| The creature is immobile while on land | | The creature is immobile while on land | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 804: | Line 724: | ||
| ITEMCORPSE | | ITEMCORPSE | ||
| | | | ||
− | * [[Item token]] | + | * [[Item Tokens|item token]] |
* subtype | * subtype | ||
NO_SUBTYPE | NO_SUBTYPE | ||
− | * [[ | + | * [[Material_Tokens|material 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:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS] |
|- | |- | ||
Line 819: | Line 739: | ||
| The quality of an item-type corpse left behind; 5 is masterpiece-level. | | The quality of an item-type corpse left behind; 5 is masterpiece-level. | ||
[ITEMCORPSE_QUALITY:5] | [ITEMCORPSE_QUALITY:5] | ||
+ | |||
|- | |- | ||
| IVORY | | IVORY | ||
| | | | ||
− | | Creature will produce ivory when butchered. Currently doesn't work | + | | Creature will produce ivory when butchered. Currently doesn't work. |
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==L== | ==L== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
+ | |||
+ | |- | ||
+ | | LARGE_CAVERIVER | ||
+ | | | ||
+ | | In Fortress Mode, spawns from/near cave rivers. | ||
+ | |||
+ | |- | ||
+ | | LARGE_CHASM | ||
+ | | | ||
+ | | In Fortress Mode, spawns from/near chasms. | ||
+ | |||
+ | |- | ||
+ | | LARGE_LAVA | ||
+ | | | ||
+ | | In Fortress Mode, spawns from/near magma. | ||
|- | |- | ||
| LARGE_PREDATOR | | LARGE_PREDATOR | ||
| | | | ||
− | | Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress | + | | Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress("ere the wolves get hungry.") |
|- | |- | ||
Line 851: | Line 782: | ||
| LAYERING | | LAYERING | ||
| value | | value | ||
− | | How well-protected the creature is from low temperatures | + | | How well-protected the creature is from low temperatures. |
|- | |- | ||
| LEATHER_BOILING_POINT | | LEATHER_BOILING_POINT | ||
| temperature | | temperature | ||
− | | The temperature at which leather made from the creature's skins will boil away | + | | The temperature at which leather made from the creature's skins will boil away. |
|- | |- | ||
| LEATHER_COLDDAM_POINT | | LEATHER_COLDDAM_POINT | ||
| temperature | | temperature | ||
− | | The temperature at which leather made from the creature's skins will take damage | + | | The temperature at which leather made from the creature's skins will take damage. |
|- | |- | ||
| LEATHER_FIXED_TEMP | | LEATHER_FIXED_TEMP | ||
| temperature | | temperature | ||
− | | The temperature that leather made from the creature's skins generates | + | | The temperature that leather made from the creature's skins generates. |
|- | |- | ||
| LEATHER_HEATDAM_POINT | | LEATHER_HEATDAM_POINT | ||
| temperature | | temperature | ||
− | | The temperature at which leather made from the creature's skins will take damage | + | | The temperature at which leather made from the creature's skins will take damage. |
|- | |- | ||
| LEATHER_IGNITE_POINT | | LEATHER_IGNITE_POINT | ||
| temperature | | temperature | ||
− | | The temperature at which leather made from the creature's skins will burst into flames | + | | The temperature at which leather made from the creature's skins will burst into flames. |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| LEATHER_MELTING_POINT | | LEATHER_MELTING_POINT | ||
| temperature | | temperature | ||
− | | The temperature at which leather made from the creature's skins will melt away | + | | The temperature at which leather made from the creature's skins will melt away. |
|- | |- | ||
− | + | | [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]] | |
− | + | | <u>not</u> a temperature | |
− | + | | | |
− | |||
− | |||
− | |||
− | | [[SPEC_HEAT| | ||
− | | | ||
|- | |- | ||
Line 906: | Line 827: | ||
| LIKES_FIGHTING | | LIKES_FIGHTING | ||
| | | | ||
− | | | + | | Determines whether creature "takes pleasure in slaughter" (after killing something in battle). |
|- | |- | ||
Line 916: | Line 837: | ||
| 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] | ||
Line 923: | Line 844: | ||
| LOCKPICKER | | LOCKPICKER | ||
| | | | ||
− | | Lets a creature open doors that are set to forbidden in Fortress Mode. | + | | Lets a creature open doors that are set to forbidden in Fortress Mode. |
|- | |- | ||
