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Editing v0.31:Creature token

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{{Quality|Superior|19:06, 26 August 2014 (UTC)}}
+
{{av}}{{Quality|Exceptional}}
{{av}}
 
  
A full list of all known creature tokens.
+
Tentative at best in some cases.
  
 
__NOTOC__
 
__NOTOC__
Line 16: Line 15:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
| ADOPTS_OWNER
 
|
 
| 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}}
 
 
 
|-  
 
|-  
 
| ALCOHOL_DEPENDENT  
 
| ALCOHOL_DEPENDENT  
Line 40: Line 33:
 
| AMBUSHPREDATOR  
 
| AMBUSHPREDATOR  
 
|   
 
|   
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}
+
| Makes the creature start out hidden. Used by {{L|giant cave spider}}s. May make {{L|web}}s hidden too.
  
 
|-  
 
|-  
 
| AMPHIBIOUS  
 
| AMPHIBIOUS  
 
|   
 
|   
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].
+
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].
  
 
|-
 
|-
 
| APP_MOD_DESC_RANGE
 
| APP_MOD_DESC_RANGE
|
+
| ?
*Range
+
| ?
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
 
  
 
|-
 
|-
 
| APP_MOD_GENETIC_MODEL
 
| APP_MOD_GENETIC_MODEL
 
|
 
|
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
+
|
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.
 
  
 
|-
 
|-
Line 96: Line 87:
 
| AQUATIC  
 
| AQUATIC  
 
|   
 
|   
| Allows a creature to breathe underwater, but causes it to "drown" out of [[water]].  
+
| Allows a creature to breathe underwater, but causes it to "drown" out of {{L| water}}.  
  
 
|-  
 
|-  
Line 107: Line 98:
 
|
 
|
 
| Can be kept in artificial hives by beekeepers.
 
| Can be kept in artificial hives by beekeepers.
 
|-
 
| AT_PEACE_WITH_WILDLIFE
 
|
 
| Does not attack or frighten wildlife.
 
  
 
|-  
 
|-  
Line 120: Line 106:
 
*selection criteria
 
*selection criteria
 
*location  
 
*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.
 
'''Example:'''<br />
 
'''Example:'''<br />
 
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br />
 
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br />
Line 127: Line 113:
  
 
|-  
 
|-  
| ATTACK_TRIGGER
+
| ATTACK_CONTACT_PERC
| pop:exported wealth:created wealth
+
|  
| Specifies when a [[megabeast]] will attack the fortress.
+
*% value
 +
| amount of available tissue used in attack
  
|}
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
==B==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| BABY
+
| ATTACK_FLAG_CANLATCH
| integer
+
|
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
+
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in it's definition is made.
  
 
|-  
 
|-  
| BABYNAME
+
| ATTACK_FLAG_EDGE
| singular:plural
+
|
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
+
| attack type
  
 
|-  
 
|-  
| BEACH_FREQUENCY
+
| ATTACK_FLAG_WITH
 
|   
 
|   
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.  
+
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
  
 
|-  
 
|-  
| BENIGN
+
| ATTACK_PENETRATION_PERC
|
+
|  
| Determines whether creature can show up on "tame" maps (includes [[elephant]]s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
+
*% value
 +
| probably amount of material that makes contact when penetration is done
  
 
|-  
 
|-  
| BIOME
+
| ATTACK_PRIORITY
 
|  
 
|  
* [[biome token]]
+
*MAIN or SECOND
| Select a [[Biome]] the creature may appear in.
+
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
  
 
|-  
 
|-  
| BLOOD
+
| ATTACK_SKILL
 
|  
 
|  
* [[material token]]
+
*skill used ({{L|Skill tokens}})
*matter state (LIQUID, GAS, SOLID)  
+
| defines the attack skill used
| Specifies what the creature's blood is made of.
 
  
 
|-  
 
|-  
| BODY
+
| ATTACK_TRIGGER
| body parts
+
| pop:exported wealth:created wealth{{verify}}
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
+
| stages when a megabeast will attack a site
'''Example:'''<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. Thats all a maggot needs.
 
  
 
|-  
 
|-  
| BODY_APPEARANCE_MODIFIER
+
| ATTACK_VERB
|  
+
| 2nd person:3rd person
*ATTRIBUTE
+
| descriptive text for the attack
*lowest:lower: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 />
 
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <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.
 
  
|-  
+
|-
| BODY_DETAIL_PLAN
+
| ATTACK_VELOCITY_MODIFIER
| PlanName, PlanName:type:type:type:etc
+
| number
| 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.
+
| Modifies the attack velocity. Believed to be percent based (so 100 would be "normal"). May be on same scale as weapon velocity (where 1000 is "normal").
'''Example:'''<br />
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
 
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
 
A [[Purring maggot|maggot]] would only need:<br />
 
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''
 
  
|-
+
|}
| BODY_SIZE
 
| years:days:size
 
| sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.
 
'''Example:'''<br />
 
[BODY_SIZE:0:0:10000]<br />
 
[BODY_SIZE:1:168:50000]<br />
 
[BODY_SIZE:12:0:220000]<br />
 
This describes the size of a [[minotaur]]. His birth size would be 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg
 
  
|-
+
<div align="center">
| BODYGLOSS
+
{{alphabetical TOC}}
| gloss
 
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
 
 
 
|-
 
| BONECARN
 
 
| Creature eats bones. Implies CARNIVORE. Civilized creatures (e.g. Kobolds) with this tag tend to die out during world generation.
 
 
 
|-
 
| BP_APPEARANCE_MODIFIER
 
|
 
*QUALITY
 
*lowest:lower: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)
 
 
 
|-
 
| BUILDINGDESTROYER
 
| 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 b + C commands.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
 
</div>
 
</div>
  
==C==
+
==B==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 248: Line 178:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
|-
 +
| BABY
 +
| integer
 +
| age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
  
 
|-  
 
|-  
| CAN_LEARN
+
| BABYNAME
 +
| singular:plural
 +
| name at caste level
 +
 
 +
|-
 +
| BEACH_FREQUENCY
 
|   
 
|   
| The creature gets skills and 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.
+
| {{L|Whale}}s and {{L|Sea nettle jellyfish|jellyfish}} have this. Controls the beaching frequency of the creature.  
  
 
|-  
 
|-  
| CAN_SPEAK
+
| BENIGN
 
|   
 
|   
| 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}}
+
| Determines whether creature can show up on "tame" maps (includes {{L|elephants}}), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).  
  
 
|-  
 
|-  
| CANNOT_UNDEAD
+
| BIOME
|
+
|  
| Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.
+
* biome token
 +
| Select a {{L|Biome}} the creature may appear in.
  
 
|-  
 
|-  
| CANOPENDOORS
+
| BLOOD, PUS, OTHER MATERIAL state definition
|
+
|  
| Allows the creature to open doors.
+
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
 +
*selected material
 +
*matter state (LIQUID, GAS, ALL_SOLID)
 +
| Controls bleeding behaviour
  
 
|-  
 
|-  
| CARNIVORE
+
| BODY
|
+
| body parts
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.
+
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
 +
'''Example:'''<br />
 +
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
 +
This is the body from a {{L|Purring maggot}}. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.
  
