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{{Quality|Exceptional}}
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{{Migrated_article}}
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{{av}}{{Quality|Exceptional}}
{{Modding}}
 
  
The <code>[OBJECT:CREATURE]</code> [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below.  
+
A full list of all known creature tokens.
  
Vanilla creature definitions can be found in <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\vanilla_creatures\</code>.
+
__NOTOC__
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.
 
  
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)
+
<div align="center">
 
+
{{alphabetical TOC}}
__NOTOC__
+
</div>
{{clear}}
 
{{alphabetical TOC|style=margin: 1em auto;}}
 
  
 
==A==
 
==A==
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| Caste
 
| Caste
 
|
 
|
| 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. When {{k|v}}iewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead of "This [adorable] animal can't work" or "This animal is waiting to be trained".
+
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| 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.
+
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| 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.{{verify|code}}
+
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.  
  
 
|-
 
|-
 
| {{text anchor|ALTTILE}}
 
| {{text anchor|ALTTILE}}
 
| Creature
 
| Creature
|  
+
|
*'character' or tile number
+
| If set, the creature will blink between its [TILE] and its [ALTTILE].  
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE.  
 
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| 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}}
+
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].
+
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].
  
 
|-
 
|-
 
| {{text anchor|APP_MOD_DESC_RANGE}}
 
| {{text anchor|APP_MOD_DESC_RANGE}}
| Appearance Modifier
+
| Caste
 
|
 
|
*Range (6 values, low to high)
+
*Range
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.
+
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
 
 
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.
 
  
 
|-
 
|-
 
| {{text anchor|APP_MOD_GENETIC_MODEL}}
 
| {{text anchor|APP_MOD_GENETIC_MODEL}}
| Appearance Modifier
+
| Caste
 
|
 
|
 
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
 
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
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|-
 
|-
 
| {{text anchor|APP_MOD_IMPORTANCE}}
 
| {{text anchor|APP_MOD_IMPORTANCE}}
| Appearance Modifier
+
| Caste
 
|
 
|
 
*number
 
*number
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|-
 
|-
 
| {{text anchor|APP_MOD_NOUN}}
 
| {{text anchor|APP_MOD_NOUN}}
| Appearance Modifier
+
| Caste
 
|  
 
|  
 
*noun
 
*noun
 
*SINGULAR or PLURAL  
 
*SINGULAR or PLURAL  
| Creates a noun for the appearance, and whether it is singular or plural.
+
| creates a noun for the appearance and whether it is singular or plural
  
 
|-
 
|-
 
| {{text anchor|APP_MOD_RATE}}
 
| {{text anchor|APP_MOD_RATE}}
| Appearance Modifier
+
| Caste
 
|  
 
|  
 
*Rate (integer)
 
*Rate (integer)
*Scale (DAILY, YEARLY)
+
*Scale (DAILY, YEARLY)
*min (growth)
+
*min:max of growth
*max (growth)
+
*start year:start day
*start year
+
*end year:end day  
*start day
+
| setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.
*end year
 
*end day  
 
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.
 
  
 
|-
 
|-
 
| {{text anchor|APPLY_CREATURE_VARIATION}}
 
| {{text anchor|APPLY_CREATURE_VARIATION}}
| Caste
+
| Special
 
|  
 
|  
*creature variation ID
+
*CV TEMPLATE NAME
*(optional) any amount of arbitrary arguments
+
| Loads the Creature Variation Template specified.
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.
 
  
 
|-
 
|-
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| Special
 
| Special
 
|   
 
|   
| 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.
+
| Applies loaded Creature Variation
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Enables the creature to breathe in water, but causes it to air-drown on dry land.  
+
| Creature can breathe in water, but air-drowns on dry land.  
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.
+
| Does not appear in arena mode list.
  
 
|-
 
|-
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| Creature
 
| Creature
 
|
 
|
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.
+
| Can be kept in artificial hives by beekeepers.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|
 
|
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.
+
| Does not attack or frighten wildlife.
  
 
|-
 
|-
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|  
 
|  
 
*token
 
*token
*selection criteria (it's complicated)
+
*bodypart
 +
*selection criteria
 +
*location
 
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
 
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
 
'''Example:'''<br />
 
'''Example:'''<br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br />
+
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br />
''GORE'' = name of the attack<br />
+
''GORE'' : name of the attack<br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)
+
''BODYPART:BY_CATEGORY:HORN'' the horn is used to attack (presuming the creature has one)
  
 
|-
 
|-
 
| {{text anchor|ATTACK_TRIGGER}}
 
| {{text anchor|ATTACK_TRIGGER}}
 
| Caste
 
| Caste
|  
+
| pop:exported wealth:created wealth
*population
+
| Specifies when a [[megabeast]] will attack the fortress.
*exported wealth
 
*created wealth
 
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.
 
  
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==B==
 
==B==
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| {{text anchor|BABY}}
 
| {{text anchor|BABY}}
 
| Caste
 
| Caste
|  
+
| integer  
*integer  
+
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.
 
  
 
|-
 
|-
 
| {{text anchor|BABYNAME}}
 
| {{text anchor|BABYNAME}}
 
| Caste
 
| Caste
|  
+
| singular:plural  
*singular
+
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
*plural  
 
| 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}}.
 
  
 
|-
 
|-
 
| {{text anchor|BEACH_FREQUENCY}}
 
| {{text anchor|BEACH_FREQUENCY}}
 
| Caste
 
| Caste
|  
+
|
*integer
+
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.  
| 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.
 
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running 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.
+
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.
 
 
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.
 
  
 
|-
 
|-
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|  
 
|  
 
* [[biome token]]
 
* [[biome token]]
| Select a [[biome]] the creature may appear in.
+
| Select a [[Biome]] the creature may appear in.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|  
 
|  
* <[[material token]]>
+
* [[material token]]
* <[[Material_definition_token#Material_States|material state]]>
+
*matter state (LIQUID, GAS, SOLID)
 
| Specifies what the creature's blood is made of.
 
| Specifies what the creature's blood is made of.
  
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| Caste
 
| Caste
 
|  
 
|  
| 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.
+
| Seems to be required to make the creature denouncable as a creature of the night.
  
 
|-
 
|-
 
| {{text anchor|BODY}}
 
| {{text anchor|BODY}}
 
| Caste
 
| Caste
|  
+
| body parts  
*body parts  
 
 
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
 
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
 
'''Example:'''<br />
 
'''Example:'''<br />
 
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
 
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <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.
+
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.
 
 
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a "Body Token Recognized But Could Not Connect: HEART" error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.
 
 
 
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}
 
  
 
|-
 
|-
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|  
 
|  
 
*ATTRIBUTE
 
*ATTRIBUTE
*lowest
+
*lowest:lower:low:median:high:higher:highest  
*lower
+
| 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.
*low
 
*median
 
*high
 
*higher
 
*highest  
 
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
 
 
'''Example:'''<br />
 
'''Example:'''<br />
 
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br />
 
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br />
 
''HEIGHT'' : marks the height to be changed <br />
 
''HEIGHT'' : marks the height to be changed <br />
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.
+
''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.
  
 
|-
 
|-
 
| {{text anchor|BODY_DETAIL_PLAN}}
 
| {{text anchor|BODY_DETAIL_PLAN}}
 
| Caste
 
| Caste
|  
+
| PlanName, PlanName:type:type:type:etc.
*PlanName
+
| 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.
*Arguments
 
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
 
 
'''Example:'''<br />
 
'''Example:'''<br />
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
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| {{text anchor|BODY_SIZE}}
 
| {{text anchor|BODY_SIZE}}
 
| Caste
 
| Caste
|  
+
| years:days:size  
*years
+
| 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.
*days
 
*size  
 
| 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.
 
 
'''Example:'''<br />
 
'''Example:'''<br />
 
[BODY_SIZE:0:0:10000]<br />
 
[BODY_SIZE:0:0:10000]<br />
 
[BODY_SIZE:1:168:50000]<br />
 
[BODY_SIZE:1:168:50000]<br />
 
[BODY_SIZE:12:0:220000]<br />
 
[BODY_SIZE:12:0:220000]<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.
+
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old he would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.
  
 
|-
 
|-
 
| {{text anchor|BODYGLOSS}}
 
| {{text anchor|BODYGLOSS}}
 
| Caste
 
| Caste
|  
+
| gloss  
*gloss  
 
 
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
 
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
  
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| Caste
 
| Caste
 
|   
 
|   
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}
+
| Creature eats bones. Implies CARNIVORE and has the same worldgen problem.
 
 
|-
 
| {{text anchor|BP_ADD_TYPE}}
 
| Caste
 
|
 
| 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]].  
 
  
 
|-
 
|-
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|  
 
|  
 
*QUALITY
 
*QUALITY
*lowest
+
*lowest:lower:low:median:high:higher:highest  
*lower
+
| 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)
*low
 
*median
 
*high
 
*higher
 
*highest  
 
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)
 
  
 
|-
 
|-
| {{text anchor|BP_REMOVE_TYPE}}
+
| {{text anchor|BUILDINGDESTROYER}}
 
| Caste
 
| Caste
|  
+
| 1 or 2  
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}.
+
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands.  
+
|}
|-
 
| {{text anchor|BUILDINGDESTROYER}}
 
| Caste
 
|
 
*1 or 2  
 
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands.  
 
|}
 
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==C==
 
==C==
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| {{text anchor|CAN_DO_INTERACTION}}
 
| {{text anchor|CAN_DO_INTERACTION}}
 
| Caste
 
| Caste
|  
+
| interaction token
*interaction token
+
| The creature can perform an interaction. See [[interaction token]].
| The creature can perform an interaction. See [[interaction token]].
 
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| 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.
+
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.
+
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}
 
 
|-
 
| {{text anchor|CANNOT_CLIMB}}
 
| Caste
 
 
| Creature cannot [[climber|climb]], even if it has free grasp parts.
 
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Creature cannot [[jump]].
+
| Creature cannot jump.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.
+
| Alias for NOT_LIVING
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| 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. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}
+
| Allows the creature to open doors.  
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| 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.
+
| Creature ''only'' eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Currently bugged in worldgen -- exclusively carnivore civilizations always starve out. Goblins and kobolds live off raw exceptions.
  
 
|-
 
|-
Line 396: Line 339:
 
|  
 
|  
 
*name  
 
*name  
| Defines a [[caste]].
+
| Defines a caste.
  
 
|-
 
|-
Line 403: Line 346:
 
|
 
|
 
*tile number or "letter"
 
*tile number or "letter"
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.
+
| Caste-specific ALT_TILE. Requires CASTE_TILE.
  
 
|-
 
|-
Line 412: Line 355:
 
*bg
 
*bg
 
*brightness
 
*brightness
| Caste-specific {{token|COLOR|c}}.
+
| Caste-specific COLOR.
  
 
|-
 
|-
Line 421: Line 364:
 
*bg
 
*bg
 
*brightness
 
*brightness
| Caste-specific {{token|GLOWCOLOR|c}}.
+
| Caste-specific GLOWCOLOR.
  
 
|-
 
|-
Line 428: Line 371:
 
|
 
|
 
*tile value or "letter"
 
*tile value or "letter"
| Caste-specific {{token|GLOWTILE|c}}.
+
| Caste-specific GLOWTILE.
  
 
|-
 
|-
 
| {{text anchor|CASTE_NAME}}
 
| {{text anchor|CASTE_NAME}}
 
| Caste
 
| Caste
|  
+
| singular:plural:adjective  
*singular
+
| Caste-specific NAME.
*plural
 
*adjective  
 
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as "nothing".
 
  
 
|-
 
|-
Line 446: Line 386:
 
*singular
 
*singular
 
*plural  
 
*plural  
| Caste-specific {{token|PROFESSION_NAME|c}}.
+
| Caste-specific PROFESSION_NAME.
  
 
|-
 
|-
 
| {{text anchor|CASTE_SOLDIER_ALTTILE}}
 
| {{text anchor|CASTE_SOLDIER_ALTTILE}}
 
| Caste
 
| Caste
|  
+
| 'character' or tile number
*'character' or tile number
+
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.
 
  
 
|-
 
|-
 
| {{text anchor|CASTE_SOLDIER_TILE}}
 
| {{text anchor|CASTE_SOLDIER_TILE}}
 
| Caste
 
| Caste
|  
+
| 'character' or tile number
*'character' or tile number
+
| Caste-specific CREATURE_SOLDIER_TILE.
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.
+
 
 +
|-
 +
| {{text anchor|CASTE_SPEECH}}
 +
| Caste
 +
| speech file
 +
| Caste-specific SPEECH.
  
 
|-
 
|-
Line 467: Line 411:
 
|
 
|
 
* tile number or "letter"
 
* tile number or "letter"
| Caste-specific {{token|CREATURE_TILE|c}}.
+
| Caste-specific CREATURE_TILE.
  
 
|-
 
|-
Line 473: Line 417:
 
| Caste
 
| Caste
 
|   
 
|   
| Gives the creature a bonus in caves. Also causes [[cave adaptation]].  
+
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
  
 
|-
 
|-
 
| {{text anchor|CDI}}
 
| {{text anchor|CDI}}
 
| Caste
 
| Caste
|  
+
| Varies
*Varies
+
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].
 