Line 931: | Line 852: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==M== | ==M== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 946: | Line 862: | ||
| MAGICAL | | MAGICAL | ||
| | | | ||
− | | | + | | Allows a creature to use magic? (Requires confirmation) |
|- | |- | ||
Line 956: | Line 872: | ||
| MALE | | MALE | ||
| | | | ||
− | | The creature is always male | + | | The creature is always male. |
|- | |- | ||
| MATERIAL | | MATERIAL | ||
| | | | ||
− | * [[ | + | * [[Material Tokens|Material token]] |
* USE_RACEGLOSS | * USE_RACEGLOSS | ||
| | | | ||
Line 975: | Line 891: | ||
* minimum | * minimum | ||
* maximum | * maximum | ||
− | | Sets the | + | | Sets the Min Max age for a creature. Used in world generating and Fortress Mode. |
[MAXAGE:150:170] | [MAXAGE:150:170] | ||
Line 986: | Line 902: | ||
| MEGABEAST | | MEGABEAST | ||
| | | | ||
− | | Appears on fortress territory in Fortress Mode occasionally. | + | | Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. |
|- | |- | ||
Line 1,001: | Line 917: | ||
| MISCHIEVIOUS | | MISCHIEVIOUS | ||
| | | | ||
− | | Will pull any levers it comes across (requires confirmation) | + | | Will pull any levers it comes across. (requires confirmation) |
|- | |- | ||
Line 1,012: | Line 928: | ||
| MOUNT | | MOUNT | ||
| | | | ||
− | | Allows the creature to be mounted | + | | Allows the creature to be mounted. |
|- | |- | ||
Line 1,022: | Line 938: | ||
| 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 946: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==N== | ==N== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 1,054: | Line 965: | ||
| NARROW | | NARROW | ||
| | | | ||
− | | | + | | The creature can only wear things that have the narrow tag on it. |
|- | |- | ||
Line 1,079: | Line 990: | ||
| NO_GENDER | | NO_GENDER | ||
| | | | ||
− | | No gender will be selected for the creature | + | | No gender will be selected for the creature. |
|- | |- | ||
Line 1,100: | Line 1,011: | ||
| | | | ||
| Will not show up during the Winter season. | | Will not show up during the Winter season. | ||
+ | |||
+ | |- | ||
+ | | NOBREATHE | ||
+ | | | ||
+ | | Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. | ||
|- | |- | ||
Line 1,109: | Line 1,025: | ||
| NOBONES | | NOBONES | ||
| | | | ||
− | | Creature will not drop bones on | + | | Creature will not drop bones on death. |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,139: | Line 1,050: | ||
| NOMEAT | | NOMEAT | ||
| | | | ||
− | | Creature will not drop meat on | + | | Creature will not drop meat on death. |
|- | |- | ||
Line 1,154: | Line 1,065: | ||
| NOSKIN | | NOSKIN | ||
| | | | ||
− | | Creature will not drop skin on | + | | Creature will not drop skin on death. |
|- | |- | ||
| NOSKULL | | NOSKULL | ||
| | | | ||
− | | Creature will not drop skull on | + | | Creature will not drop skull on death. |
|- | |- | ||
Line 1,175: | Line 1,086: | ||
| | | | ||
| Creature can't be stunned. | | Creature can't be stunned. | ||
+ | |||
+ | |- | ||
+ | | NOTHOUGHT | ||
+ | | | ||
+ | | Creature doesn't think, or doesn't require a [BRAIN] body part. | ||
|- | |- | ||
Line 1,181: | Line 1,097: | ||
| Creature can't be butchered. | | Creature can't be butchered. | ||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==P== | ==P== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 1,199: | Line 1,106: | ||
|- | |- | ||
− | + | | PARALYZEIMMUNE | |
− | |||
− | |||
− | |||
− | |||
− | | PARALYZEIMMUNE | ||
| | | | ||
| The creature is immune to all paralyzing special attacks. | | The creature is immune to all paralyzing special attacks. | ||
Line 1,211: | Line 1,113: | ||
| PATTERNFLIER | | PATTERNFLIER | ||
| | | | ||
− | | | + | | |
|- | |- | ||
Line 1,230: | Line 1,132: | ||
* median | * median | ||
* highest % chance | * highest % chance | ||
− | | Determines chance of personality traits. Standard is 0:50:100. See [[Personality | + | | Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info. |
[PERSONALITY:IMAGINATION:0:55:100] | [PERSONALITY:IMAGINATION:0:55:100] | ||
Line 1,241: | Line 1,143: | ||
| PET_EXOTIC | | PET_EXOTIC | ||
| | | | ||
− | | You need | + | | You need the [[Dungeon master]] noble to tame the creature. |
|- | |- | ||
Line 1,254: | Line 1,156: | ||
* 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 1,272: | Line 1,174: | ||
==R== | ==R== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,289: | Line 1,185: | ||