 
|-  
 
|-  
| CASTE
+
| BODY_APPEARANCE_MODIFIER
 
|  
 
|  
*name
+
*ATTRIBUTE
| defines a caste
+
*lowest:lower: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 />
| CASTE_ALTTILE
+
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] <br />
|
+
''HEIGHT'' : marks the height to be changed <br />
*tile number or "letter"
+
''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.
| Caste-specific alternate tile. Expects CASTE_TILE
 
  
|-
+
|-  
| CASTE_COLOR
+
| BODY_DETAIL_PLAN
|
+
| PlanName, PlanName:type:type:type:etc
*fg
+
| 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.
*bg
+
'''Example:'''<br />
*brightness
+
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
| Creature tile color of the caste.
+
This creates the detailed body of a {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
 +
A {{L|Purring maggot|maggot}} would only need:<br />
 +
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''
  
|-
+
|-  
| CASTE_GLOWCOLOR
+
| BODY_SIZE
|
+
| years:days:size
*fg
+
| sets up size at a given time. Size is roughly equal to the creature's average weight in grams.
*bg
+
'''Example:'''<br />
*brightness
+
[BODY_SIZE:0:0:10000]<br />
| GLOWTILE color of the caste.
+
[BODY_SIZE:1:168:50000]<br />
 +
[BODY_SIZE:12:0:220000]<br />
 +
This describes the size of a {{L|minotaur}}. His birth size would be 10000 (~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg
  
|-
+
|-  
| CASTE_GLOWTILE
+
| BODYGLOSS
|
+
| gloss
*tile value or "letter"
+
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
| Caste-specific glowtile
 
  
 
|-  
 
|-  
| CASTE_NAME
+
| BONECARN
| singular:plural:adjective
+
|
| The name of the caste of the creature in the game.
+
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE.
  
 
|-  
 
|-  
| CASTE_PROFESSION_NAME
+
| BP_APPEARANCE_MODIFIER
 
|  
 
|  
*[[Unit type token]] (Profession)
+
*QUALITY
*singular
+
*lowest:lower:low:median:high:higher:highest
*plural
+
| 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)
| alters the name of the given profession, caste-specific
+
 
 +
|-
 +
| BUILDINGDESTROYER
 +
| 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 b + C commands.
 +
|}
  
|-
+
<div align="center">
| CASTE_SOLDIER_ALTTILE
+
{{alphabetical TOC}}
| 'character' or tile number
+
</div>
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.
 
  
|-
+
==C==
| CASTE_SOLDIER_TILE
+
{| {{prettytable}}
| 'character' or tile number
+
|- bgcolor="#ddd"
| Creatures of this caste active in their civilization's military will use this tile instead.
+
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
  
 
|-  
 
|-  
| CASTE_SPEECH
+
| CAN_LEARN
| speech file?
+
|
| Possibly a caste-specific instance of the SPEECH token
+
| The creature gets skills and 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.
 
 
|-
 
| CASTE_TILE
 
|
 
* tile number or "letter"
 
| Caste-specific creature tile.
 
  
 
|-  
 
|-  
| CAVE_ADAPT
+
| CAN_SPEAK
 
|   
 
|   
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
+
| Can talk. Note that it is not necessary for a creature to gain social skills.  
  
|-
+
|-  
| CHANGE_BODY_SIZE_PERC
+
| CANNOT_UNDEAD
|
+
|
|
+
| Cannot be turned into a zombie or skeletal undead
  
 
|-  
 
|-  
| CHILD
+
| CANOPENDOORS
| 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.
+
| Allows the creature to open doors.  
  
 
|-  
 
|-  
| CHILDNAME
+
| CARNIVORE
| singular:plural
+
|
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
+
| Creature ''only'' eats meat
  
 
|-  
 
|-  
| CLUSTER_NUMBER
+
| CASTE
 +
|
 +
*name
 +
| defines a caste
 +
 
 +
|-
 +
| CASTE_ALTTILE
 
|
 
|
*min
+
*tile number or "letter"
*max
+
| Caste-specific alternate tile. Expects CASTE_TILE
| 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]
 
  
 
|-
 
|-
|CLUTCH_SIZE
+
| CASTE_COLOR
 
|
 
|
*min
+
*fg
*max
+
*bg
|Number of eggs laid in one sitting.
+
*brightness
 +
| Creature tile color of the caste.
  
 
|-
 
|-
| COLONY_EXTERNAL
+
| CASTE_GLOWCOLOR
 
|
 
|
| Caste hovers around colony.
+
*fg
 
+
*bg
|-
+
*brightness
| COLOR
+
| GLOWTILE color of the caste.
| foreground:background:brightness  
 
| Color  of the creature's tile.
 
 
 
|-
 
| COMMON_DOMESTIC
 
 
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT. In addition, the creature must be NATURAL rather than FANCIFUL
 
  
 
|-
 
|-
| CONVERTED_SPOUSE
+
| CASTE_GLOWTILE
 
|
 
|
| Found only at caste level. 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.
+
*tile value or "letter"
 +
| Caste-specific glowtile
  
 
|-  
 
|-  
| COOKABLE_LIVE
+
| CASTE_NAME
|
+
| singular:plural:adjective
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
+
| The name of the caste of the creature in the game.
  
 
|-  
 
|-  
| COPY_TAGS_FROM
+
| CASTE_PROFESSION_NAME
 
|  
 
|  
*CREATURE NAME
+
*Profession
| Copies tags from another specified creature.
+
*singular
 +
*plural
 +
| alters the name of the given profession, caste-specific
  
|-  
+
|-
| CREATURE_CLASS
+
| CASTE_SOLDIER_ALTTILE
|
+
| 'character' or tile number
*classname
+
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.
 
  
 
|-
 
|-
| CREATURE_SOLDIER_TILE
+
| CASTE_SOLDIER_TILE
 
| 'character' or tile number
 
| 'character' or tile number
| Creatures active in their civilization's military will use this tile instead.
+
| Creatures of this caste active in their civilization's military will use this tile instead.
  
 
|-  
 
|-  
| CREATURE_TILE
+
| CASTE_SPEECH
| 'character' or tile number  
+
| speech file?
| The symbol of the creature in ASCII mode.
+
| Possibly a caste-specific instance of the SPEECH token
 +
 
 +
|-
 +
| CASTE_TILE
 +
|
 +
* tile number or "letter"
 +
| Caste-specific creature tile.
  
 
|-  
 
|-  
| CREPUSCULAR
+
| CAVE_ADAPT
 
|   
 
|   
| Sets if the creature is active at twilight.
+
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
  
 
|-  
 
|-  
| CURIOUSBEAST_EATER
+
| CE_X
|   
+
|  
| Allows a creature to steal and eat edible items from a site.
+
*SEV:<value> (severity, higher is worse)
 +
*PROB:<value(1-100)> (probability)
 +
*RESISTABLE (optional) allows resistance
 +
*SIZE_DILUTES (optional) lessens effect based on size
 +
Place effected:
 +
*LOCALIZED (optional)
 +
*VASCULAR_ONLY (optional)
 +
*MUSCULAR_ONLY (optional)
 +
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)
 +
Timeline:
 +
*Start:effect start time
 +
*Peak:effect peak time
 +
*End:effect end time
 +
| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]
  
|-  
+
|-
| CURIOUSBEAST_GUZZLER
+
| CHANGE_BODY_SIZE_PERC
|
+
|
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.
+
|
  
 
|-  
 
|-  
| CURIOUSBEAST_ITEM
+
| CHILD
|
+
| integer
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.
+
| 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.
  