  
 
|-
 
|-
 
| {{text anchor|CHANGE_BODY_SIZE_PERC}}
 
| {{text anchor|CHANGE_BODY_SIZE_PERC}}
 
| Caste
 
| Caste
|  
+
| integer
*integer
 
 
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.
 
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.
 
|-
 
| {{text anchor|CHANGE_FREQUENCY_PERC}}
 
| Creature
 
|
 
*integer
 
| Multiplies frequency by a factor of (integer)%.
 
  
 
|-
 
|-
 
| {{text anchor|CHILD}}
 
| {{text anchor|CHILD}}
 
| Caste
 
| Caste
|  
+
| integer  
*integer  
+
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
| 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.  
 
  
 
|-
 
|-
 
| {{text anchor|CHILDNAME}}
 
| {{text anchor|CHILDNAME}}
 
| Caste
 
| Caste
|  
+
| singular:plural  
*singular
+
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
*plural  
 
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.
 
  
 
|-
 
|-
Line 517: Line 449:
 
*min
 
*min
 
*max
 
*max
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.
+
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.
 +
e.g. [CLUSTER_NUMBER:1:3]
  
 
|-
 
|-
Line 525: Line 458:
 
*min
 
*min
 
*max
 
*max
|Number of [[egg]]s laid in one sitting.
+
|Number of eggs laid in one sitting.
  
 
|-
 
|-
Line 536: Line 469:
 
| {{text anchor|COLOR}}
 
| {{text anchor|COLOR}}
 
| Creature
 
| Creature
|  
+
| foreground:background:brightness  
*foreground
 
*background
 
*brightness  
 
 
| Color of the creature's tile. See [[Color]] for usage.
 
| Color of the creature's tile. See [[Color]] for usage.
  
Line 546: Line 476:
 
| Caste
 
| Caste
 
|   
 
|   
| 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.
+
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures. Requires NATURAL tag?{{verify}}
  
 
|-
 
|-
Line 552: Line 482:
 
| Caste
 
| Caste
 
|
 
|
| 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.
+
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
  
 
|-
 
|-
Line 558: Line 488:
 
| Caste
 
| Caste
 
|   
 
|   
| 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.
+
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.
  
 
|-
 
|-
Line 564: Line 494:
 
| Caste
 
| Caste
 
|  
 
|  
| 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.
+
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.
  
 
|-
 
|-
Line 570: Line 500:
 
| Special
 
| Special
 
|  
 
|  
*creature ID
+
*CREATURE NAME
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.
+
| Copies tags from another specified creature.
 
 
|-
 
| {{text anchor|CREATURE}}
 
| Creature
 
|
 
*creature ID
 
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.
 
  
 
|-
 
|-
Line 585: Line 508:
 
|
 
|
 
*classname
 
*classname
| 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.
+
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.
 
 
The full list of tokens that use creature classes is:
 
  
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}
 
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}
 
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}
 
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}
 
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}
 
 
|-
 
|-
 
| {{text anchor|CREATURE_SOLDIER_TILE}}
 
| {{text anchor|CREATURE_SOLDIER_TILE}}
 
| Creature
 
| Creature
|  
+
| 'character' or tile number
*'character' or tile number
+
| Creatures active in their civilization's military will use this tile instead.
| Creatures active in their civilization's [[military]] will use this tile instead.
 
  
 
|-
 
|-
 
| {{text anchor|CREATURE_TILE}}
 
| {{text anchor|CREATURE_TILE}}
 
| Creature
 
| Creature
|  
+
| 'character' or tile number  
*'character' or tile number  
 
 
| The symbol of the creature in ASCII mode.
 
| The symbol of the creature in ASCII mode.
  
Line 612: Line 526:
 
| Caste
 
| Caste
 
|   
 
|   
| Sets the creature to be active at twilight in adventurer mode.
+
| Sets if the creature is active at twilight.
  
 
|-
 
|-
Line 618: Line 532:
 
| Caste
 
| Caste
 
|   
 
|   
| 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.
+
| Allows a creature to steal and eat edible items from a site.  
  
 
|-
 
|-
Line 624: Line 538:
 
| Caste
 
| Caste
 
|   
 
|   
| 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.
+
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.
  
 
|-
 
|-
Line 630: Line 544:
 
| Caste
 
| Caste
 
|   
 
|   
| 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 a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. 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.
+
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.
  
 
|-
 
|-
Line 637: Line 551:
 
|  
 
|  
 
*TAG NAME  
 
*TAG NAME  
| Adds a tag. Used in conjunction with creature variation templates.
+
| Adds a tag. Used in conjunction with creature variation templates.
  
 
|-
 
|-
Line 647: Line 561:
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==D==
 
==D==
Line 661: Line 577:
 
| Caste
 
| Caste
 
|   
 
|   
| 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}}.
+
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
  
 
|-
 
|-
 
| {{text anchor|DESCRIPTION}}
 
| {{text anchor|DESCRIPTION}}
 
| Caste
 
| Caste
|  
+
| text  
*text  
+
| A brief description of the creature type.
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen.
 
  
 
|-
 
|-
Line 674: Line 589:
 
| Caste
 
| Caste
 
|
 
|
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.
+
| Dies upon attacking. Used for [[bee]] stings.
  
 
|-
 
|-
 
| {{text anchor|DIFFICULTY}}
 
| {{text anchor|DIFFICULTY}}
 
| Caste
 
| Caste
|  
+
| integer  
*integer  
+
| Increases experience gain during adventure mode.  
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.
 
  
 
|-
 
|-
Line 687: Line 601:
 
| Caste
 
| Caste
 
|   
 
|   
| Sets the creature to be active during the day in Adventurer Mode.
+
| Sets if the creature is active in day.  
  
 
|-
 
|-
Line 693: Line 607:
 
| Caste
 
| Caste
 
|  
 
|  
| 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.
+
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.
  
 
|-
 
|-
Line 699: Line 613:
 
| Creature
 
| Creature
 
|   
 
|   
| 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.
+
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.
 
 
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.
 
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==E==
 
==E==
Line 717: Line 631:
 
| {{text anchor|EBO_ITEM}}
 
| {{text anchor|EBO_ITEM}}
 
| Caste
 
| Caste
|  
+
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)
*[[item token]]
+
| Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT.
*[[material token]] (ANY_HARD_STONE can be used for the material)
 
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.
 
  
 
|-
 
|-
 
| {{text anchor|EBO_SHAPE}}
 
| {{text anchor|EBO_SHAPE}}
 
| Caste
 
| Caste
|  
+
| gem shape
*gem shape
+
| The shape of the extra item of the creature upon butchering. Used with EXTRA_BUTCHER_OBJECT.
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.
 
  
 
|-
 
|-
Line 733: Line 644:
 
| Caste
 
| Caste
 
|
 
|
* <[[material token]]>
+
* [[material token]]
* <[[Material_definition_token#Material_States|material state]]>
+
*state (SOLID, LIQUID, or GAS)
| 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.
+
| 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.
  
 
|-
 
|-
Line 742: Line 653:
 
|
 
|
 
*size
 
*size
| 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.
+
| Determines the size of eggs.
  
 
|-
 
|-
Line 748: Line 659:
 
| Creature
 
| Creature
 
|   
 
|   
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.
+
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
  
 
|-
 
|-
Line 760: Line 671:
 
| Creature
 
| Creature
 
|   
 
|   
| 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.
+
| 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.
  
 
|-
 
|-
Line 768: Line 679:
 
* BY_CATEGORY, BY_TYPE, BY_TOKEN
 
* BY_CATEGORY, BY_TYPE, BY_TOKEN
 
* TYPE, CATEGORY, or TOKEN
 
* TYPE, CATEGORY, or TOKEN
| 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}}
+
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.
  
 
|-
 
|-
Line 781: Line 692:
 
| Caste
 
| Caste
 
|   
 
|   
| 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. Invisible creatures will also be seen, namely [[intelligent undead]] using a "vanish" power.
+
| Creature can see regardless of whether it has working eyes.  
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==F==
 
==F==
Line 798: Line 711:
 
| Creature
 
| Creature
 
|   
 
|   
| 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}}.
+
| 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 for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}
  
 
|-
 
|-
Line 804: Line 717:
 
| Caste
 
| Caste
 
|
 
|
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.
+
| Found on subterranean animal-man tribals.
  
 
|-
 
|-
Line 810: Line 723:
 
| Caste
 
| Caste
 
|
 
|
| 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}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.
+
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
 
 
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.
 
  
 
|-
 
|-
Line 818: Line 729:
 
| Caste
 
| Caste
 
|   
 
|   
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.
+
| The creature is female and can bear young. Usually determined inside a caste.
  
 
|-
 
|-
Line 824: Line 735:
 
| Caste
 
| Caste
 
|   
 
|   
| 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).
+
| The creature is immune to FIREBALL and FIREJET attacks.
  
 
|-
 
|-
Line 830: Line 741:
 
| Caste
 
| Caste
 
|   
 
|   
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks.  
+
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}.  
  
 
|-
 
|-
Line 836: Line 747:
 
| Caste
 
| Caste
 
|   
 
|   
| 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).
+
| Needs to be cleaned at a fishery
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.
 
  
 
|-
 
|-
 
| {{text anchor|FIXED_TEMP}}
 
| {{text anchor|FIXED_TEMP}}
 
| Caste
 
| Caste
|  
+
| temperature  
*temperature  
+
| The natural heat generated by the creature.
| 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. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.
 
 
 
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.
 
  
 
|-
 
|-
Line 852: Line 759:
 
| Caste
 
| Caste
 
|   
 
|   
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.
+
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
  
 
|-
 
|-
Line 858: Line 765:
 
| Caste
 
| Caste
 
|   
 
|   
| 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).
+
| Allows a creature to fly. 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.
  
 
|-
 
|-
Line 865: Line 772:
 
|
 
|
 
*number, max 100
 
*number, max 100
| 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.
+
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. 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}}.
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.
 
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, 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}}.
 
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==G==
 
==G==
Line 881: Line 788:
  
 
|-
 
|-
| {{text anchor|GAIT}}
+
| {{text anchor|GENERAL_BABY_NAME}}
| Caste
+
| Creature
|  
+
| singular:plural
* <gait type>
+
| BABYNAME applied regardless of caste.
* <gait name>
 
* <max [[Gait#Speed|speed]]>
 
* <build up time>
 
* <max turning [[Gait#Speed|speed]]>
 
* <start [[Gait#Speed|speed]]>
 
* <energy expenditure>
 
* <gait flag(s)>
 
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].
 
  
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait
+
|-
* <start speed> indicates the creature's speed when it starts moving using this gait
+
| {{text anchor|GENERAL_CHILD_NAME}}
* <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.
+
| Creature
* <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.
+
| singular:plural
* <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]].
+
| CHILDNAME applied regardless of caste.
  
'''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.
+
|-
 +
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}
 +
| Caste
 +
| A:B
 +
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}
  
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.
+
|-
 +
| {{text anchor|GENERATED}}
 +
| Creature
 +
 +
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.
  
 +
|-
 +
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}
 +
| Caste
 +
 +
| Creature can get infections from necrotic tissue.
  
'''valid gait types:'''
+
|-
*'''WALK'''<br>
+
| {{text anchor|GETS_WOUND_INFECTIONS}}
Used for moving normally over ground tiles.
+
| Caste
 
+
|
*'''CRAWL'''<br>
+
| This creature's wounds can become infected if left untreated for too long.
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].
 
 
 
*'''SWIM'''<br>
 
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7.
 
 
 
*'''FLY'''<br>
 
Used for moving through [[open space]].
 
 
 
*'''CLIMB'''<br>
 
Used for moving whilst [[Climber|climbing]].
 
 
 
 
 
'''valid gait flags:'''
 
* '''AGILITY'''<br>
 
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.
 
 
 
* '''STRENGTH'''<br>
 
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.
 
 
 
* '''LAYERS_SLOW'''<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.
 
 
 
* '''STEALTH_SLOWS:'''<percentage><br>
 
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].
 