* bg | * bg | ||
* br | * br | ||
− | | | + | | [REMAINS_COLOR:6:0:0] |
− | |||
|- | |- | ||
| REMAINS_UNDETERMINED | | REMAINS_UNDETERMINED | ||
Line 1,298: | Line 1,193: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==S== | ==S== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 1,313: | Line 1,203: | ||
| SAVAGE | | SAVAGE | ||
| | | | ||
− | | | + | | Determines whether creature can show up on "savage" maps. |
|- | |- | ||
Line 1,319: | Line 1,209: | ||
| | | | ||
| Appears as boss creature in quests. | | Appears as boss creature in quests. | ||
+ | |||
+ | |- | ||
+ | | SESSILE_LAND | ||
+ | | | ||
+ | | Cannot move on land. | ||
|- | |- | ||
Line 1,349: | Line 1,244: | ||
| temperature | | temperature | ||
| Temperature at which silk made from this creature's webs bursts into flame. | | Temperature at which silk made from this creature's webs bursts into flame. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,361: | Line 1,251: | ||
|- | |- | ||
− | + | | [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]] | |
− | + | | <u>not</u> a temperature | |
− | + | | | |
− | |||
− | |||
− | |||
− | | [[SPEC_HEAT| | ||
− | | | ||
|- | |- | ||
| 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 | + | | 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. |
[SIZE:6] | [SIZE:6] | ||
Line 1,379: | Line 1,264: | ||
| SLOW_LEARNER | | SLOW_LEARNER | ||
| | | | ||
− | | Presumably | + | | Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants |
|- | |- | ||
− | | | + | | SMALLAQUATIC_CAVERIVER |
+ | | | ||
| | | | ||
− | |||
|- | |- | ||
− | | | + | | SMALLAQUATIC_OCEAN |
− | | | + | | |
− | | | + | | |
− | |||
|- | |- | ||
− | | SPECNAME | + | | SMALLAQUATIC_RIVER |
− | | | + | | |
− | *token | + | | |
+ | |||
+ | |- | ||
+ | | SMALLAQUATIC_SWAMP | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |||
+ | |- | ||
+ | | SMALL_REMAINS | ||
+ | | | ||
+ | | If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin. | ||
+ | |||
+ | |- | ||
+ | | SPECNAME | ||
+ | | | ||
+ | *token | ||
*singular noun | *singular noun | ||
*plural noun | *plural noun | ||
Line 1,401: | Line 1,301: | ||
| Sets a special name for certain instances. | | Sets a special name for certain instances. | ||
[SPECNAME:MALE:bull:bulls:bull] | [SPECNAME:MALE:bull:bulls:bull] | ||
+ | |||
+ | |- | ||
+ | | [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]] | ||
+ | | <u>not</u> a temperature | ||
+ | | [SPEC_HEAT:409] | ||
|- | |- | ||
| SPEECH | | SPEECH | ||
| filename | | filename | ||
− | | Sets what speech.txt | + | | Sets what speech.txt do use for the creature. |
[SPEECH:dwarf.txt] | [SPEECH:dwarf.txt] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| SPEED | | SPEED | ||
| value | | value | ||
− | | Sets the creatures' movement and work speed, 1000/[ | + | | Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information. |
[SPEED:400] | [SPEED:400] | ||
+ | |||
|- | |- | ||
| SPHERE | | SPHERE | ||
− | | | + | |
− | | | + | |- |
+ | | STOUT | ||
+ | | | ||
+ | | Creature has a resistance to being knocked over. | ||
|- | |- | ||
| STANDARD_FLESH | | STANDARD_FLESH | ||
| | | | ||
− | | | + | | |
− | |||
− | |||
|- | |- | ||
− | + | | SWIMS_INNATE | |
− | + | | | |
− | + | | The creature naturally knows how to swim, as opposed to swims_learned below. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
|- | |- | ||
− | | | + | | SWIMS_LEARNED |
− | | | + | | |
− | | | + | | The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally. |
− | |||
− | |||
|- | |- | ||
| SWIM_SPEED | | SWIM_SPEED | ||
| value | | value | ||
− | | How fast the creature swims | + | | How fast the creature swims. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==T== | ==T== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 1,495: | Line 1,359: | ||
| THICKWEB | | THICKWEB | ||
| | | | ||
− | | The creature's webs can catch larger creatures. | + | | The creature's webs can catch larger creatures. |
|- | |- | ||
Line 1,502: | Line 1,366: | ||
| The graphical representation of the creature. | | The graphical representation of the creature. | ||
[TILE:157] or [TILE:'&'] | [TILE:157] or [TILE:'&'] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,517: | Line 1,375: | ||
| TRANCES | | TRANCES | ||
| | | | ||