 
|-  
 
|-  
| CV_ADD_TAG
+
| CHILD_BODYPART_GROUP
 
|  
 
|  
*TAG NAME
+
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
| Adds a tag. Used in conjunction with creature variation templates.
+
*master location
 +
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
 +
*specific location
 +
| selects all parts of a group to be used.
  
 
|-  
 
|-  
| CV_REMOVE_TAG
+
| CHILDNAME
|  
+
| singular:plural
*TAG NAME
+
| name at caste level
| Removes a tag. Used in conjunction with creature variation templates.
 
|}
 
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| CLUSTER_NUMBER
</div>
+
|
 +
*min
 +
*max
 +
| 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]
  
==D==
+
|-
{| {{prettytable}}
+
|CLUTCH_SIZE
|- bgcolor="#ddd"
+
|
! width="20%" | Token
+
*min
! width="20%" | Arguments
+
*max
! width="60%" | Description
+
|Number of eggs laid in one sitting.
  
 
|-  
 
|-  
| DEMON
+
| COLDDAM_POINT
|
+
| value
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
+
| The minimum temperature limit before the currently selected material will start receiving damage from freezing. Used mostly in material templates.
 
 
|-
 
| DESCRIPTION
 
| text
 
| A brief description of the creature type.
 
  
 
|-
 
|-
| DIE_WHEN_VERMIN_BITE
+
| COLONY_EXTERNAL
 
|
 
|
| Dies upon attacking.  Used for bee stings.
+
| Caste hovers around colony.
  
 
|-  
 
|-  
| DIFFICULTY
+
| COLOR
| integer
+
| foreground:background:brightness
| Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.  
+
| Color  of the creature's tile.  
  
 
|-  
 
|-  
| DIURNAL
+
| COMMON_DOMESTIC
 
|   
 
|   
| Sets if the creature is active in day.  
+
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL
 +
 
 +
|-
 +
| CONVERTED_SPOUSE
 +
|
 +
| Found only at caste level. 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.
  
 
|-  
 
|-  
| DOES_NOT_EXIST
+
| COOKABLE_LIVE
 
|   
 
|   
| Creature does not actually exist; used for fanciful creatures.
+
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
  
 
|-  
 
|-  
| DRAGONFIREBREATH
+
| COPY_TAGS_FROM
|
+
|  
| Creature breathes fire in a cone.  
+
*CREATURE NAME
|}
+
| Copies tags from another specified creature.
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| CREATURE
</div>
+
| name
 +
| begins defining a new creature with the specified name.
  
==E==
+
|-  
{| {{prettytable}}
+
| CREATURE_CLASS
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
 
|-
 
| EGG_MATERIAL
 
 
|
 
|
* [[material token]]
+
*classname
*state (SOLID, LIQUID, or GAS)
+
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.
| 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.
 
  
 
|-
 
|-
| EGG_SIZE
+
| CREATURE_SOLDIER_TILE
|
+
| 'character' or tile number
*size
+
| Creatures active in their civilization's military will use this tile instead.
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.
 
 
 
|-
 
| EQUIPMENT_WAGON
 
 
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
 
  
 
|-  
 
|-  
| EQUIPS
+
| CREATURE_TILE
 +
| 'character' or tile number
 +
| The symbol of the creature in ASCII mode.
 +
 
 +
|-
 +
| CREPUSCULAR
 
|   
 
|   
| Allows the creature to wear or wield items.
+
| Sets if the creature is active at twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL.  
  
 
|-  
 
|-  
| EVIL
+
| CURIOUSBEAST_EATER
 
|   
 
|   
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.
+
| Allows a creature to steal and eat edible items from a site.  
  
 +
|-
 +
| CURIOUSBEAST_GUZZLER
 +
 +
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.
  
 
|-  
 
|-  
| EXTRACT
+
| CURIOUSBEAST_ITEM
|
+
* [[material token]]
+
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.
| Defines a creature extract which can be obtained via [[small animal dissection]].
+
 
 +
|-
 +
| CV_ADD_TAG
 +
|  
 +
*TAG NAME
 +
| Adds a tag. Used in conjunction with creature variation templates.
  
 
|-  
 
|-  
| EXTRAVISION
+
| CV_REMOVE_TAG
|
+
|  
| Creature can see regardless of whether it has working eyes.  
+
*TAG NAME
 +
| Removes a tag. Used in conjunction with creature variation templates.  
 
|}
 
|}
  
Line 560: Line 534:
 
</div>
 
</div>
  
==F==
+
==D==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 566: Line 540:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
 
|-  
 
|-  
| FANCIFUL
+
| DEMON
 
|   
 
|   
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.  Conflicts with [COMMON_DOMESTIC]
+
| Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]]
  
|-
+
|-  
| FEATURE_ATTACK_GROUP
+
| DESCRIPTION
|
+
| text
| Found on subterranean animalmen.
+
| A brief description of the creature type.
  
 
|-
 
|-
| FEATURE_BEAST
+
| DIE_WHEN_VERMIN_BITE
 
|
 
|
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
+
| Dies upon attacking. Used for bee stings.
  
 
|-  
 
|-  
| FEMALE
+
| DIFFICULTY
|
+
| integer
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
+
| Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.  
  
 
|-  
 
|-  
| FIREBREATH
+
| DIURNAL
 
|   
 
|   
| The creature breathes long range fireballs and has a short range cone shaped fire breath attack.
+
| Sets if the creature is active in day.  
  
 
|-  
 
|-  
| FIREIMMUNE
+
| DOES_NOT_EXIST
 
|   
 
|   
| The creature is immune to FIREBREATH and steam.
+
| Creature does not actually exist; used for fanciful creatures.
  
 
|-  
 
|-  
| FIREIMMUNE_SUPER
+
| DRAGONFIREBREATH
 
|   
 
|   
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.
+
| Creature breathes fire in a cone.  
 
 
|-
 
| FISHITEM
 
 
| Needs to be cleaned at a fishery
 
 
 
|-
 
| FIXED_TEMP
 
| temperature
 
| The natural heat generated by the creature.
 
 
 
|-
 
| FLEEQUICK
 
 
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
 
 
 
|-
 
| FLIER
 
 
| 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.
 