  
 
|-
 
|-
| {{text anchor|GENERAL_BABY_NAME}}
+
| {{text anchor|GLOWCOLOR}}
 
| Creature
 
| Creature
 
|  
 
|  
*singular
+
*foreground
*plural
+
*background
| Like {{token|BABYNAME|c}}, but applied regardless of caste.
+
*brightness
 +
| The colour of the creature's GLOWTILE.
  
 
|-
 
|-
| {{text anchor|GENERAL_CHILD_NAME}}
+
| {{text anchor|GLOWTILE}}
 
| Creature
 
| Creature
|  
+
| ascii character
*singular
+
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.
*plural
 
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.
 
  
 
|-
 
|-
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}
+
| {{text anchor|GNAWER}}
 
| Caste
 
| Caste
|  
+
| verb
*value A
+
| 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. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}
*value B
 
| 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).
 
  
 
|-
 
|-
| {{text anchor|GENERATED}}
+
| {{text anchor|GOBBLE_VERMIN_CLASS}}
| Creature
+
| Caste
|
+
| class
| 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.
+
| The creature eats vermin of the specified class.
  
 
|-
 
|-
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}
+
| {{text anchor|GOBBLE_VERMIN_CREATURE}}
 
| Caste
 
| Caste
 +
| creature:caste
 +
| The creature eats a specified vermin.
 +
 +
|-
 +
| {{text anchor|GO_TO_END}}
 +
| Special
 
|   
 
|   
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.
+
| When using tags from an existing creature, inserts new tags at the end of the creature.
  
 
|-
 
|-
| {{text anchor|GETS_WOUND_INFECTIONS}}
+
| {{text anchor|GO_TO_START}}
| Caste
+
| Special
 
|   
 
|   
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.
+
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
  
 
|-
 
|-
| {{text anchor|GLOWCOLOR}}
+
| {{text anchor|GO_TO_TAG}}
| Creature
+
| Special
|  
+
|
*foreground
+
| When using tags from an existing creature, inserts new tags after the specified tag.
*background
 
*brightness
 
| The colour of the creature's {{token|GLOWTILE|c}}.
 
  
 
|-
 
|-
| {{text anchor|GLOWTILE}}
+
| {{text anchor|GOOD}}
 
| Creature
 
| Creature
|  
+
|
*ascii character
+
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Presumably has no effect on cavern creatures.
| 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.
 
  
 
|-
 
|-
| {{text anchor|GNAWER}}
+
| {{text anchor|GRASSTRAMPLE}}
 
| Caste
 
| Caste
|  
+
| value
*verb
+
| 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.
| 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).
 
  
 
|-
 
|-
| {{text anchor|GOBBLE_VERMIN_CLASS}}
+
| {{text anchor|GRAVITATE_BODY_SIZE}}
 
| Caste
 
| Caste
|  
+
| target value
*class
+
| 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.
| The creature eats vermin of the specified class.
 
  
 
|-
 
|-
| {{text anchor|GOBBLE_VERMIN_CREATURE}}
+
| {{text anchor|GRAZER}}
 
| Caste
 
| Caste
|  
+
|
*creature
+
*number
*caste
+
| 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.
| The creature eats a specified [[vermin]].
+
|}
 +
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
 +
 
 +
==H==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|GO_TO_END}}
+
| {{text anchor|HABIT}}
| Special
+
| Caste
|
+
| type:probability
| When using tags from an existing creature, inserts new tags at the end of the creature.
+
| 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.
  
 
|-
 
|-
| {{text anchor|GO_TO_START}}
+
| {{text anchor|HABIT_NUM}}
| Special
+
| Caste
|
+
| number or TEST_ALL
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
+
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".<sup>[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]</sup> All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
  
 
|-
 
|-
| {{text anchor|GO_TO_TAG}}
+
| {{text anchor|HAS_NERVES}}
| Special
+
| Caste
 
|   
 
|   
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.
+
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.
  
 
|-
 
|-
| {{text anchor|GOOD}}
+
| {{text anchor|HASSHELL}}
| Creature
+
| Caste
 
|   
 
|   
| 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.
+
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
  
 
|-
 
|-
| {{text anchor|GRASSTRAMPLE}}
+
| {{text anchor|HIVE_PRODUCT}}
| Caste
+
| Creature
|  
+
|
*value
+
*number
| 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.
+
*[[time]]
 +
*[[item token]]s
 +
| What product is harvested from [[Beekeeping industry|beekeeping]].
  
 
|-
 
|-
| {{text anchor|GRAVITATE_BODY_SIZE}}
+
| {{text anchor|HOMEOTHERM}}
 
| Caste
 
| Caste
|  
+
|
*target value
+
| Default 'NONE'. The creature's normal body [[temperature]]
| 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.
 
  
 
|-
 
|-
| {{text anchor|GRAZER}}
+
| {{text anchor|HUNTS_VERMIN}}
 
| Caste
 
| Caste
 
|
 
|
*number
+
| Creature hunts and kills nearby vermin.
| 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. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.
+
 
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
==H==
+
==I==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 1,072: Line 972:
  
 
|-
 
|-
| {{text anchor|HABIT}}
+
| {{text anchor|IMMOBILE}}
 
| Caste
 
| Caste
 
|  
 
|  
*type
+
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are effected, if one is IMMOBILE no breeding will happen)
*probability
 
| Defines certain behaviors for the creature. The habit types are:
 
*COLLECT_TROPHIES
 
*COOK_PEOPLE
 
*COOK_VERMIN
 
*GRIND_VERMIN
 
*COOK_BLOOD
 
*GRIND_BONE_MEAL
 
*EAT_BONE_PORRIDGE
 
*USE_ANY_MELEE_WEAPON
 
*GIANT_NEST
 
*COLLECT_WEALTH.
 
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}}.
 
  
 
|-
 
|-
| {{text anchor|HABIT_NUM}}
+
| {{text anchor|IMMOBILE_LAND}}
 
| Caste
 
| Caste
|  
+
|
*number or TEST_ALL
+
| The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land.
| "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]
 
  
 
|-
 
|-
| {{text anchor|HAS_NERVES}}
+
| {{text anchor|IMMOLATE}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.
+
| 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. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}
  
 
|-
 
|-
| {{text anchor|HASSHELL}}
+
| {{text anchor|INTELLIGENT}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
+
| Alias for [CAN_SPEAK] + [CAN_LEARN].
  
 
|-
 
|-
| {{text anchor|HIVE_PRODUCT}}
+
| {{text anchor|ITEMCORPSE}}
| Creature
 
|
 
*number
 
*[[time]]
 
*[[item token]]s
 
| What product is harvested from [[Beekeeping industry|beekeeping]].
 
 
 
|-
 
| {{text anchor|HOMEOTHERM}}
 
 
| Caste
 
| Caste
|  
+
|    
*number or NONE
+
* [[item token]]
| 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.
+
* [[material token]]
 +
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).
  
 
|-
 
|-
| {{text anchor|HUNTS_VERMIN}}
+
| {{text anchor|ITEMCORPSE_QUALITY}}
 
| Caste
 
| Caste
|
+
|
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.
+
| The quality of an item-type corpse left behind; 5 is masterpiece-level.  
 
 
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
==I==
+
==L==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 1,144: Line 1,023:
  
 
|-
 
|-
| {{text anchor|IMMOBILE}}
+
| {{text anchor|LAIR}}
 
| Caste
 
| Caste
|  
+
| type:probability
| 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).
+
| 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.
 +
 
 +
|-
 +
| {{text anchor|LAIR_CHARACTERISTIC}}
 +
| Caste
 +
| characteristic:probability
 +
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
  
 
|-
 
|-
| {{text anchor|IMMOBILE_LAND}}
+
| {{text anchor|LAIR_HUNTER}}
 
| Caste
 
| Caste
|
+
|
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.
+
| This creature will actively hunt adventurers in its lair.
  
 
|-
 
|-
| {{text anchor|IMMOLATE}}
+
| {{text anchor|LAIR_HUNTER_SPEECH}}
 
| Caste
 
| Caste
|
+
| speech file
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).
+
| What this creature says while hunting adventurers in its lair.
  
 
|-
 
|-
| {{text anchor|INTELLIGENT}}
+
| {{text anchor|LARGE_PREDATOR}}
 
| Caste
 
| Caste
 
|   
 
|   
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.
+
| 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."
  
 
|-
 
|-
| {{text anchor|ITEMCORPSE}}
+
| {{text anchor|LARGE_ROAMING}}
| Caste
+
| Creature
 
|   
 
|   
* [[item token]]
+
| In Fortress Mode, spawns outdoors and is not a vermin creature.  
* [[material token]]
 
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.
 
  
 
|-
 
|-
| {{text anchor|ITEMCORPSE_QUALITY}}
+
| {{text anchor|LAYS_EGGS}}
 
| Caste
 
| Caste
|  
+
|
* number
+
| Creature lays eggs instead of giving birth to live young.
| 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.
 
|}
 
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
|-
 
+
| {{text anchor|LAYS_UNUSUAL_EGGS}}
==L==
+
| Caste
{| {{prettytable}}
+
|
|- bgcolor="#ddd"
+
* [[item token]]
! width="20%" | Token
+
* [[material token]]
! width="10%" | Type
+
| Creature lays a particular item instead of regular eggs.
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|LAIR}}
+
| {{text anchor|LIGAMENTS}}
 
| Caste
 
| Caste
 
|  
 
|  
*type
+
* [[material token]]
*probability
+
*healing rate
| 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:
+
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.
*SIMPLE_BURROW
+
 
*SIMPLE_MOUND
 
*WILDERNESS_LOCATION
 
*SHRINE
 
*LABYRINTH
 
  
 
|-
 
|-
| {{text anchor|LAIR_CHARACTERISTIC}}
+
| {{text anchor|LIGHT_GEN}}
 
| Caste
 
| Caste
|  
+
|
*characteristic
+
| A vermin featuring this tag will remain visible to an adventurer, even at night, and from a distance. Ostensibly bugged as of v0.47.05.  
*probability
 
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
 
  
 
|-
 
|-
| {{text anchor|LAIR_HUNTER}}
+
| {{text anchor|LIKES_FIGHTING}}
 
| Caste
 
| Caste
|
+
|
| This creature will actively hunt adventurers in its lair.
+
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
  
 
|-
 
|-
| {{text anchor|LAIR_HUNTER_SPEECH}}
+
| {{text anchor|LISP}}
 
| Caste
 
| Caste
 
|  
 
|  
*speech file
+
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
| What this creature says while hunting adventurers in its lair.
 
  
 
|-
 
|-
| {{text anchor|LARGE_PREDATOR}}
+
| {{text anchor|LITTERSIZE}}
 +
| Caste
 +
|
 +
* minimum
 +
* maximum
 +
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
 +
 
 +
|-
 +
| {{text anchor|LOCKPICKER}}
 
| Caste
 
| Caste
 
|   
 
|   
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In [[adventurer 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."
+
| Lets a creature open doors that are set to forbidden in Fortress Mode.
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.
 
 
 
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.
 
  
 
|-
 
|-
| {{text anchor|LARGE_ROAMING}}
+
| {{text anchor|LOOSE_CLUSTERS}}
 
| Creature
 
| Creature
 
|   
 
|   
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.
+
| The creatures will scatter if they have this tag, or form tight packs if they don't.  
 +
|}
 +
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.
+
==M==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|LAYS_EGGS}}
+
| {{text anchor|MAGICAL}}
 
| Caste
 
| Caste
|
+
|
| Creature lays [[egg]]s instead of giving birth to live young.
+
| Unknown.
  
 
|-
 
|-
| {{text anchor|LAYS_UNUSUAL_EGGS}}
+
| {{text anchor|MAGMA_VISION}}
 
| Caste
 
| Caste
|
+
|
* [[item token]]
+
| Creature's able to see while covered in magma.  
* [[material token]]
 
| Creature lays the specified item instead of regular eggs.
 
  
 
|-
 
|-
| {{text anchor|LIGAMENTS}}
+
| {{text anchor|MALE}}
 
| Caste
 
| Caste
|  
+
|
* [[material token]]
+
| The creature is male. Usually declared inside a caste.
*healing rate
 
| 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.
 
  
|-
+
|-  
| {{text anchor|LIGHT_GEN}}
+
| {{text anchor|MANNERISM|MANNERISM_*}}
 
| Caste
 
| Caste
|
+
|  
| A vermin featuring this tag will remain visible to an adventurer, even at night, and from a distance. Ostensibly bugged as of v0.47.05.  
+
*occasionally body part
 +
| Adds a possible mannerism to the creature's profile.
 +
See [[Creature mannerism token]] for further info.
  
 
|-
 
|-
| {{text anchor|LIKES_FIGHTING}}
+
| {{text anchor|MATERIAL}}
| Caste
+
| Creature
|
+
|
| 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}}.
+
*material id
 +
| Begins defining a new material.{{verify}}
  
 
|-
 
|-
| {{text anchor|LISP}}
+
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}
 
| Caste
 
| Caste
 
|  
 
|  
| 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.
+
*[[Material token]]
 +
*A:B
 +
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}
  
 
|-
 
|-
| {{text anchor|LITTERSIZE}}
+
| {{text anchor|MATUTINAL}}
 
| Caste
 
| Caste
 
|  
 
|  
* minimum
+
| Sets if the creature is active in dawn.  
* maximum
 
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.
 