− | | Allows the creature to go into martial trances. | + | | Allows the creature to go into martial trances, and to create artifacts via moods. |
|- | |- | ||
Line 1,534: | Line 1,392: | ||
==U== | ==U== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 1,545: | Line 1,402: | ||
| Creature swims under the water and can't be seen. | | Creature swims under the water and can't be seen. | ||
|- | |- | ||
− | | UTTERANCES | + | |UTTERANCES |
− | | | + | |
− | | | + | |} |
+ | |||
+ | ==V== | ||
+ | {| border="1" cellpadding="2" width="100%" | ||
+ | ! width="20%" | Token | ||
+ | ! width="20%" | Arguments | ||
+ | ! width="60%" | Description | ||
+ | |||
+ | |- | ||
+ | | VEGETATION | ||
+ | | | ||
+ | | | ||
− | + | |- | |
− | + | | VERMINHUNTER | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |- | ||
− | | | ||
− | |||
| | | | ||
+ | | A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). | ||
|- | |- | ||
| VERMIN_BITE | | VERMIN_BITE | ||
| | | | ||
− | * amount injected | + | * amount injected? |
* name | * name | ||
* effect (USE_EXTRACT) | * effect (USE_EXTRACT) | ||
Line 1,579: | Line 1,434: | ||
| VERMIN_EATER | | VERMIN_EATER | ||
| | | | ||
− | + | | The creature can be eaten. | |
− | |||
− | |||
− | |||
− | |||
− | | The creature can be | ||
|- | |- | ||
| VERMIN_GROUNDER | | VERMIN_GROUNDER | ||
| | | | ||
− | | The creature | + | | The creature can be picked up if you stand over it. (Requires confirmation) |
+ | :I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT) | ||
|- | |- | ||
Line 1,595: | Line 1,446: | ||
| | | | ||
| Some dwarves will hate the creature and get unhappy thoughts when around it. | | Some dwarves will hate the creature and get unhappy thoughts when around it. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,614: | Line 1,460: | ||
| VERMIN_NOTRAP | | VERMIN_NOTRAP | ||
| | | | ||
− | | The creature cannot be caught by trappers or animal traps | + | | The creature cannot be caught by trappers or animal traps. |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,630: | Line 1,471: | ||
| | | | ||
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants. | | The vermin will appear in a single tile cluster of many vermin, such as a colony of ants. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,647: | Line 1,483: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==W== | ==W== | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
! width="20%" | Token | ! width="20%" | Token | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
Line 1,673: | Line 1,504: | ||
| | | | ||
| The creature will not get caught in webs. | | The creature will not get caught in webs. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
=Attacks= | =Attacks= | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | |||
!width="50"|Tag | !width="50"|Tag | ||
!width="225"|What It Does | !width="225"|What It Does | ||
Line 1,723: | Line 1,528: | ||
|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 [[Body | + | |''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 [[Body Tokens]]. |
− | ''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 [[Creature Tokens#B|BODY]] token. |
|- | |- | ||
Line 1,740: | Line 1,545: | ||
|- | |- | ||
|[ATTACKFLAG_WITH] | |[ATTACKFLAG_WITH] | ||
− | | | + | |Allows the creature to use weapons with the attack if they have one in a limb that can hold items. |
− | |||
|- | |- | ||
|[ATTACKFLAG_CANLATCH] | |[ATTACKFLAG_CANLATCH] | ||
− | |Allows the creature to latch on with the attack. | + | |Allows the creature to latch on with the attack. "Crocodile latches on Blargg's head firmly." |
− | |||
|- | |- | ||
|[SPECIALATTACK_INJECT_EXTRACT:50:100] | |[SPECIALATTACK_INJECT_EXTRACT:50:100] | ||
− | |The creature injects an amount of its extract into a victim upon successfully using this attack. | + | |The creature injects an amount of its extract into a victim upon successfully using this attack. The significance of the amount is unknown (but probably determines duration before the extract wears off). |
|- | |- | ||
|[SPECIALATTACK_SUCK_BLOOD:50:100] | |[SPECIALATTACK_SUCK_BLOOD:50:100] | ||
− | |When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn | + | |When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?) |
− | |||
|} | |} | ||
− | + | [[Category:Modding]] | |
− | + | [[Category:Tokens]] | |
− | |||
− | |||
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