 
 
|-
 
| FREQUENCY
 
|
 
*number, max 100
 
| 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 POP_RATIO.
 
 
|}
 
|}
  
Line 632: Line 581:
 
</div>
 
</div>
  
==G==
+
==E==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 638: Line 587:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
|-
 
| GENERAL_BABY_NAME
 
| singular:plural
 
| name at creature level
 
  
|-  
+
|-
| GENERAL_CHILD_NAME
+
| EGG_MATERIAL
| singular:plural
+
|
| name at creature level
+
*LOCAL_CREATURE_MAT
 +
*EGGSHELL/EGG_WHITE/EGG_YOLK
 +
*state (solid, liquid, or gas)
 +
| Egg material.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
 +
 
 +
|-
 +
| EGG_SIZE
 +
|
 +
*size
 +
| Size of creature's egg?
  
|-  
+
|-
| GENERATED
+
| EQUIPMENT_WAGON
 
|   
 
|   
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s.
+
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
  
 
|-  
 
|-  
| GETS_INFECTIONS_FROM_ROT
+
| EQUIPS
 
|   
 
|   
| Creature can get infections from necrotic tissue.
+
| Allows the creature to wear or wield items.
  
|-
+
|-  
| GETS_WOUND_INFECTIONS
+
| EVIL
 
|   
 
|   
| Creature's wounds can become infected.
+
| Determines whether creature can show up on "evil" maps
  
 
|-  
 
|-  
| GLOWCOLOR
+
| EXTRAVISION
|  
+
|
*foreground
+
| Creature can see regardless of whether it has working eyes.  
*background
+
|}
*brightness
 
| The colour of the GLOWTILE of the creature.
 
  
|-
+
<div align="center">
| GLOWTILE
+
{{alphabetical TOC}}
| ascii character
+
</div>
| 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.
 
  
 +
==F==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-  
 
|-  
| GNAWER
+
| FANCIFUL
| verb (gnawed)
 
| 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.
 
 
 
|-
 
| GO_TO_END
 
 
|   
 
|   
| When using tags from an existing creature, inserts new tags at the end of the creature.
+
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.  
  
|-  
+
|-
| GO_TO_START
+
| FEATURE_ATTACK_GROUP
 +
|
 +
| Found on subterranean animalmen.
 +
 
 +
|-
 +
| FEMALE
 
|   
 
|   
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
+
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
  
 
|-  
 
|-  
| GO_TO_TAG
+
| FIREBREATH
 
|   
 
|   
| When using tags from an existing creature, inserts new tags after the specified tag.
+
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
  
 
|-  
 
|-  
| GOOD
+
| FIREIMMUNE
 
|   
 
|   
| Determines whether creature can show up on "good" areas. Eg. unicorn.
+
| As of version v0.28.181.40d, the FIREIMMUNE token had no effect on a creature's resistance to flame or heat. However, it did affect ability to swim in magma in adventure mode, as well as display of "You are caught in a pool of magma!" warning messages. It is unknown if these effects persist in DF 2010.
  
 
|-  
 
|-  
| GRASSTRAMPLE
+
| FIREIMMUNE_SUPER
| value
+
|
| 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 is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.  
  
|-
+
|-  
| GRAVITATE_BODY_SIZE
+
| FISHITEM
| target value
+
|
| 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.
+
| Needs to be cleaned at a fishery
  
|-
+
|-  
| GRAZER
+
| FIXED_TEMP
|
+
| temperature
*number
+
| The natural heat generated by the creature.
| Animals is a grazerThe higher the number, the less frequently it needs to eat in order to survive.
+
 
 +
|-
 +
| FLEEQUICK
 +
 +
| Determines how soon a creature flees in a losing battle.  
 +
 
 +
|-
 +
| FLIER
 +
|  
 +
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves 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.
 +
 
 +
|-
 +
| FREQUENCY
 +
|
 +
*number, max 100
 +
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. Not to be confused with POP_RATIO
 
|}
 
|}
  
Line 722: Line 694:
 
</div>
 
</div>
  
==H==
+
==G==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 728: Line 700:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
|-
+
|-  
| HABIT
+
| GENERAL_BABY_NAME
| type:probability
+
| singular:plural
| 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 may require the creature to have a lair to work properly.
+
| name at creature level
  
|-
+
|-  
| HABIT_NUM
+
| GENERAL_CHILD_NAME
| number or TEST_ALL
+
| singular:plural
| "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]
+
| name at creature level
  
 
|-  
 
|-  
| HAS_NERVES
+
| GENERATED
 
|   
 
|   
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.
+
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) titans and [[Demon]]s.
  
 
|-  
 
|-  
| HASSHELL
+
| GETS_INFECTIONS_FROM_ROT
 
|   
 
|   
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
+
| creature can be infected by rot
  
 
|-
 
|-
| HIVE_PRODUCT
+
| GETS_WOUND_INFECTIONS
|
+
|
*number
+
| creature can get infections from wounds
*[[time]]
 
*[[item token]]s
 
| What product is harvested from [[Beekeeping industry|beekeeping]].
 
  
 
|-  
 
|-  
| HOMEOTHERM
+
| GLOWCOLOR
|
+
|  
| Default 'NONE'. The creature's normal body [[temperature]]
+
*foreground
 +
*background
 +
*brightness
 +
| The colour of the GLOWTILE of the creature.
  
|-
+
|-  
| HUNTS_VERMIN
+
| GLOWTILE
|
+
| ascii character
| Creature hunts and kills nearby vermin.
+
| 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.
  
|}
+
|-
 +
| GNAWER
 +
| verb (gnawed)
 +
| The creature chews on food barrels and bags.
  
<div align="center">
+
|-  
{{alphabetical TOC}}
+
| GO_TO_END
</div>
+
|
 
+
| uncertain use, definitely refers to Creature Variants template
==I==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
  
 
|-  
 
|-  
| IMMOBILE_LAND
+
| GO_TO_START
 
|   
 
|   
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.
+
| uncertain use, definitely refers to Creature Variants template
  
 
|-  
 
|-  
| IMMOLATE
+
| GOOD
 
|   
 
|   
| 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.
+
| Determines whether creature can show up on "good" areas. Eg. unicorn.
  
 
|-  
 
|-  
| INTELLIGENT
+
| GRASSTRAMPLE
|
+
| value
| Shortcut for [CAN_SPEAK] + [CAN_LEARN].
+
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.
  
|-  
+
|-
| ITEMCORPSE
+
| GRAVITATE_BODY_SIZE
|    
+
|
* [[item token]]
+
| Creature Variants template command, alter body size.
* [[material token]]
 
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
 
  
|-  
+
|-
| ITEMCORPSE_QUALITY
+
| GRAZER
|
+
|
| The quality of an item-type corpse left behind; 5 is masterpiece-level.  
+
*number
 +
| Animals is a grazer.  The higher the number, the less grass it needs.
 
|}
 
|}
  
Line 811: Line 779:
 
</div>
 
</div>
  
==L==
+
==H==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 818: Line 786:
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
|-
| LAIR
+
| HABIT
 
| type:probability
 
| type:probability
| Found on megabeasts, semimegabeasts, and night creatues. 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.
+
| 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, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.
  
 
|-
 
|-
| LAIR_CHARACTERISTIC
+
| HABIT_NUM
| characteristic:probability
+
| number or TEST_ALL
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
+
| Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
 
 
|-
 
| LAIR_HUNTER
 
|
 
| This creature will actively hunt adventurers in its lair.
 
 
 
|-
 
| LAIR_HUNTER_SPEECH
 
| speech file
 
| What this creature says while hunting adventurers in its lair.
 