  
 
|-
 
|-
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}
+
| {{text anchor|MAXAGE}}
| Creature
+
| Caste
|
+
| min:max
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.
+
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.
  
 
|-
 
|-
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}
+
| {{text anchor|MEANDERER}}
|
 
|
 
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.
 
 
 
|-
 
| {{text anchor|LOCKPICKER}}
 
 
| Caste
 
| Caste
 
|   
 
|   
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.
+
| Gives a creature random movement.  
  
 
|-
 
|-
| {{text anchor|LOOSE_CLUSTERS}}
+
| {{text anchor|MEGABEAST}}
| Creature
+
| Caste
 
|   
 
|   
| The creatures will scatter if they have this tag, or form tight packs if they don't.  
+
| 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.
  
 
|-
 
|-
| {{text anchor|LOW_LIGHT_VISION}}
+
| {{text anchor|MENT_ATT_CAP_PERC}}
 
| Caste
 
| Caste
|  
+
|
*number
+
*[[DF2012:Attribute|ATTRIBUTE]] Token
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.
+
*Cap %
|}
+
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
 
 
{{alphabetical TOC|style=margin: 1em auto;}}
 
 
 
==M==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|MAGICAL}}
+
| {{text anchor|MENT_ATT_RANGE}}
 
| Caste
 
| Caste
|
+
|
| 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]
+
*[[DF2012:Attribute|ATTRIBUTE]]
 +
*lowest:lower:low:median:high:higher:highest
 +
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
  
 
|-
 
|-
| {{text anchor|MAGMA_VISION}}
+
| {{text anchor|MENT_ATT_RATES}}
 
| Caste
 
| Caste
|
+
|  
| The creature is able to see while submerged in [[magma]].  
+
*[[DF2012:Attribute|ATTRIBUTE]] Token
 +
*cost to improve
 +
*unused counter rate
 +
*rust counter rate
 +
*demotion counter rate
 +
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
  
 
|-
 
|-
| {{text anchor|MALE}}
+
| {{text anchor|MILKABLE}}
| Caste
 
 
| Makes the creature biologically male. Usually declared inside a caste.
 
 
 
|-
 
| {{text anchor|MANNERISM|MANNERISM_*}}
 
 
| Caste
 
| Caste
 
|  
 
|  
*occasionally body part
+
* [[material token]]
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.
+
* frequency
 +
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to "recharge".  
  
 
|-
 
|-
| {{text anchor|MATERIAL}}
+
| {{text anchor|MISCHIEVIOUS}}
| Creature
+
| Caste
 
|
 
|
*material id
+
| Alias for MISCHIEVOUS.
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.
 
  
 
|-
 
|-
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}
+
| {{text anchor|MISCHIEVOUS}}
 
| Caste
 
| Caste
|  
+
|
*[[Material token]]
+
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."
*value A
 
*value B
 
| 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.
 
  
 
|-
 
|-
| {{text anchor|MATUTINAL}}
+
| {{text anchor|MODVALUE}}
 
| Caste
 
| Caste
|  
+
|
| Sets the creature to be active at dawn in adventurer mode.  
+
| Seemingly no longer used.
  
 
|-
 
|-
| {{text anchor|MAXAGE}}
+
| {{text anchor|MOUNT}}
 
| Caste
 
| Caste
|  
+
|
*min
+
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.
*max
 
| 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].
 
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.
 
  
 
|-
 
|-
| {{text anchor|MEANDERER}}
+
| {{text anchor|MOUNT_EXOTIC}}
 
| Caste
 
| Caste
 
|   
 
|   
| 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. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.
+
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.
  
 
|-
 
|-
| {{text anchor|MEGABEAST}}
+
| {{text anchor|MULTIPLE_LITTER_RARE}}
 
| Caste
 
| Caste
 
|   
 
|   
| 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.
+
| Makes litters with more than one offspring rare. To ensure larger littlers, use [[DF2012:Creature_token#LITTERSIZE|LITTERSIZE]].
 +
 
 +
|-
 +
| {{text anchor|MUNDANE}}
 +
| Creature
 +
 +
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.
 +
|}
 +
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.
+
==N==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|MENT_ATT_CAP_PERC}}
+
| {{text anchor|NAME}}
| Caste
+
| Creature
|
+
| singular:plural:adjective
*[[Attribute|ATTRIBUTE]] Token
+
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as "nothing" by the game.
*Cap %
 
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
 
  
 
|-
 
|-
| {{text anchor|MENT_ATT_RANGE}}
+
| {{text anchor|NATURAL}}
 
| Caste
 
| Caste
|
+
|
*[[Attribute|ATTRIBUTE]]
+
| Animal is considered to be natural. Seems to be the default option and opposite to FANCIFUL.
*lowest
 
*lower
 
*low
 
*median
 
*high
 
*higher
 
*highest
 
| 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.
 
  
 
|-
 
|-
| {{text anchor|MENT_ATT_RATES}}
+
| {{text anchor|NATURAL_ANIMAL}}
 
| Caste
 
| Caste
 
|  
 
|  
*[[Attribute|ATTRIBUTE]] Token
+
| Alias of NATURAL.
*cost to improve
 
*unused counter rate
 
*rust counter rate
 
*demotion counter rate
 
| [[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.
 
  
 
|-
 
|-
| {{text anchor|MILKABLE}}
+
| {{text anchor|NATURAL_SKILL}}
 
| Caste
 
| Caste
|  
+
| [[Skill_token|Skill token]]:value
* [[material token]]
+
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.
* frequency
 
| 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]].
 
  
 
|-
 
|-
| {{text anchor|MISCHIEVIOUS}}
+
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}
 
| Caste
 
| Caste
 
|
 
|
| Alias for {{token|MISCHIEVOUS|c}}.
+
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.
  
 
|-
 
|-
| {{text anchor|MISCHIEVOUS}}
+
| {{text anchor|NIGHT_CREATURE_HUNTER}}
 
| Caste
 
| Caste
|
+
|
| 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."
+
| 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.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).
 +
 
 +
This tag causes the usual behaviour of [[werebeast]]s 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.
  
 
|-
 
|-
| {{text anchor|MODVALUE}}
+
| {{text anchor|NO_AUTUMN}}
 
| Caste
 
| Caste
 
|   
 
|   
| Seemingly no longer used.
+
| This creature caste does not appear in [[Calendar|autumn]].
  
 
|-
 
|-
| {{text anchor|MOUNT}}
+
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}
 
| Caste
 
| Caste
|
+
|  
| 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.
+
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.
  
 
|-
 
|-
| {{text anchor|MOUNT_EXOTIC}}
+
| {{text anchor|NO_DIZZINESS}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.
+
| Creature cannot become dizzy.
  
 
|-
 
|-
| {{text anchor|MULTIPART_FULL_VISION}}
+
| {{text anchor|NO_DRINK}}
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to have all-around vision as long as it has multiple heads that can see.
+
| Creature does not need to drink.  
  
 
|-
 
|-
| {{text anchor|MULTIPLE_LITTER_RARE}}
+
| {{text anchor|NO_EAT}}
 
| Caste
 
| Caste
 
|   
 
|   
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.
+
| Creature does not need to eat.  
  
 
|-
 
|-
| {{text anchor|MUNDANE}}
+
| {{text anchor|NO_FEVERS}}
| Creature
+
| Caste
 
|   
 
|   
| Marks if the creature is an actual real-life creature. Only used for age-names at present.
+
| Creature cannot suffer fevers.
|}
 
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
|-
 +
| {{text anchor|NO_GENDER}}
 +
| Caste
 +
|
 +
| Creature has no gender.
  
==N==
+
|-
{| {{prettytable}}
+
| {{text anchor|NO_PHYS_ATT_GAIN}}
|- bgcolor="#ddd"
+
| Caste
! width="20%" | Token
+
|
! width="10%" | Type
+
| The affected caste cannot gain any physical skills.
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|NAME}}
+
| {{text anchor|NO_PHYS_ATT_RUST}}
| Creature
+
| Caste
 
|  
 
|  
*singular
+
| The affected caste cannot lose any physical skills.
*plural
 
*adjective
 
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as "nothing" by the game.
 
 
 
Some examples of adjective use:
 
* "super''dwarven'' strength"
 
* "the ''dwarven'' hillocks of X"
 
* Deity species as in "''feline'' deity"
 
* Megabeast attacks in worldgen. One with multiple dragons being a "''draconic'' rampage"
 
  
 
|-
 
|-
| {{text anchor|NATURAL}}
+
| {{text anchor|NO_SLEEP}}
 
| Caste
 
| Caste
 
|   
 
|   
| 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.
+
| Creature does not need to sleep.  
  
 
|-
 
|-
| {{text anchor|NATURAL_ANIMAL}}
+
| {{text anchor|NO_SPRING}}
 
| Caste
 
| Caste
|  
+
|
| Alias of {{token|NATURAL|c}}.
+
| This creature caste does not appear in [[Calendar|spring]].
  
 
|-
 
|-
| {{text anchor|NATURAL_SKILL}}
+
| {{text anchor|NO_SUMMER}}
 
| Caste
 
| Caste
|  
+
|
*[[Skill_token|Skill token]]
+
| This creature caste does not appear in [[Calendar|summer]].
*value
 
| 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.
 
  
 
|-
 
|-
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}
+
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}
 
| Caste
 
| Caste
|
+
|
| 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.
+
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.
  
 
|-
 
|-
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}
+
| {{text anchor|NO_UNIT_TYPE_COLOR}}
 
| Caste
 
| Caste
|
+
|
| Found on some [[necromancer]]s. Creatures with this tag may periodically "perform horrible experiments" offscreen, during which they can use creature-targeting interactions with an <code>[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]</code> tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.
+
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).
  
 
|-
 
|-
| {{text anchor|NIGHT_CREATURE_HUNTER}}
+
| {{text anchor|NO_WINTER}}
 
| Caste
 
| Caste
|
+
|
| 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.
+
| This creature caste does not appear in [[Calendar|winter]].
 
 
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.
 
 
 
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).
 
  
 
|-
 
|-
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}
+
| {{text anchor|NOBONES}}
 
| Caste
 
| Caste
|
+
|
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.
+
| Creature has no bones.
  
 
|-
 
|-
| {{text anchor|NO_AUTUMN}}
+
| {{text anchor|NOBREATHE}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature caste does not appear in [[Calendar|autumn]].
+
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.  
  
 
|-
 
|-
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}
+
| {{text anchor|NOCTURNAL}}
 
| Caste
 
| Caste
|  
+
|
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.
+
| Sets if the creature is active in night.  
  
 
|-
 
|-
| {{text anchor|NO_DIZZINESS}}
+
| {{text anchor|NOEMOTION}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature cannot become [[Symptom#Dizziness|dizzy]].
+
| The creature has no emotions, and does not rage.
  
 
|-
 
|-
| {{text anchor|NO_DRINK}}
+
| {{text anchor|NOEXERT}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature does not need to drink.  
+
| Creature can't become tired or over-exerted from taking too many combat actions.  
  
 
|-
 
|-
| {{text anchor|NO_EAT}}
+
| {{text anchor|NOFEAR}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}
+
| Creature doesn't feel fear and will never run away from battle.  
  
 
|-
 
|-
| {{text anchor|NO_FEVERS}}
+
| {{text anchor|NOMEAT}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature cannot suffer [[Symptom#Fever|fevers]].
+
| Creature will not drop meat when butchered.
  
 
|-
 
|-
| {{text anchor|NO_GENDER}}
+
| {{text anchor|NONAUSEA}}
 
| Caste
 
| Caste
|
+
|
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].
+
| Creature isn't nauseated by gut hits and cannot vomit.
  
 
|-
 
|-
| {{text anchor|NO_PHYS_ATT_GAIN}}
+
| {{text anchor|NOPAIN}}
 
| Caste
 
| Caste
|
+
|
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].
+
| Creature doesn't feel pain.  
  
 
|-
 
|-
| {{text anchor|NO_PHYS_ATT_RUST}}
+
| {{text anchor|NOSKIN}}
 
| Caste
 
| Caste
|  
+
|
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].
+
| Creature will not drop a hide when butchered.  
  
