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Editing Creature token
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Latest revision | Your text | ||
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− | {{Quality| | + | {{Quality|Unrated}} |
{{av}} | {{av}} | ||
{{Modding}} | {{Modding}} | ||
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| {{text anchor|APP_MOD_DESC_RANGE}} | | {{text anchor|APP_MOD_DESC_RANGE}} | ||
− | | | + | | Caste |
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*Range (6 values, low to high) | *Range (6 values, low to high) | ||
− | | | + | | [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Forum post describing how description ranges work] |
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| {{text anchor|APP_MOD_GENETIC_MODEL}} | | {{text anchor|APP_MOD_GENETIC_MODEL}} | ||
− | | | + | | Caste |
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*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}} | ||
− | | | + | | Caste |
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*number | *number | ||
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| {{text anchor|APP_MOD_NOUN}} | | {{text anchor|APP_MOD_NOUN}} | ||
− | | | + | | Caste |
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*noun | *noun | ||
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| {{text anchor|APP_MOD_RATE}} | | {{text anchor|APP_MOD_RATE}} | ||
− | | | + | | Caste |
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*Rate (integer) | *Rate (integer) | ||
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*token | *token | ||
− | *selection criteria | + | *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 /> | ||
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*exported wealth | *exported wealth | ||
*created wealth | *created wealth | ||
− | | Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when | + | | Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when at least one of the requirements is met. Setting a value to 0 disables the trigger. |
|} | |} | ||
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| 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, 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. | ||
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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. | ||
− | + | '''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{verify}} | |
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− | '''If the body is left undefined, the creature | ||
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*plural | *plural | ||
*adjective | *adjective | ||
− | | | + | | Caste-specific {{token|NAME|c}}. |
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*creature ID | *creature ID | ||
− | | Copies another specified creature | + | | Copies creature tags, including castes, from another specified creature. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people. COPY_TAGS_FROM cannot be added inside a creature variation and removes existing caste tags when used. Make sure the source creature has been defined before COPY_TAGS_FROM is invoked. |
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| Creature | | Creature | ||
| | | | ||
− | | Makes the creature appear as a large | + | | Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant. |
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| Caste | | Caste | ||
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− | | 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 | + | | 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. |
|} | |} | ||
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*temperature | *temperature | ||
− | | 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 | + | | 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. |
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode. | Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode. | ||
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*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. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}. |
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|} | |} | ||
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* <energy expenditure> | * <energy expenditure> | ||
* <gait flag(s)> | * <gait flag(s)> | ||
− | | Defines a gait by which the creature can move. See [[Gait]] for more information | + | | Defines a gait by which the creature can move. See [[Gait]] for more information. |
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait | * <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait | ||
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| Special | | Special | ||
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− | | When using tags from an existing creature, inserts new tags | + | | When using tags from an existing creature, inserts new tags after the specified tag. |
|- | |- | ||
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| Caste | | Caste | ||
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− | | Creature hunts and kills nearby [[vermin]] | + | | Creature hunts and kills nearby [[vermin]]. |
|} | |} | ||
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| Caste | | Caste | ||
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− | | Will attack | + | | Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." |
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| Caste | | Caste | ||
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− | | | + | | The creature will generate light, such as in adventurer mode at night. |
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* minimum | * minimum | ||
* maximum | * maximum | ||
− | | Determines the number of offspring per one birth | + | | Determines the number of offspring per one birth. |
|- | |- | ||
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*plural | *plural | ||
*adjective | *adjective | ||
− | | The generic name for any creature of this type - will be used | + | | The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game. |
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| Caste | | Caste | ||
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− | | 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! | + | | 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! |
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| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now. | | Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now. | ||
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| Caste | | Caste | ||
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− | *number | + | *number |
− | | Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}} | + | | Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. |
|- | |- | ||
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*string | *string | ||
| 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. | | 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. | ||
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*Second person cancel retract text | *Second person cancel retract text | ||
*Third person cancel retract text | *Third person cancel retract text | ||
− | | The creature will retract into | + | | 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. (e.g. Turtle, Hedgehog) |
− | 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. | + | 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. |
− | Undead curled up creatures are buggy | + | Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}. |
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| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}} | | {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}} | ||
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− | | 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}}. | + | | Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously. |
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| Caste | | Caste | ||
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− | * | + | *speech file |
| Caste-specific {{token|SLAIN_SPEECH|c}}. | | Caste-specific {{token|SLAIN_SPEECH|c}}. | ||
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| Creature | | Creature | ||
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− | * | + | *speech file |
− | | Boasting speeches relating to killing this creature. Examples include | + | | Boasting speeches relating to killing this creature. Examples include text_dwarf.txt and text_elf.txt in data\vanilla\vanilla_creatures\objects. |
|- | |- | ||
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*TISSUE | *TISSUE | ||
*LOCATION | *LOCATION | ||
− | | | + | | Presumably a counterpart to TISSUE_LAYER_UNDER (see below). |
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*number | *number | ||
− | | How much the creature can carry when used by merchants | + | | How much the creature can carry when used by merchants. |
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| Creature | | Creature | ||
| | | | ||
− | | Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags | + | | Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. |
|- | |- | ||
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*old 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." | | 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." | ||
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*binocular vision arc | *binocular vision arc | ||
*non-binocular vision arc | *non-binocular vision arc | ||
− | | 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 | + | | 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. |
|} | |} | ||
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==Attack Tokens== | ==Attack Tokens== | ||
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{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" |