  
 
|-  
 
|-  
| LARGE_PREDATOR
+
| HAS_NERVES
 
|   
 
|   
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
+
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.
  
 
|-  
 
|-  
| LARGE_ROAMING
+
| HEATDAM_POINT
|
+
| value
| In Fortress Mode, spawns outdoors and is not a vermin creature.  
+
| The maximum temperature limit before the currently selected material will start receiving damage from heat. Used mostly in material templates.
  
 
|-
 
|-
| LAYS_EGGS
+
| HIVE_PRODUCT
 
|
 
|
| Creature lays eggs instead of giving birth to live young.
+
*number
 
+
*time
|-
+
*item tokens
| LAYS_UNUSUAL_EGGS
+
| What product is harvested from beekeeping.
|
 
* [[item token]]
 
* [[material token]]
 
| Creature lays a particular item instead of regular eggs.
 
  
 
|-  
 
|-  
| LIGAMENTS
+
| HOMEOTHERM
|  
+
|
* [[material token]]
+
| Default 'NONE'. The creature's normal body [[DF2010:Temperature |temperature]]
*healing rate
+
|}
| Defines the material and healing rate of ligaments.
 
  
|-
+
<div align="center">
| LIGHT_GEN
+
{{alphabetical TOC}}
+
</div>
| The creature will generate light, such as in adventurer mode at night.
 
  
 +
==I==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-  
 
|-  
| LIKES_FIGHTING
+
| IF_EXISTS_SET_BOILING_POINT
|
+
| value
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
+
| The temperature at which the creature boils into gases.
  
 
|-  
 
|-  
| LISP
+
| IF_EXISTS_SET_MELTING_POINT
|  
+
| value
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
+
| The temperature at which the creature will melt into goo.  
  
|-
+
|-  
| LITTERSIZE
+
| IGNITE_POINT
|  
+
| value
* minumum
+
| The temperature at which the creature will burst into flames.
* maximum
 
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
 
  
 
|-  
 
|-  
| LOCKPICKER
+
| IMMOBILE_LAND
 
|   
 
|   
| Lets a creature open doors that are set to forbidden in Fortress Mode.
+
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breath on land.
  
 
|-  
 
|-  
| LOOSE_CLUSTERS
+
| IMMOLATE
 
|   
 
|   
| The creatures will scatter if they have this tag, or form tight packs if they don't.  
+
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.  
|}
 
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| INSULATION
</div>
+
| value
 +
| increases the insulation of a selected material (usually hair, feathers or skin)
  
==M==
+
|-  
{| {{prettytable}}
+
| INTELLIGENT
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
 
|-  
 
| MAGICAL
 
 
|   
 
|   
| Unknown.
+
| Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills and professions. Not recommended for uncivilized monsters.
  
 
|-  
 
|-  
| MAGMA_VISION
+
| ITEMCORPSE
|
+
|    
| Creature's able to see while covered in magma.  
+
* [[Item token]]
 +
    * subtype
 +
NO_SUBTYPE
 +
    * matgloss token
 +
    * NO_RACEGLOSS
 +
USE_RACEGLOSS USE_SHARPSTONE
 +
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. ""IRON"" if the corpse type is ""STATUE""). USE_RACEGLOSS applies if the creature has a material glossary assigned by the ""HAS_RACEGLOSS:"" flag and will select necessary adjectives and material from that glossary.
 +
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}
  
 
|-  
 
|-  
| MALE
+
| ITEMCORPSE_QUALITY
 
|   
 
|   
| The species or caste is all male.
+
| The quality of an item-type corpse left behind; 5 is masterpiece-level.  
 +
|}
  
|-
+
<div align="center">
| MANNERISM_??
+
{{alphabetical TOC}}
|
+
</div>
*occasionally body part
 
| Adds a possible mannerism to the creature's profile.
 
Refer to [[Creature mannerism token]]s
 
  
 +
==L==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-
 
|-
| MATERIAL
+
| LAIR
 +
| type:probability
 +
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, SHRINE, and LABYRINTH.
 +
 
 +
|-
 +
| LAIR_CHARACTERISTIC
 +
| characteristic:probability
 +
| Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS.
 +
 
 +
|-
 +
| LAIR_HUNTER
 
|
 
|
*material id
+
| This creature will actively hunt adventurers in its lair.
| Begins defining a new material.{{verify}}
 
  
|-  
+
|-
| MATERIAL_BREATH_ATTACK
+
| LAIR_HUNTER_SPEECH
|  
+
| speech file
* [[material token]]
+
| What this creature says while hunting adventurers in its lair.
* breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)
 
| Creates an attack referencing a material, using a given type of breath attack.
 
  
 
|-  
 
|-  
| MATUTINAL
+
| LARGE_PREDATOR
|  
+
|
| Sets if the creature is active in dawn.  
+
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
  
 
|-  
 
|-  
| MAXAGE
+
| LARGE_ROAMING
| min:max
+
|
| 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.
+
| In Fortress Mode, spawns outdoors and is not a vermin creature.
 +
 
 +
|-
 +
| LAYS_EGGS
 +
|
 +
| Creature lays eggs instead of giving birth to live young.
 +
 
 +
|-
 +
| LAYS_UNUSUAL_EGGS
 +
| Item tokens
 +
| Creature lays a particular item instead of regular eggs.  As of v0.31.19, this tag only makes the game crash.
  
 
|-  
 
|-  
| MEANDERER
+
| LIGAMENTS
 +
|
 +
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
 +
*selected material. Almost always SINEW of the creature's materials.
 +
*healing rate
 +
| defines the material and healing rate of ligaments.
 +
 
 +
|-
 +
| LIGHT_GEN
 +
 +
| The creature will generate light, such as in adventurer mode at night.
 +
 
 +
|-
 +
| LIKES_FIGHTING
 
|   
 
|   
| Gives a creature random movement.  
+
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
  
 
|-  
 
|-  
| MEGABEAST
+
| LISP
 
|   
 
|   
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.
+
| Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."
  
 
|-
 
|-
|MENT_ATT_CAP_PERC
+
| LITTERSIZE
|
 
*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).
 
 
 
|-
 
| MENT_ATT_RANGE
 
|
 
*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.
 
 
 
|-
 
| MENT_ATT_RATES
 
 
|  
 
|  
*ATTRIBUTE Token
+
* minumum
*cost to improve
+
* maximum
*unused counter rate
+
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
*rust counter rate
 
*demotion counter rate
 
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
 
  
 
|-  
 
|-  
| MILKABLE
+
| LOCKPICKER
|
 
* [[material token]]
 
* frequency
 
| Allows the creature to be milked.
 
 
 
|-
 
| MISCHIEVIOUS
 
 
|   
 
|   
| 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."
+
| Lets a creature open doors that are set to forbidden in Fortress Mode.
  
 
|-  
 
|-  
| MODVALUE
+
| LOOSE_CLUSTERS
 
|   
 
|   
| Seemingly no longer used - holdover from previous versions.
+
| The creatures will scatter if they have this tag, or form tight packs if they don't.  
 
 
|-
 
| MOUNT
 
 
| Creature may be used as a mount.
 
 
 
|-
 
| MOUNT_EXOTIC
 
 
| You need the Dungeon master noble to mount the creature.
 
 
 
|-
 
| MULTIPLE_LITTER_RARE
 
 
| Makes litters with more than one offspring rare, only happening with a 1/500 chance.
 
 
 
|-
 
| MULTIPLY_VALUE
 
|
 
*Multiplier
 
| Multiplies value of materials.
 