 
|-
 
|-
| {{text anchor|NO_SLEEP}}
+
| {{text anchor|NOSKULL}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature does not need to sleep. Can still be rendered unconscious by other means.
+
| Creature will not drop a skull on butcher, rot, or decay of severed head.
  
 
|-
 
|-
| {{text anchor|NO_SPRING}}
+
| {{text anchor|NOSMELLYROT}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature caste does not appear in [[Calendar|spring]].
+
| Does not produce miasma when rotting.
  
 
|-
 
|-
| {{text anchor|NO_SUMMER}}
+
| {{text anchor|NOSTUCKINS}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature caste does not appear in [[Calendar|summer]].
+
| Weapons can't get stuck in creature.  
  
 
|-
 
|-
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}
+
| {{text anchor|NOSTUN}}
 
| Caste
 
| Caste
 
|   
 
|   
| 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.
+
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.
  
 
|-
 
|-
| {{text anchor|NO_UNIT_TYPE_COLOR}}
+
| {{text anchor|NOT_BUTCHERABLE}}
 
| Caste
 
| Caste
 
|   
 
|   
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).
+
| Cannot be butchered
  
 
|-
 
|-
| {{text anchor|NO_VEGETATION_PERTURB}}
+
| {{text anchor|NOT_LIVING}}
| Caste{{Verify}}
+
| Caste
|
+
|  
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}
+
| Cannot be raised from the dead.
  
 
|-
 
|-
| {{text anchor|NO_WINTER}}
+
| {{text anchor|NOTHOUGHT}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature caste does not appear in [[Calendar|winter]].
+
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'.
 +
|}
  
|-
+
<div align="center">
| {{text anchor|NOBONES}}
+
{{alphabetical TOC}}
| Caste
+
</div>
 
| Creature has no bones.
 
  
|-
+
==O==
| {{text anchor|NOBREATHE}}
+
{| {{prettytable}}
| Caste
+
|- bgcolor="#ddd"
|
+
! width="20%" | Token
| 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.
+
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|NOCTURNAL}}
+
| {{text anchor|OPPOSED_TO_LIFE}}
 
| Caste
 
| Caste
|
+
|  
| Sets the creature to be active at night in adventure mode.  
+
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].
  
|-
+
|}
| {{text anchor|NOEMOTION}}
 
| Caste
 
 
| 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.
 
  
|-
+
<div align="center">
| {{text anchor|NOEXERT}}
+
{{alphabetical TOC}}
| Caste
+
</div>
|
+
 
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time.
+
==P==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|NOFEAR}}
+
| {{text anchor|PACK_ANIMAL}}
 
| Caste
 
| Caste
 
|   
 
|   
| 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.
+
| 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!
  
 
|-
 
|-
| {{text anchor|NOMEAT}}
+
| {{text anchor|PARALYZEIMMUNE}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature will not be hunted or fed to wild beasts.
+
| The creature is immune to all paralyzing special attacks.
  
 
|-
 
|-
| {{text anchor|NONAUSEA}}
+
| {{text anchor|PATTERNFLIER}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature isn't nauseated by gut hits and cannot vomit.
+
| Unknown. No creatures currently have this token.
  
 
|-
 
|-
| {{text anchor|NOPAIN}}
+
| {{text anchor|PEARL}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature doesn't feel pain.  
+
| In earlier versions, creature would generate pearls. Does nothing in the current version.
  
 
|-
 
|-
| {{text anchor|NOSKIN}}
+
| {{text anchor|PENETRATEPOWER}}
 
| Caste
 
| Caste
|
+
| value
| Creature will not drop a hide when [[butcher|butchered]].  
+
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.
  
 
|-
 
|-
| {{text anchor|NOSKULL}}
+
| {{text anchor|PERSONALITY}}
 
| Caste
 
| Caste
|
+
|  
| Creature will not drop a skull on butchering, rot, or decay of severed head.
+
*ATTRIBUTE
 +
*lowest:median:highest
 +
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.
  
 
|-
 
|-
| {{text anchor|NOSMELLYROT}}
+
| {{text anchor|PET}}
 
| Caste
 
| Caste
 
|   
 
|   
| Does not produce [[miasma]] when rotting.
+
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations that encounter it in worldgen will tame and domesticate it for their own use.
  
 
|-
 
|-
| {{text anchor|NOSTUCKINS}}
+
| {{text anchor|PET_EXOTIC}}
 
| Caste
 
| Caste
 
|   
 
|   
| Weapons can't get stuck in the creature.  
+
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}}
  
 
|-
 
|-
| {{text anchor|NOSTUN}}
+
| {{text anchor|PETVALUE}}
 
| Caste
 
| Caste
|
+
| value
| 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.
+
| 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.  
  
 
|-
 
|-
| {{text anchor|NOT_BUTCHERABLE}}
+
| {{text anchor|PETVALUE_DIVISOR}}
 
| Caste
 
| Caste
|
+
| value
| Cannot be [[butcher|butchered]].
+
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.
  
 
|-
 
|-
| {{text anchor|NOT_LIVING}}
+
| {{text anchor|PHYS_ATT_CAP_PERC}}
 
| Caste
 
| Caste
|  
+
|
| 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.
+
*[[DF2012:Attribute|ATTRIBUTE]] Token
 +
*Cap %
 +
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
  
 
|-
 
|-
| {{text anchor|NOTHOUGHT}}
+
| {{text anchor|PHYS_ATT_RANGE}}
 
| Caste
 
| Caste
|
+
|  
| 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.
+
*[[DF2012:Attribute|ATTRIBUTE]]
|}
+
*lowest:lower:low:median:high:higher:highest
 
+
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
{{alphabetical TOC|style=margin: 1em auto;}}
 
 
 
==O==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|ODOR_LEVEL}}
+
| {{text anchor|PHYS_ATT_RATES}}
 
| Caste
 
| Caste
 
|  
 
|  
*number
+
*[[DF2012:Attribute|ATTRIBUTE]] Token
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).
+
*cost to improve
 +
*unused counter rate
 +
*rust counter rate
 +
*demotion counter rate
 +
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
  
 
|-
 
|-
| {{text anchor|ODOR_STRING}}
+
| {{text anchor|PLUS_BP_GROUP}}
 
| Caste
 
| Caste
 +
|
 +
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
 +
*body type, category, or token
 +
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
 +
 +
|-
 +
| {{text anchor|PLUS_MATERIAL}}
 +
| Creature
 
|  
 
|  
*string
+
*material
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.
+
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
  
 
|-
 
|-
| {{text anchor|OPPOSED_TO_LIFE}}
+
| {{text anchor|POP_RATIO}}
 
| Caste
 
| Caste
|  
+
|
| 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.
+
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
  
 
|-
 
|-
| {{text anchor|ORIENTATION}}
+
| {{text anchor|POPULATION_NUMBER}}
| Caste
+
| Creature
|  
+
| min:max
*MALE/FEMALE
+
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
*disinterested chance
 
*casual chance
 
*strong chance
 
| 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 be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.
 
  
 
|-
 
|-
| {{text anchor|OUTSIDER_CONTROLLABLE}}
+
| {{text anchor|POWER}}
 
| Caste
 
| Caste
 
|
 
|
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.
+
| Allows the being to represent itself as a deity. 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.
  
|}
+
|-
 +
| {{text anchor|PREFSTRING}}
 +
| Creature
 +
| string
 +
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
|-
 +
| {{text anchor|PROFESSION_NAME}}
 +
| Creature
 +
|
 +
*[[Unit type token]] (Profession)
 +
*singular
 +
*plural
 +
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.
  
==P==
+
|-
 +
| {{text anchor|PRONE_TO_RAGE}}
 +
| Caste
 +
| Chance
 +
| 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 badgers so hardcore.
 +
 
 +
|-
 +
| {{text anchor|PUS}}
 +
| Caste
 +
|
 +
* [[material token]]
 +
*matter state (LIQUID, GAS, SOLID)
 +
| The creature has pus. Specifies the stuff secreted by infected wounds.
 +
|}
 +
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
 +
 
 +
==R==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 1,825: Line 1,715:
  
 
|-
 
|-
| {{text anchor|PACK_ANIMAL}}
+
| {{text anchor|RELSIZE}}
 
| Caste
 
| Caste
|
+
|  
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.
+
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
+
*body category, type, or token
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.
+
*Relsize
 +
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
  
 
|-
 
|-
| {{text anchor|PARALYZEIMMUNE}}
+
| {{text anchor|REMAINS}}
 
| Caste
 
| Caste
|
+
| singular:plural
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.
+
| What creature's remains are called.
  
 
|-
 
|-
| {{text anchor|PATTERNFLIER}}
+
| {{text anchor|REMAINS_COLOR}}
 
| Caste
 
| Caste
|
+
|
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.
+
| What color creature's remains are.
  
 
|-
 
|-
| {{text anchor|PCG_LAYERING}}
+
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}
| Creature
+
| Caste
 
|
 
|
*[[Procedural graphics layer|Layering type]]
+
| 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.
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition.  
 
  
 
|-
 
|-
| {{text anchor|PEARL}}
+
| {{text anchor|REMAINS_UNDETERMINED}}
 
| Caste
 
| Caste
|
+
|
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}
+
| Unknown.
  
 
|-
 
|-
| {{text anchor|PENETRATEPOWER}}
+
| {{text anchor|REMOVE_MATERIAL}}
| Caste
+
| Creature
 
|  
 
|  
*value
+
*material token
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.
+
| Removes a material from a creature.
 
 
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.
 
  
 
|-
 
|-
| {{text anchor|PERSONALITY}}
+
| {{text anchor|REMOVE_TISSUE}}
| Caste
+
| Creature
|  
+
|
*ATTRIBUTE
+
*material token
*lowest
+
| Removes a tissue from a creature.
*median
 
*highest
 
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.
 
  
 
|-
 
|-
| {{text anchor|PET}}
+
| {{text anchor|RETRACT_INTO_BP}}
 
| Caste
 
| Caste
|
+
|
| 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.
+
*BY_TYPE, BY_CATEGORY or BY_TOKEN
 +
*TYPE, CATEGORY or TOKEN
 +
| 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.
  
 
|-
 
|-
| {{text anchor|PET_EXOTIC}}
+
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}
| Caste
+
|
|
+
|
| 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]]).
+
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.
  
 
|-
 
|-
| {{text anchor|PETVALUE}}
+
| {{text anchor|ROOT_AROUND}}
 
| Caste
 
| Caste
 
|  
 
|  
*value
+
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, no practical effect known.
| 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.  
+
 
 +
|}
 +
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
 +
 
 +
==S==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
 +
 
 +
|-
 +
| {{text anchor|SAVAGE}}
 +
| Creature
 +
 +
| The creature will only show up in "savage" biomes.
  
 
|-
 
|-
| {{text anchor|PETVALUE_DIVISOR}}
+
| {{text anchor|SECRETION}}
 
| Caste
 
| Caste
 
|  
 
|  
*value
+
* [[material token]]
| 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.
+
*Material State
 +
*location secreted from (by_type, by_category, by_token)
 +
*body part
 +
*tissue layer
 +
| creates a secreted material on given tissue on a given part of the body.
  
 
|-
 
|-
| {{text anchor|PHYS_ATT_CAP_PERC}}
+
| {{text anchor|SELECT_ADDITIONAL_CASTE}}
| Caste
+
| Creature
|
+
|  
*[[Attribute|ATTRIBUTE]] Token
+
*caste name
*Cap %
+
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.
|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).
 
  
 
|-
 
|-
| {{text anchor|PHYS_ATT_RANGE}}
+
| {{text anchor|SELECT_CASTE}}
| Caste
+
| Creature
 
|  
 
|  
*[[Attribute|ATTRIBUTE]]
+
*caste name, or ALL
*lowest
+
| selects a previously defined caste
*lower
 
*low
 
*median
 
*high
 
*higher
 
*highest
 
| 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.
 
  
 
|-
 
|-
| {{text anchor|PHYS_ATT_RATES}}
+
| {{text anchor|SELECT_MATERIAL}}
| Caste
+
| Creature
 
|  
 
|  
*[[Attribute|ATTRIBUTE]] Token
+
*Material token
*cost to improve
+
| Selects a locally defined material. Can be ALL.
*unused counter rate
 
*rust counter rate
 
*demotion counter rate
 
| [[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.
 
  
 
|-
 
|-
| {{text anchor|PLUS_BP_GROUP}}
+
| {{text anchor|SEMIMEGABEAST}}
 
| Caste
 
| Caste
|
+
|  
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
+
| Essentially the same as MEGABEAST, but more of them are created during worldgen.
*body type, category, or token
 
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.
 