 
 
|-
 
| MUNDANE
 
 
| 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.
 
 
|}
 
|}
  
Line 1,037: Line 977:
 
</div>
 
</div>
  
==N==
+
==M==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 1,043: Line 983:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
|-
 
| NAME
 
| singular:plural:adjective
 
| 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.
 
  
 
|-  
 
|-  
| NATURAL
+
| MAGMA_VISION
 
|   
 
|   
| Animal is considered to be natural.
+
| Creature's able to see while covered in magma.  
  
|-
+
|-  
| NATURAL_SKILL
+
| MALE
| skill:value
+
|
| 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.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).
+
| all male
  
|-
+
|-  
| NIGHT_CREATURE_BOGEYMAN
+
| MANNERISM_??
|
+
|  
| 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. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.
+
*occassionally body part
 +
| Adds a possible mannerism to the creature's profile.
 +
Refer to {{L|Creature Token Mannerisms|Mannerisms}}
  
 
|-
 
|-
| NIGHT_CREATURE_HUNTER
+
| MATERIAL
 
|
 
|
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET <s>of the opposite sex</s>(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.
+
*material id
 +
| Begins defining a new material.{{verify}}
  
 
|-  
 
|-  
| NO_AUTUMN 
+
| MATERIAL_BREATH_ATTACK
|
+
|  
| does not appear this season.
+
*MATERIAL TYPE (TISSUE, INORGANIC)
 +
*MATERIAL NAME
 +
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)
 +
| Creates an attack referencing a material, using a given type of breath attack.
  
 
|-  
 
|-  
| NO_DIZZINESS
+
| MAXAGE
|
+
| min:max
| Creature cannot become dizzy
+
| range of time in which death from old age may occur
  
 
|-  
 
|-  
| NO_DRINK
+
| MEANDERER
 
|   
 
|   
| Creature does not need to drink.  
+
| Gives a creature random movement.  
  
 
|-  
 
|-  
| NO_EAT
+
| MEGABEAST
 
|   
 
|   
| Creature does not need to eat.  
+
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped
 
 
|-
 
| NO_FEVERS
 
 
| Creature cannot suffer fevers
 
  
 
|-
 
|-
| NO_GENDER
+
|MENT_ATT_CAP_PERC
 
|
 
|
| Creature has no gender.
+
*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).
  
 
|-  
 
|-  
| NO_SLEEP
+
| MENT_ATT_RANGE
|
+
|  
| Creature does not need to sleep.  
+
*ATTRIBUTE
 +
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.
  
 
|-  
 
|-  
| NO_SPRING
+
| MENT_ATT_RATES
|
+
|  
| does not appear this season.
+
*ATTRIBUTE Token
 +
*cost to improve
 +
*unused counter rate
 +
*rust counter rate
 +
*demotion counter rate
 +
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.
  
 
|-  
 
|-  
| NO_SUMMER
+
| MILKABLE
|
+
|  
| does not appear this season.
+
*LOCAL_CREATURE_MAT:MILK:amount
 +
| Allows the creature to be milked.  
  
 
|-  
 
|-  
| NO_THOUGHT_CENTER_FOR_MOVEMENT
+
| MISCHIEVIOUS
 
|   
 
|   
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.
+
| 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."
  
 
|-  
 
|-  
| NO_WINTER
+
| MOUNT
 
|   
 
|   
| does not appear this season.
+
| Creature may be used as a mount
  
 
|-  
 
|-  
| NOBONES
+
| MOUNT_EXOTIC
 
|   
 
|   
| Creature has no bones.
+
| You need the Dungeon master noble to mount the creature.  
  
 
|-  
 
|-  
| NOBREATHE
+
| MULTIPLE_LITTER_RARE
 
|   
 
|   
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.  
+
| Makes litters with more than one offspring rare.  
  
 
|-  
 
|-  
| NOCTURNAL
+
| MULTIPLY_VALUE
|
+
|  
| Sets if the creature is active in night.
+
*Multiplier
 +
| multiplies value of materials
  
 
|-  
 
|-  
| NOEMOTION
+
| MUNDANE
 
|   
 
|   
| The creature has no emotions, and does not rage.
+
| Marks if the creature is an actual real-life creature. Only used for age-names at present.  
 +
|}
  
|-
+
<div align="center">
| NOEXERT
+
{{alphabetical TOC}}
+
</div>
| Creature can't become tired or over-exerted.
 
  
 +
==N==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-  
 
|-  
| NOFEAR
+
| NAME
|
+
| singular:plural:adjective
| Creature doesn't feel fear and will never run away from battle.  
+
| 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.
  
 
|-  
 
|-  
| NOMEAT
+
| NATURAL
 
|   
 
|   
| Creature will not drop meat on butcher.  
+
| Animal is considered to be natural.
 +
 
 +
|-
 +
| NATURAL_SKILL
 +
| skill:value
 +
| 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.
 +
 
 +
|-
 +
| NIGHT_CREATURE_BOGEYMAN
 +
|
 +
| Found on bogeymen. Presumably makes the creature attack the player at night in hordes like bogeymen do.
 +
 
 +
|-
 +
| NIGHT_CREATURE_HUNTER
 +
|
 +
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET of the opposite sex, convert them, and then have children with them. NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed.
  
 
|-  
 
|-  
| NONAUSEA
+
| NO_AUTUMN 
 
|   
 
|   
| Creature can't vomit.
+
| does not appear this season.
  
 
|-  
 
|-  
| NOPAIN
+
| NO_DIZZINESS
 
|   
 
|   
| Creature doesn't feel pain.
+
| Creature cannot become dizzy
  
 
|-  
 
|-  
| NOSKIN
+
| NO_DRINK
 
|   
 
|   
| Creature will not drop skin on butcher.  
+
| Creature does not need to drink.  
  
 
|-  
 
|-  
| NOSKULL
+
| NO_EAT
 
|   
 
|   
| Creature will not drop skull on butcher, rot, or decay of severed head.  
+
| Creature does not need to eat.  
  
 
|-  
 
|-  
| NOSMELLYROT
+
| NO_FEVERS
 
|   
 
|   
| Does not produce miasma when rotting
+
| Creature cannot suffer fevers
  
 
|-  
 
|-  
| NOSTUCKINS
+
| NO_SLEEP
 
|   
 
|   
| Weapons can't be stuck in creature.  
+
| Creature does not need to sleep.  
  
 
|-  
 
|-  
| NOSTUN
+
| NO_SPRING
 
|   
 
|   
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.
+
| does not appear this season.
  
 
|-  
 
|-  
| NOT_BUTCHERABLE
+
| NO_SUMMER
 
|   
 
|   
| Cannot be butchered
+
| does not appear this season.
  
 
|-  
 
|-  
| NOTHOUGHT
+
| NO_THOUGHT_CENTER_FOR_MOVEMENT
 
|   
 
|   
| Creature doesn't think, or doesn't require a [BRAIN] body part.  
+
| Probably shorthand for movement being unaffected by damage in general.
|}
 
  
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
==P==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| PACK_ANIMAL
+
| NO_WINTER
 
|   
 
|   
| Allows the creature to be used as a pack animal. Currently only used by merchants. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures.
+
| does not appear this season.
  
 
|-  
 
|-  
| PARALYZEIMMUNE
+
| NOBONES
 
|   
 
|   
| The creature is immune to all paralyzing special attacks.
+
| Creature has no bones.
  
|-
+
|-  
| PATTERNFLIER
+
| NOBREATHE
 
|   
 
|   
|  
+
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.
  
 
|-  
 
|-  
| PEARL
+
| NOCTURNAL
 
|   
 
|   
| Creature will generate pearls.  
+
| Sets if the creature is active in night.  
  
 
|-  
 
|-  
| PENETRATEPOWER
+
| NOEMOTION
| value
+
|
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.  
+
| The creature has no emotions, and does not rage.
  
 
|-  
 
|-  
| PERSONALITY
+
| NOEXERT
|  
+
|
*ATTRIBUTE
+
| Creature can't become tired or over-exerted.  
*lowest:median:highest
 
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.
 
  
 
|-  
 
|-  
| PET
+
| NOFEAR
 
|   
 
|   
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.
+
| Creature doesn't feel fear and will never run away from battle.  
  
 
|-  
 
|-  
| PET_EXOTIC
+
| NOMEAT
 
|   
 
|   
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming).  
+
| Creature will not drop meat on butcher.  
  
 
|-  
 
|-  
| PETVALUE
+
| NONAUSEA
| value
+
|
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.  
+
| Creature can't vomit.
  
|-
+
|-  
| PETVALUE_DIVISOR
+
| NOPAIN
| value
+
|
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.
+
| Creature doesn't feel pain.  
  
|-
+
|-  
|PHYS_ATT_CAP_PERC
+
| NOSKIN
|
+
|
*ATTRIBUTE Token
+
| Creature will not drop skin on butcher.  
*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).
 
  
 
|-  
 
|-  
| PHYS_ATT_RANGE
+
| NOSKULL
|  
+
|
*ATTRIBUTE
+
| Creature will not drop skull on butcher, rot, or decay of severed head.  
*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.
 
  
 
|-  
 
|-  
| PHYS_ATT_RATES
+
| NOSMELLYROT
|  
+
|
*ATTRIBUTE Token
+
| Does not produce miasma when rotting
*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.
 
 
 
|-
 
| PLUS_BP_GROUP
 
|
 
*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.
 
  
 
|-  
 
|-  
| PLUS_MATERIAL
+
| NOSTUCKINS
|  
+
|
*material
+
| Weapons can't be stuck in creature.  
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
 
  
 
|-  
 
|-  
| POP_RATIO
+
| NOSTUN
 
|   
 
|   
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
+
| Creature can't be stunned. Evidence suggests creatures with this tag never wake up from sleep in Fortress Mode.
  
 
|-  
 
|-  
| POPULATION_NUMBER
+
| NOT_BUTCHERABLE
| min:max
+
|
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
+
| Cannot be butchered
 
 
|-
 
| POWER
 
|
 
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
 
  
 
|-  
 
|-  
| PREFSTRING
+
| NOTHOUGHT
| string
+
|
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
+
| Creature doesn't think, or doesn't require a [BRAIN] body part.  
 +
|}
  
|-
+
<div align="center">
| PROFESSION_NAME
+
{{alphabetical TOC}}
|
+
</div>
*[[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==
| PRONE_TO_RAGE
+
{| {{prettytable}}
| number
 
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat.  As described in file_changes.txt, creatures with this token "follow its normal behavior, but flip out on occasion, higher rate = more flipping out".
 
 
 
|-
 
| PUS
 
|
 
* [[material token]]
 
*matter state (LIQUID, GAS, SOLID)
 
| Specifies what the creature's wounds will ooze when infected.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==R==
 
{| {{prettytable}}
 
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
Line 1,355: Line 1,268:
 
! width="60%" | Description
 
! width="60%" | Description
 
|-  
 
|-  
| RELSIZE
+
| PACK_ANIMAL
|  
+
|
*BY_CATEGORY, BY_TYPE, BY_TOKEN
+
| Allows the creature to be used as a pack animal. Currently only used by merchants.
*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.
 
  
|-
+
|-  
| REMAINS
+
| PARALYZEIMMUNE
| singular:plural
+
|
| What creature's remains are called.
+
| The creature is immune to all paralyzing special attacks.
  
 
|-
 
|-
| REMAINS_COLOR
+
| PATTERNFLIER
|
+
|
| What color creature's remains are.
+
|  
  
|-
+
|-  
| REMAINS_ON_VERMIN_BITE_DEATH
+
| PEARL
|
+
|
| Leaves remains when its attack causes it to die?  Seems to go with DIE_WHEN_VERMIN_BITE.
+
| Creature will generate pearls.  
  
|-
+
|-  
| REMAINS_UNDETERMINED
+
| PENETRATEPOWER
|
+
| value
| Unknown.
+
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.  
  
 
|-  
 
|-  
| REMOVE_MATERIAL
+
| PERSONALITY
 
|  
 
|  
*material token
+
*ATTRIBUTE
| Removes a material from a creature.
+
*lowest:median:highest
 +
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[DF2010:Personality_trait|Personality traits]] for more info.
 +
 
 +
|-
 +
| PET
 +
 +
| Allows the creature to be tamed.  
  
|-
+
|-  
| REMOVE_TISSUE
+
| PET_EXOTIC
|
+
|
*material token
+
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming).
| Removes a tissue from a creature.
+
 
 +
|-
 +
| PETVALUE
 +
| value
 +
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.  
  
 
|-
 
|-
| RETURNS_VERMIN_KILLS_TO_OWNER
+
|PHYS_ATT_CAP_PERC
 
|
 
|
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.
+
*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).
  
|}
+
|-
 +
| PHYS_ATT_RANGE
 +
|
 +
*ATTRIBUTE
 +
*lowest
 +
*lower
 +
*low
 +
*median
 +
*high
 +
*higher
 +
*highest
 +
| sets up a physical attribute's range of values. Max of 5000.
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| PHYS_ATT_RATES
</div>
+
|
 
+
*ATTRIBUTE Token
==S==
+
*cost to improve
{| {{prettytable}}
+
*unused counter rate
|- bgcolor="#ddd"
+
*rust counter rate
! width="20%" | Token
+
*demotion counter rate
! width="20%" | Arguments
+
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.
! width="60%" | Description
+
 
|-  
+
|-
| SAVAGE
+
| PLUS_BP_GROUP
|
+
|
| Allows creature to show up on (and limits it to) "savage" maps.
+
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
 +
*body type, category, or token
 +
| Adds a body part group to selected body part group.
  
 
|-  
 
|-  
| SECRETION
+
| PLUS_MATERIAL
 
|  
 
|  
* [[material token]]
+
*material
*Material State
+
| Adds a material to selected materials.
*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.
 
  
 
|-  
 
|-  
| SELECT_ADDITIONAL_CASTE
+
| PLUS_TISSUE_LAYER
 
|  
 
|  
*caste name
+
*TISSUE
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.
+
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
| Adds a tissue to those selected
  
 
|-  
 
|-  
| SELECT_CASTE
+
| PLUS_TL_GROUP
 
|  
 
|  
*caste name, or ALL
+
*TISSUE
| selects a previously defined caste
+
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
*tissue
 +
| continues a selection of tissue layers
  
 
|-  
 
|-  
| SELECT_MATERIAL
+
| POP_RATIO
|  
+
|
*Material token
+
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
| Selects a locally defined material. Can be ALL.
 