  
 
|-
 
|-
| {{text anchor|PLUS_MATERIAL}}
+
| {{text anchor|SENSE_CREATURE_CLASS}}
| Creature
+
| Caste
 
|  
 
|  
*material
+
* Creature class
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.
+
* [[Tilesets|Tile]]
 +
* [[Color|Color]]
 +
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.
 +
 
  
 
|-
 
|-
| {{text anchor|POP_RATIO}}
+
| {{text anchor|SET_BP_GROUP}}
 
| Caste
 
| Caste
|
+
|  
*number (max 100000)
+
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.
+
*category, type, or token  
 +
| Begins a selection of body parts.
  
 
|-
 
|-
| {{text anchor|POPULATION_NUMBER}}
+
| {{text anchor|SET_TL_GROUP}}
| Creature
+
| Caste
 
|  
 
|  
*min
+
*TISSUE
*max
+
*BY_CATEGORY, BY_TYPE, BY_TOKEN
| 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.
+
*Location - category, type, or token
 +
*tissue
 +
| begins a selection of tissue layers
  
 
|-
 
|-
| {{text anchor|POWER}}
+
| {{text anchor|SHEARABLE_TISSUE_LAYER}}
 
| Caste
 
| Caste
 
|
 
|
| 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.).
+
* tissue modifier
 +
* required value
 +
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).
  
 
|-
 
|-
| {{text anchor|PREFSTRING}}
+
| {{text anchor|SKILL_LEARN_RATE}}
| Creature
+
| Caste
|  
+
| [[skill_token]]:percentage
*string
+
| The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function.
| 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.
 
  
 
|-
 
|-
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}
+
| {{text anchor|SKILL_LEARN_RATES}}
| Creature
+
| Caste
|
+
| percentage
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type
+
| The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function.
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.
 
  
 
|-
 
|-
| {{text anchor|PROFESSION_NAME}}
+
| {{text anchor|SKILL_RATE}}
| Creature
 
|
 
*[[Unit type token]] (Profession)
 
*singular
 
*plural
 
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.
 
 
 
|-
 
| {{text anchor|PRONE_TO_RAGE}}
 
 
| Caste
 
| Caste
|  
+
| [[skill_token]]:percentage:value:value:value
*Chance
+
| As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function.
| 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.
 
  
 
|-
 
|-
| {{text anchor|PUS}}
+
| {{text anchor|SKILL_RATES}}
 
| Caste
 
| Caste
|  
+
|
* <[[material token]]>
+
*% of improvement points you get
* <[[Material_definition_token#Material_States|material state]]>
+
*unused counter rate
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].
+
*rust counter rate
|}
+
*demotion counter rate
 
+
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.
{{alphabetical TOC|style=margin: 1em auto;}}
+
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.
 
 
==R==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|RELSIZE}}
+
| {{text anchor|SKILL_RUST_RATE}}
 
| Caste
 
| Caste
|  
+
| [[skill_token]]:value:value:value
*BY_CATEGORY, BY_TYPE, BY_TOKEN
+
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires CAN_LEARN or INTELLIGENT to function.
*body category, type, or token
 
*Relsize
 
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.
 
  
 
|-
 
|-
| {{text anchor|REMAINS}}
+
| {{text anchor|SKILL_RUST_RATES}}
 
| Caste
 
| Caste
|  
+
| value:value:value
*singular
+
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
*plural
 
| What the creature's [[remains]] are called.
 
  
 
|-
 
|-
| {{text anchor|REMAINS_COLOR}}
+
| {{text anchor|SLOW_LEARNER}}
 
| Caste
 
| Caste
|
+
|
| What color the creature's [[remains]] are.
+
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races.  
  
 
|-
 
|-
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}
+
| {{text anchor|SMALL_REMAINS}}
 
| Caste
 
| Caste
|
+
|
| 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.
+
| Creature leaves a "remains" instead of a corpse. Used for vermin.
  
 
|-
 
|-
| {{text anchor|REMAINS_UNDETERMINED}}
+
| {{text anchor|SOLDIER_ALTTILE}}
| Caste
 
|
 
| Unknown.
 
 
 
|-
 
| {{text anchor|REMOVE_MATERIAL}}
 
 
| Creature
 
| Creature
|  
+
| 'character' or tile number
*material token
+
| If this creature is active in its civilization's military, it will blink between its default tile and this one.
| Removes a material from the creature.
 
  
 
|-
 
|-
| {{text anchor|REMOVE_TISSUE}}
+
| {{text anchor|SOUND}}
| Creature
+
| Caste
 
|
 
|
*tissue token
+
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
| Removes a tissue from the creature.
+
* Sound range (in tiles)
 +
* Sound delay (lower values = sound is produced more often)
 +
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)
 +
* First-person description
 +
* Third-person description
 +
* Description when out of sight
 +
| Creature makes sounds periodically, which can be heard in Adventure mode.
  
 
|-
 
|-
| {{text anchor|RETRACT_INTO_BP}}
+
| {{text anchor|SPECIFIC_FOOD}}
 
| Caste
 
| Caste
 
|
 
|
*BY_TYPE, BY_CATEGORY or BY_TOKEN
+
* PLANT or CREATURE
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]
+
* Plant/creature ID
*Second person ("You") retract verb text
+
| Creature can will only graze or eat the designated plant or creature parts.
*Third person ("The giant snail") retract verb text
 
*Second person cancel retract text
 
*Third person cancel retract text
 
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.
 
  
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.
+
|-
 +
| {{text anchor|SPEECH}}
 +
| Creature
 +
| speech file
 +
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
  
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.
 
 
|-
 
|-
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}
+
| {{text anchor|SPEECH_FEMALE}}
|
+
| Creature
|
+
| speech file
| 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}}.
+
| Boasting speeches relating to killing females of this creature.
 
 
|-
 
| {{text anchor|ROOT_AROUND}}
 
| Caste
 
|
 
*BY_TYPE, BY_CATEGORY or BY_TOKEN
 
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]
 
*Second person ("You") verb text
 
*Third person ("The hen") verb text
 
| 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:
 
 
 
[creature] [verb text] the [description of creature's location]
 
 
 
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.
 
 
 
|}
 
 
 
{{alphabetical TOC|style=margin: 1em auto;}}
 
 
 
==S==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|SAVAGE}}
+
| {{text anchor|SPEECH_MALE}}
 
| Creature
 
| Creature
|
+
| speech file
| 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}}.
+
| Boasting speeches relating to killing males of this creature.
  
 
|-
 
|-
| {{text anchor|SECRETION}}
+
| {{text anchor|SPEED}}
 
| Caste
 
| Caste
|  
+
| value
*<[[material token]]>
+
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.
*<[[Material_definition_token#Material_States|material state]]>
 
*BY_TOKEN / BY_CATEGORY / BY_TYPE
 
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])>
 
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL
 
*<trigger>
 
| 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:
 
*'''CONTINUOUS'''
 
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].
 
*'''EXERTION'''
 
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}}.
 
*'''EXTREME_EMOTION'''
 
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.
 
  
 
|-
 
|-
| {{text anchor|SELECT_ADDITIONAL_CASTE}}
+
| {{text anchor|SPHERE}}
 
| Creature
 
| Creature
 
|  
 
|  
*<caste>
+
*sphere name
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.
+
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.
  
 
|-
 
|-
| {{text anchor|SELECT_CASTE}}
+
| {{text anchor|SPOUSE_CONVERSION_TARGET}}
| Creature
+
| Caste
|  
+
|
*<caste> or ALL
+
| This creature can be converted by a night creature with SPOUSE_CONVERTED.
| Selects a previously defined caste
 
  
 
|-
 
|-
| {{text anchor|SELECT_MATERIAL}}
+
| {{text anchor|SPOUSE_CONVERTER}}
| Creature
+
| Caste
|  
+
|
*<[[material token]]>
+
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen. It may also start families this way.
| Selects a locally defined material. Can be ALL.
 
  
 
|-
 
|-
| {{text anchor|SELECT_TISSUE}}
+
| {{text anchor|STANCE_CLIMBER}}
| Creature
+
| Caste {{verify}}
 
|
 
|
*tissue token
+
| Allows a creature to climb using walking gaits {{verify}}.
| Selects a tissue for editing.
 
  
 
|-
 
|-
| {{text anchor|SEMIMEGABEAST}}
+
| {{text anchor|SUPERNATURAL}}
 
| Caste
 
| Caste
 
|  
 
|  
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.
+
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.
  
 
|-
 
|-
| {{text anchor|SENSE_CREATURE_CLASS}}
+
| {{text anchor|SWIM_SPEED}}
 
| Caste
 
| Caste
 
|  
 
|  
* <[[Creature_token#CREATURE_CLASS|creature class]]>
+
*speed
* [[Tilesets|<tile value or character>]]
+
| How fast the creature swims. Typically 2500 (0.38 times the default speed).  
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]
 
| 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.
 
  
 
|-
 
|-
| {{text anchor|SET_BP_GROUP}}
+
| {{text anchor|SWIMS_INNATE}}
 
| Caste
 
| Caste
|  
+
|
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
+
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there.  
*category, type, or token
 
| Begins a selection of body parts.
 
  
 
|-
 
|-
| {{text anchor|SKILL_LEARN_RATE}}
+
| {{text anchor|SWIMS_LEARNED}}
 
| Caste
 
| Caste
|  
+
|
*<[[skill_token]]>
+
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.
*<percentage>
+
 
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.
+
|}
  
|-
+
<div align="center">
| {{text anchor|SKILL_LEARN_RATES}}
+
{{alphabetical TOC}}
| Caste
+
</div>
|
+
 
*<percentage>
+
==T==
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|SKILL_RATE}}
+
| {{text anchor|TENDONS}}
 
| Caste
 
| Caste
 
|  
 
|  
*[[skill_token]]
+
* [[material token]]
*<% of improvement points gained>
+
*healing rate  
*<unused counter rate>
+
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.
*<rust counter rate>
 
*<demotion counter rate>
 
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.
 
  
 
|-
 
|-
| {{text anchor|SKILL_RATES}}
+
| {{text anchor|THICKWEB}}
 
| Caste
 
| Caste
 
|   
 
|   
*<% of improvement points gained>
+
| The creature's webs can catch larger creatures.
*<unused counter rate>
 
*<rust counter rate>
 
*<demotion counter rate>
 
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.
 
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.
 
  
 
|-
 
|-
| {{text anchor|SKILL_RUST_RATE}}
+
| {{text anchor|TISSUE}}
| Caste
+
| Creature
|  
+
| name
*[[skill_token]]
+
| Begins defining a tissue in the creature file.
*value
 
*value
 
*value
 
| 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.
 
  
 
|-
 
|-
| {{text anchor|SKILL_RUST_RATES}}
+
| {{text anchor|TITAN}}
 
| Caste
 
| Caste
|  
+
|
*value
+
| Found on [[titan]]s. Cannot be specified in user-defined raws.
*value
 
*value
 
| 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.
 
  
 
|-
 
|-
| {{text anchor|SLAIN_CASTE_SPEECH}}
+
| {{text anchor|TL_COLOR_MODIFIER}}
 
| Caste
 
| Caste
|  
+
| COLOR:freq:COLOR:freq etc.
*[[Speech file|text set]]
+
| Creates a list of color patterns, giving each a relative frequency.  
| Caste-specific {{token|SLAIN_SPEECH|c}}.
 
  
 
|-
 
|-
| {{text anchor|SLAIN_SPEECH}}
+
| {{text anchor|TLCM_GENETIC_MODEL}}
| Creature
+
| Caste
|  
+
|
*[[Speech file|text set]]
+
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (<code>[SLAIN_SPEECH:SLAIN_DWARF]</code>) and text_elf.txt (<code>[SLAIN_SPEECH:SLAIN_ELF]</code>) in data\vanilla\vanilla_creatures\objects.
 
  
 
|-
 
|-
| {{text anchor|SLOW_LEARNER}}
+
| {{text anchor|TLCM_IMPORTANCE}}
 
| Caste
 
| Caste
|
+
|
| 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.
+
*number
 +
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.
 +
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
  
 
|-
 
|-
| {{text anchor|SMALL_REMAINS}}
+
| {{text anchor|TLCM_NOUN}}
 
| Caste
 
| Caste
|
+
|  
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].
+
*name
 +
*SINGULAR or PLURAL
 +
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts.  
  
 
|-
 
|-
| {{text anchor|SMELL_TRIGGER}}
+
| {{text anchor|TLCM_TIMING}}
| Creature
+
| Caste
 
|  
 
|  
*value
+
*ROOT
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.
+
*start change window years:days:end change window years:days
 +
| determines the point in the creature's life where the color change begins
  
 
|-
 
|-
| {{text anchor|SOLDIER_ALTTILE}}
+
| {{text anchor|TRADE_CAPACITY}}
| Creature
+
| Caste
|  
+
|
*'character' or tile number
+
| How much the creature can carry when used by merchants.  
| If this creature is active in its civilization's military, it will blink between its default tile and this one.
 
  
 
|-
 
|-
| {{text anchor|SOUND}}
+
| {{text anchor|TRAINABLE}}
 
| Caste
 
| Caste
|
+
|
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
+
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
* Sound range (in tiles)
+
 
* Sound delay (lower values = sound is produced more often)
 
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)
 
* First-person description
 
* Third-person description
 
* Description when out of sight
 
| Creature makes sounds periodically, which can be heard in Adventure mode.
 
* First-person reads "You '''bark'''"
 
* Third-person reads "The [[capybara]] '''barks'''"
 
* Out of sight reads "You hear '''a loud bark'''"
 
with the text in bold being the description arguments of the token.
 
 
 
 
|-
 
|-
| {{text anchor|SOURCE_HFID}}
+
| {{text anchor|TRAINABLE_HUNTING}}
| Creature
+
| Caste
|  
+
|
*Integer
+
| Can be trained as a hunting beast, increasing speed.
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.
 
  
 
|-
 
|-
| {{text anchor|SPECIFIC_FOOD}}
+
| {{text anchor|TRAINABLE_WAR}}
 
| Caste
 
| Caste
|
+
|
* PLANT or CREATURE
+
| Can be trained as a war beast, increasing strength and endurance.
* Plant/creature ID
 
| 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.  
 
  
 
|-
 
|-
| {{text anchor|SPHERE}}
+
| {{text anchor|TRANCES}}
| Creature
+
| Caste
|  
+
|
* [[Sphere#Available_spheres|sphere]]
+
| Allows the creature to go into martial trances.
| 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.
 
  
 
|-
 
|-
| {{text anchor|SPOUSE_CONVERSION_TARGET}}
+
| {{text anchor|TRAPAVOID}}
 
| Caste
 
| Caste
|
+
|
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.
+
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
  
 
|-
 
|-
| {{text anchor|SPOUSE_CONVERTER}}
+
| {{text anchor|TRIGGERABLE_GROUP}}
| Caste
+
| Creature
|
+
| min:max
| 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.
+
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
  
 
|-
 
|-
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}
+
| {{text anchor|TSU_NOUN}}
 
| Caste
 
| Caste
|
+
|  
| 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.
+
*noun
 +
*SINGULAR or PLURAL
 +
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
 +
|}
 +
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
 +
 
 +
==U==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|STANCE_CLIMBER}}
+
| {{text anchor|UBIQUITOUS}}
| Caste
+
| Creature
 
|
 
|
| 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.
+
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.
  
 
|-
 
|-
| {{text anchor|STANDARD_GRAZER}}
+
| {{text anchor|UNDERGROUND_DEPTH}}
| Caste
+
| Creature
 
|
 
|
| 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.
+
*mindepth
 +
*maxdepth
 +
| Depth 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. A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.
  
 
|-
 
|-
| {{text anchor|STRANGE_MOODS}}
+
| {{text anchor|UNDERSWIM}}
 
| Caste
 
| Caste
|
+
|
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.
+
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.
  
 
|-
 
|-
| {{text anchor|SUPERNATURAL}}
+
| {{text anchor|UNIQUE_DEMON}}
 
| Caste
 
| Caste
|  
+
|
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.
+
| Typically 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. Cannot be specified in user-defined raws.
  
 
|-
 
|-
| {{text anchor|SWIMS_INNATE}}
+
| {{text anchor|USE_CASTE}}
| Caste
+
| Creature
|
+
|
| 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.  
+
*new caste token
 +
*old caste token
 +
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
  
 
|-
 
|-
| {{text anchor|SWIMS_LEARNED}}
+
| {{text anchor|USE_MATERIAL}}
| Caste
+
| Creature
|
+
|
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.
+
*new material ID
 +
*old material ID
 +
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.
  
 
|-
 
|-
| {{text anchor|SYNDROME_DILUTION_FACTOR}}
+
| {{text anchor|USE_MATERIAL_TEMPLATE}}
| Caste
+
| Creature
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage>
+
|
| 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.
+
*new material token
|}
+
*material template
 +
| Defines a new local creature material and populates it with all properties defined in the specified template.
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
|-
 
+
| {{text anchor|USE_TISSUE}}
==T==
+
| Creature
{| {{prettytable}}
+
|
 +
*new tissue token
 +
*old tissue id
 +
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
 +
 
 +
|-
 +
| {{text anchor|USE_TISSUE_TEMPLATE}}
 +
| Creature
 +
|
 +
*new tissue token
 +
*tissue template
 +
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.
 +
 
 +
|-
 +
| {{text anchor|UTTERANCES}}
 +
| Caste
 +
 +
| 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'.
 +
|}
 +
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
 +
 
 +
==V==
 +
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
Line 2,398: Line 2,254:
  
 
|-
 
|-
| {{text anchor|TENDONS}}
+
| {{text anchor|VEGETATION}}
 
| Caste
 
| Caste
|  
+
|
* [[material token]]
+
| The creature is made of swamp stuff. Used for [[grimeling]]s.
*healing rate
 
| 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.
 
  
 
|-
 
|-
| {{text anchor|THICKWEB}}
+
| {{text anchor|VERMIN_BITE}}
 
| Caste
 
| Caste
|
+
|  
| The creature's [[web]]s can catch larger creatures.
+
*chance of occurrence{{verify}}
 +
*verb (bitten, stung, etc.)
 +
* [[material token]]
 +
| Vermin bites, and injects something.
 +
 
 +
|-
 +
| {{text anchor|VERMIN_EATER}}
 +
| Creature
 +
|
 +
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.
  
 
|-
 
|-
| {{text anchor|TISSUE}}
+
| {{text anchor|VERMIN_FISH}}
 
| Creature
 
| Creature
|  
+
|
*name
+
| The vermin appears in water and will attempt to swim around.
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.
 
  
 
|-
 
|-
| {{text anchor|TISSUE_LAYER}}
+
| {{text anchor|VERMIN_GROUNDER}}
| Caste
+
| Creature
|  
+
|
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
| 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).
*TYPE,CATEGORY, or TOKEN
 
*TISSUE
 
*LOCATION
 
| Adds the tissue layer to wherever it is required.
 
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing
 
  
 
|-
 
|-
| {{text anchor|TISSUE_LAYER_OVER}}
+
| {{text anchor|VERMIN_HATEABLE}}
 
| Caste
 
| Caste
 
|
 
|
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
| Some dwarves will hate the creature and get unhappy thoughts when around it.
*TYPE,CATEGORY, or TOKEN
+
 
*TISSUE
+
|-
*LOCATION
+
| {{text anchor|VERMIN_MICRO}}
| Alias for TISSUE_LAYER
+
| Caste
 +
 +
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).
  
 
|-
 
|-
| {{text anchor|TISSUE_LAYER_UNDER}}
+
| {{text anchor|VERMIN_NOFISH}}
 
| Caste
 
| Caste
|  
+
|
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
| The creature cannot be caught by fishing.  
*TYPE,CATEGORY, or TOKEN
 
*TISSUE
 
| Adds the tissue layer under a given part.
 
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:<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]
 
  
 
|-
 
|-
| {{text anchor|TITAN}}
+
| {{text anchor|VERMIN_NOROAM}}
 
| Caste
 
| Caste
|
+
|
| Found on [[titan]]s. Cannot be specified in user-defined raws.
+
| The creature will not be observed randomly roaming about the map.  
  
 
|-
 
|-
| {{text anchor|TRADE_CAPACITY}}
+
| {{text anchor|VERMIN_NOTRAP}}
 
| Caste
 
| Caste
 
|   
 
|   
*number
+
| The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
| How much the creature can carry when used by merchants. 1000 by default. If a civilization uses a custom pack animal via ALWAYS_PACK, you must manually add a capacity to the raws of that creature itself. Capacity defaults to null leading to empty caravans.
 
  
 
|-
 
|-
| {{text anchor|TRAINABLE}}
+
| {{text anchor|VERMIN_ROTTER}}
| Caste
+
| Creature
 
|   
 
|   
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.
+
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}
  
 
|-
 
|-
| {{text anchor|TRAINABLE_HUNTING}}
+
| {{text anchor|VERMIN_SOIL}}
| Caste
+
| Creature
 
|   
 
|   
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.
+
| The creature randomly appears near dirt or mud.
  
 
|-
 
|-
| {{text anchor|TRAINABLE_WAR}}
+
| {{text anchor|VERMIN_SOIL_COLONY}}
| Caste
+
| Creature
 
|   
 
|   
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.
+
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
  
 
|-
 
|-
| {{text anchor|TRANCES}}
+
| {{text anchor|VERMINHUNTER}}
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.
+
| Old shorthand for "does cat stuff". Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
  
 
|-
 
|-
| {{text anchor|TRAPAVOID}}
+
| {{text anchor|VESPERTINE}}
 
| Caste
 
| Caste
 
|   
 
|   
| 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.
+
| Sets if the creature is active in evening.
  
 
|-
 
|-
| {{text anchor|TRIGGERABLE_GROUP}}
+
| {{text anchor|VIEWRANGE}}
| Creature
 
|
 
*min
 
*max
 
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}
 
 
 
|-
 
| {{text anchor|TSU_NOUN}}
 
 
| Caste
 
| Caste
|  
+
| value
*noun
+
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.
*SINGULAR or PLURAL
 
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.
 
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
==U==
+
==W==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 2,521: Line 2,366:
  
 
|-
 
|-
| {{text anchor|UBIQUITOUS}}
+
| {{text anchor|WAGON_PULLER}}
| Creature
+
| Caste
|
+
|
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.
+
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.
  
 
|-
 
|-
| {{text anchor|UNDERGROUND_DEPTH}}
+
| {{text anchor|WEBBER}}
| Creature
+
| Caste
|
+
|  
*mindepth
+
* [[material token]]
*maxdepth
+
| Allows the creature to create webs, and defines what the webs are made of.
| 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 1-3 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, but without {{token|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.
 
  
 
|-
 
|-
| {{text anchor|UNDERSWIM}}
+
| {{text anchor|WEBIMMUNE}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.
+
| The creature will not get caught in thick webs.
 +
|}
 +
 
 +
==Attack Tokens==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|UNIQUE_DEMON}}
+
| {{text anchor|ATTACK_SKILL}}
 
| Caste
 
| Caste
|
+
|  
| 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.
+
*[[Skill token]]
 +
| Defines the skill used by the attack.
  
 
|-
 
|-
| {{text anchor|USE_CASTE}}
+
| {{text anchor|ATTACK_VERB}}
| Creature
+
| Caste
|
+
| 2nd person:3rd person
*new caste token
+
| Descriptive text for the attack.
*old caste token
 
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
 
Roostre: "When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod." This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag.  
 
  
 
|-
 
|-
| {{text anchor|USE_MATERIAL}}
+
| {{text anchor|ATTACK_CONTACT_PERC}}
| Creature
+
| Caste
|
+
|  
*new material ID
+
*% value
*old material ID
+
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.
 
  
 
|-
 
|-
| {{text anchor|USE_MATERIAL_TEMPLATE}}
+
| {{text anchor|ATTACK_PENETRATION_PERC}}
| Creature
+
| Caste
|
+
|  
*new material token
+
*% value
*material template
+
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].
 
  
 
|-
 
|-
| {{text anchor|USE_TISSUE}}
+
| {{text anchor|ATTACK_PRIORITY}}
| Creature
+
| Caste
|
+
|  
*new tissue token
+
*MAIN or SECOND
*old tissue id
+
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
 
  
 
|-
 
|-
| {{text anchor|USE_TISSUE_TEMPLATE}}
+
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}
| Creature
+
| Caste
|
+
| number
*new tissue token
+
| The velocity multiplier of the attack, multiplied by 1000.
*tissue template
 
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
 
  
 
|-
 
|-
| {{text anchor|UTTERANCES}}
+
| {{text anchor|ATTACK_FLAG_CANLATCH}}
| Creature
+
| Caste
 
|   
 
|   
| 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'.
+
| 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.
|}
 
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
|-
 
+
| {{text anchor|ATTACK_FLAG_WITH}}
==V==
+
| Caste
{| {{prettytable}}
+
|
|- bgcolor="#ddd"
+
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|VEGETATION}}
+
| {{text anchor|ATTACK_FLAG_EDGE}}
 
| Caste
 
| Caste
 
|   
 
|   
| 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.
+
| The attack is edged, with all the effects on physical resistance and contact area that it entails.
  
 
|-
 
|-
| {{text anchor|VERMIN_BITE}}
+
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}
 
| Caste
 
| Caste
 
|  
 
|  
*chance of occurrence{{verify}}
 
*verb (bitten, stung, etc.)
 
 
* [[material token]]
 
* [[material token]]
* [[Material_definition_token#Material_States|material state]]
+
*state (SOLID, LIQUID, GAS)
| 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}}
+
*min:max
 +
| attack type addition that injects a material into the victim.
  
 
|-
 
|-
| {{text anchor|VERMIN_EATER}}
+
| {{text anchor|SPECIALATTACK_INTERACTION}}
| Creature
+
| Caste
|
+
| interaction
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.
+
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK 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.
  
 
|-
 
|-
| {{text anchor|VERMIN_FISH}}
+
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}
| Creature
+
| Caste
|
+
| min:max
| The vermin appears in [[water]] and will attempt to swim around.
+
| 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.
 +
|}
  
|-
+
==Important Related Tokens==
| {{text anchor|VERMIN_GROUNDER}}
+
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)
| Creature
 
 
| 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).
 
  
|-
+
===Tissue Modification===
| {{text anchor|VERMIN_HATEABLE}}
+
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])
| Caste
 
|
 
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.
 
  
|-
 
| {{text anchor|VERMIN_MICRO}}
 
| Caste
 
 
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).
 
  
|-
+
{| {{prettytable}}
| {{text anchor|VERMIN_NOFISH}}
+
|- bgcolor="#ddd"
| Caste
+
! width="20%" | Token
|
+
! width="10%" | Type
| The creature cannot be caught by [[fishing]].
+
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|VERMIN_NOROAM}}
+
| {{text anchor|PLUS_TISSUE_LAYER}}
 
| Caste
 
| Caste
|
+
|  
| The creature will not be observed randomly roaming about the map.
+
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
| Adds a tissue to those selected
  
 
|-
 
|-
| {{text anchor|VERMIN_NOTRAP}}
+
| {{text anchor|PLUS_TL_GROUP}}
 
| Caste
 
| Caste
|
+
|  
| 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.
+
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
*tissue
 +
| continues a selection of tissue layers
  
 
|-
 
|-
| {{text anchor|VERMIN_ROTTER}}
+
| {{text anchor|SELECT_TISSUE}}
 
| Creature
 
| Creature
|
+
|
| 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}}
+
*tissue token
 +
| Selects a tissue for editing.
  
 
|-
 
|-
| {{text anchor|VERMIN_SOIL}}
+
| {{text anchor|SELECT_TISSUE_LAYER}}
| Creature
+
| Caste
|
+
|  
| 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.
+
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token | Selects a tissue at a location
 +
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 +
| Selects a tissue layer for descriptor and cosmetic purposes.
 +
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]
  
 
|-
 
|-
| {{text anchor|VERMIN_SOIL_COLONY}}
+
| {{text anchor|SET_LAYER_TISSUE}}
| Creature
 
 
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
 
 
 
|-
 
| {{text anchor|VERMINHUNTER}}
 
 
| Caste
 
| Caste
|
+
|
| 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}}.
+
| Sets a tissue layer to be made of a different tissue.
  
 
|-
 
|-
| {{text anchor|VESPERTINE}}
+
| {{text anchor|TISSUE_LAYER}}
| Caste
 
 
| Sets the creature to be active during the evening in adventurer mode.
 
 
 
|-
 
| {{text anchor|VIEWRANGE}}
 
 
| Caste
 
| Caste
 
|  
 
|  
*value
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.
+
*TYPE,CATEGORY, or TOKEN
 +
*TISSUE
 +
*LOCATION
 +
| Adds the tissue layer to wherever it is required.
 +
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing
  
 
|-
 
|-
| {{text anchor|VISION_ARC}}
+
| {{text anchor|TISSUE_LAYER_OVER}}
 
| Caste
 
| Caste
|  
+
|
*binocular vision arc
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
*non-binocular vision arc
+
*TYPE,CATEGORY, or TOKEN
| 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. Defaults are 60:120.
+
*TISSUE
|}
+
*LOCATION
 
+
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
{{alphabetical TOC|style=margin: 1em auto;}}
 
 
 
==W==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|WAGON_PULLER}}
+
| {{text anchor|TISSUE_LAYER_UNDER}}
 
| Caste
 
| Caste
|
+
|  
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 
+
*TYPE,CATEGORY, or TOKEN
 +
*TISSUE
 +
| Adds the tissue layer under a given part.
 +
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:<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]
 
|-
 
|-
| {{text anchor|WEBBER}}
+
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}
 
| Caste
 
| Caste
 
|  
 
|  
* [[material token]]
+
*QUALITY
| Allows the creature to create [[web]]s, and defines what the webs are made of.
+
*lowest:lower:low:median:high:higher:highest
 +
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
  
 
|-
 
|-
| {{text anchor|WEBIMMUNE}}
+
| {{text anchor|TISSUE_STYLE_UNIT}}
 
| Caste
 
| Caste
|
+
|  
| 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.
+
*tissue style unit ID
|}
+
*shaping
 +
| 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.
  
==Attack Tokens==
+
|-
 +
| {{text anchor|TL_CONNECTS}}
 +
| Caste
 +
|
 +
| Presumably gives the CONNECTS attribute to selected layers.
  
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.
+
|-
 
+
| {{text anchor|TL_HEALING_RATE}}
{| {{prettytable}}
+
| Caste
|- bgcolor="#ddd"
+
|
! width="20%" | Part type token
+
| Presumably changes the HEALING_RATE of the selected tissue layers.
! width="30%" | Arguments
 
! width="60%" | Description
 
  
 
|-
 
|-
| {{text anchor|BODYPART}}
+
| {{text anchor|TL_MAJOR_ARTERIES}}
|  
+
| Caste
* BY_TYPE/BY_TOKEN/BY_CATEGORY
+
|
* type/token/category
+
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.
 
  
 
|-
 
|-
| {{text anchor|TISSUE_LAYER}}
+
| {{text anchor|TL_PAIN_RECEPTORS}}
 +
| Caste
 
|
 
|
* BY_TYPE/BY_TOKEN/BY_CATEGORY
+
| Seems to set new number of pain receptors for selected tissue layers.
* type/token/category
 
* tissue layer
 
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.
 
  
 
|-
 
|-
| {{text anchor|CHILD_BODYPART_GROUP}}
+
| {{text anchor|TL_RELATIVE_THICKNESS}}
 +
| Caste
 
|
 
|
* BY_TYPE/BY_TOKEN/BY_CATEGORY
+
| Seems to set new relative thickness for selected tissue layers.
* type/token/category
 
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 
* type/token/category
 
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).
 
  
 
|-
 
|-
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}
+
| {{text anchor|TL_VASCULAR}}
|
 
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 
* type/token/category
 
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 
* type/token/category
 
* tissue layer
 
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.
 
 
 
|}
 
 
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
 
 
|-
 
| {{text anchor|ATTACK_SKILL}}
 
| Caste
 
|
 
*[[Skill token]]
 
| Defines the skill used by the attack.
 
 
 
|-
 
| {{text anchor|ATTACK_VERB}}
 
| Caste
 
|
 
*2nd person
 
*3rd person
 
| Descriptive text for the attack.
 
 
 
|-
 
| {{text anchor|ATTACK_CONTACT_PERC}}
 
| Caste
 
|
 
*% value
 
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.
 
 
 
|-
 
| {{text anchor|ATTACK_PENETRATION_PERC}}
 
| Caste
 
|
 
*% value
 
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.
 
 
 
|-
 
| {{text anchor|ATTACK_PRIORITY}}
 
| Caste
 
|
 
*MAIN or SECOND
 
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.
 
 
 
|-
 
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}
 
| Caste
 
|
 
*number
 
| The velocity multiplier of the attack, multiplied by 1000.
 
 
 
|-
 
| {{text anchor|ATTACK_FLAG_CANLATCH}}
 
| Caste
 
 
| 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.
 
 
 
|-
 
| {{text anchor|ATTACK_FLAG_WITH}}
 
| Caste
 
 
| 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".
 
 
 
|-
 
| {{text anchor|ATTACK_FLAG_EDGE}}
 
| Caste
 
 
| The attack is edged, with all the effects on physical resistance and contact area that it entails.
 
 
 
|-
 
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}
 
| Caste
 
|
 
* Preparation time
 
* Recovery time
 
| 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.
 
 
 
|-
 
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}
 
| Caste
 
|
 
| Multiple strikes with this attack cannot be performed effectively.
 
 
 
|-
 
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}
 
| Caste
 
|
 
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.
 
 
 
|-
 
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}
 
| Caste
 
|
 
*<[[material token]]>
 
*<[[Material_definition_token#Material_States|material state]]>
 
*<min quantity>
 
*<max quantity>
 
| 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.
 
 
 
|-
 
| {{text anchor|SPECIALATTACK_INTERACTION}}
 
| Caste
 
|
 
*interaction
 
| 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'''.
 
 
 
|-
 
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}
 
| Caste
 
|
 
*min
 
*max
 
| 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.
 
|}
 
 
 
==Tissue Layer Tokens==
 
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]].
 
 
 
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.
 
 
 
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].
 
 
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
 
 
|-
 
| {{text anchor|SELECT_TISSUE_LAYER}}
 
| Caste
 
|
 
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token | Selects a tissue at a location
 
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 
| Begins a selection of tissue layers.
 
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]
 
 
 
|-
 
| {{text anchor|PLUS_TISSUE_LAYER}}
 
| Caste
 
|
 
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
| Adds tissue layers to those selected.
 
 
 
|-
 
| {{text anchor|SET_TL_GROUP}}
 
| Caste
 
|
 
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
*tissue
 
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes.
 
 
 
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.
 
 
 
|-
 
| {{text anchor|PLUS_TL_GROUP}}
 
| Caste
 
|
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
*tissue
 
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.
 
 
 
|-
 
| {{text anchor|SET_LAYER_TISSUE}}
 
| Caste
 
|
 
*TISSUE
 
| Sets a selected tissue layer to be made of a different tissue.
 
 
 
|-
 
| {{text anchor|SHEARABLE_TISSUE_LAYER}}
 
| Caste
 
|
 
* tissue modifier
 
* required value
 
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).
 
 
 
|-
 
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}
 
| Caste
 
|
 
*QUALITY
 
*lowest
 
*lower
 
*low
 
*median
 
*high
 
*higher
 
*highest
 
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 
 
 
|-
 
| {{text anchor|TISSUE_STYLE_UNIT}}
 
| Caste
 
|
 
*tissue style unit ID
 
*shaping
 
| 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.
 
 
 
|-
 
| {{text anchor|TL_COLOR_MODIFIER}}
 
| Caste
 
|
 
*COLOR
 
*freq
 
*COLOR
 
*freq etc.
 
| 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".
 
 
 
|-
 
| {{text anchor|TLCM_GENETIC_MODEL}}
 
| Caste
 
|
 
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}
 
 
 
|-
 
| {{text anchor|TLCM_IMPORTANCE}}
 
| Caste
 
|
 
*number
 
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.
 
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
 
 
 
|-
 
| {{text anchor|TLCM_NOUN}}
 
| Caste
 
|
 
*name
 
*SINGULAR or PLURAL
 
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts.
 
 
 
|-
 
| {{text anchor|TLCM_TIMING}}
 
| Caste
 
|
 
*ROOT
 
*start change window years
 
*days
 
*end change window years
 
*days
 
| Determines the point in the creature's life when the color change begins and ends.
 
 
 
|-
 
| {{text anchor|TL_CONNECTS}}
 
| Caste
 
|
 
| Gives the CONNECTS attribute to selected layers.
 
 
 
|-
 
| {{text anchor|TL_HEALING_RATE}}
 
| Caste
 
|
 
*value
 
| Changes the HEALING_RATE of the selected tissue layers.
 
 
 
|-
 
| {{text anchor|TL_MAJOR_ARTERIES}}
 
 
| Caste
 
| Caste
 
|
 
|
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.
+
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.
 
 
|-
 
| {{text anchor|TL_PAIN_RECEPTORS}}
 
| Caste
 
|
 
*value
 
| Changes the number of pain receptors for selected tissue layers.
 
 
 
|-
 
| {{text anchor|TL_RELATIVE_THICKNESS}}
 
| Caste
 
|
 
*value
 
| Changes the relative thickness for selected tissue layers.
 
 
 
|-
 
| {{text anchor|TL_VASCULAR}}
 
| Caste
 
|
 
*value
 
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.
 
  
 
|}
 
|}
Line 3,087: Line 2,621:
 
*[[Syndrome]]
 
*[[Syndrome]]
 
*[[Tissue definition token]]
 
*[[Tissue definition token]]
*[[Creature examples]]
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
[[ru:Creature token]]
 

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