  
 
|-  
 
|-  
| SEMIMEGABEAST
+
| POPULATION_NUMBER
|  
+
| min:max
| Appears as boss creature in quests. Makes history by rampaging around towns. Appears on fortress territory in Fortress Mode occasionally. Possibly inhabits non-mountain caves.
+
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.
 +
 
 +
|-
 +
|POWER
 +
|
 +
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
  
 
|-  
 
|-  
| SET_BP_GROUP
+
| PREFSTRING
 +
| string
 +
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
 +
 
 +
|-
 +
| PROFESSION_NAME
 
|  
 
|  
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
+
*Profession
*category, type, or token
+
*singular
| Begins a selection of body parts.
+
*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.
 +
|}
 +
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 +
==R==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-  
 
|-  
| SET_TL_GROUP
+
| RELSIZE
 
|  
 
|  
*TISSUE
 
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
*Location - category, type, or token
+
*body category, type, or token
*tissue
+
*Relsize
| begins a selection of tissue layers
+
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
  
 
|-
 
|-
| SHEARABLE_TISSUE_LAYER
+
| REMAINS_COLOR
 +
|
 
|
 
|
* 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).
 
  
 
|-
 
|-
| SKILL_LEARN_RATE
+
| REMAINS_ON_VERMIN_BITE_DEATH
| [[skill_token]]:percentage
+
|
| The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function.
+
| Leaves remains when its attack causes it to die? Seems to go with DIE_WHEN_VERMIN_BITE.
  
 
|-
 
|-
| SKILL_LEARN_RATES
+
| REMAINS_UNDETERMINED
| percentage
+
|
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.
+
|
 
 
|-
 
| SKILL_RATE
 
| [[skill_token]]:percentage:value:value:value
 
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.
 
  
 
|-  
 
|-  
| SKILL_RATES
+
| REMOVE_MATERIAL
|
+
|  
*% of improvement points you get
+
*material token
*unused counter rate
+
| Removes a material from a creature
*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].  [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.
 
  
 
|-
 
|-
| SKILL_RUST_RATE
+
| REMOVE_TISSUE
| [[skill_token]]:value:value:value
+
|
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
+
*material token
 
+
| Removes a tissue from a creature.
|-
+
|}
| SKILL_RUST_RATES
+
 
| value:value:value
+
<div align="center">
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
+
{{alphabetical TOC}}
 +
</div>
  
 +
==S==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-  
 
|-  
| SLOW_LEARNER
+
| SAVAGE
 
|   
 
|   
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races.  
+
| Allows creature to show up on (and limits it to) "savage" maps.
  
 
|-  
 
|-  
| SMALL_REMAINS
+
| SECRETION
|
+
|  
| If a creature has this token, it'll leave "remains" instead of a corpse.
+
*MATERIAL REF (eg LOCAL_CREATURE_MAT
 +
*Material name
 +
*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."
  
|-
+
|-  
| SOLDIER_ALTTILE
+
| SELECT_ADDITIONAL_CASTE
| 'character' or tile number
+
|  
| If this creature is active in its civilization's military, it will blink between its default tile and this one.
+
*caste name
 +
| adds an additional previously defined caste to the selection
 +
 
 +
|-
 +
| SELECT_CASTE
 +
|
 +
*caste name, or ALL
 +
| selects a previously defined caste
  
|-
+
|-  
| SOUND
+
| SELECT_MATERIAL
|
+
|  
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
+
*MATERIAL NAME
* Sound range (in tiles)
+
| Selects the material. Can be ALL.
* 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.
 
  
 
|-
 
|-
| SPECIFIC_FOOD
+
| SELECT_TISSUE
 
|
 
|
* PLANT or CREATURE
+
*tissue token
* Plant/creature ID
+
| Selects a tissue for editing.
| Indicates that the creature is only capable of eating a particular type of food.
 
  
 
|-  
 
|-  
| SPEECH
+
| SELECT_TISSUE_LAYER
| speech file
+
|  
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
+
*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.
  
 
|-  
 
|-  
| SPEECH_FEMALE
+
| SEMIMEGABEAST
| speech file
+
|  
| Boasting speeches relating to killing females of this creature.
+
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.
  
 
|-  
 
|-  
| SPEECH_MALE
+
| SET_BP_GROUP
| speech file
+
|  
| Boasting speeches relating to killing males of this creature.
+
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*category, type, or token
 +
| selection token"
  
 
|-  
 
|-  
| SPEED
+
| SET_TL_GROUP
| value
 
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.
 
 
 
|-
 
| SPHERE
 
 
|  
 
|  
*sphere name
+
*TISSUE
| 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.
+
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
*tissue
 +
| begins a selection of tissue layers
  
 
|-
 
|-
| SPOUSE_CONVERSION_TARGET
+
| SHEARABLE_TISSUE_LAYER
|
+
| ?
| This creature can be converted by a night creature with SPOUSE_CONVERTED.
+
| Can be sheared for wool?
  
 
|-
 
|-
| SPOUSE_CONVERTER
+
| SKILL_LEARN_RATE
|
+
| {{L|skill_token}}:percentage
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.
+
| The rate at which this creature learns this skill.
  
|-  
+
|-
| SWIM_SPEED
+
| SKILL_LEARN_RATES
|  
+
| percentage
*speed
+
| The rate at which this creature learns all skills.
| How fast the creature swims. Typically 2500 (0.38 times the default speed).  
+
 
 +
|-
 +
| SKILL_RATE
 +
| {{L|skill_token}}:percentage:value:value:value
 +
| As SKILL_RATES for individual skills.
  
 
|-  
 
|-  
| SWIMS_INNATE
+
| SKILL_RATES
 
|   
 
|   
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.  
+
*% of improvement points you get
 +
*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:100:8:8:16].  [SLOW_LEARNER] changes the 100 to a 50.
 +
 
 +
|-
 +
| SKILL_RUST_RATE
 +
| {{L|skill_token}}:value:value:value
 +
| The rate at which this skill decays. Lower values cause the skill to decay faster.
 +
 
 +
|-
 +
| SKILL_RUST_RATES
 +
| {{L|skill_token}}:value:value:value
 +
| The rate at which all skills decay. Lower values cause the skills to decay faster.
  
 
|-  
 
|-  
| SWIMS_LEARNED
+
| SLOW_LEARNER
 
|   
 
|   
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.  
+
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races.  
  
|}
+
|-
 +
| SMALL_REMAINS
 +
 +
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| SOLDIER_ALTTILE
</div>
+
| 'character' or tile number
 +
| If this creature is active in its civilization's military, it will blink between its default tile and this one.
  
==T==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| TENDONS
+
| SPEC_HEAT
|  
+
| value
* [[material token]]
+
| Amount of energy required for the creature to heat up or cool down.  
*healing rate
 
| Defines the material and healing rate of tendons.
 
  
 
|-  
 
|-  
| THICKWEB
+
| SPECIALATTACK_INJECT_EXTRACT
|
+
|  
| The creature's webs can catch larger creatures.
+
*material source, eg. LOCAL_CREATURE_MAT, INORGANIC
 +
*MATERIAL eg.POISON,
 +
*MATTERSTATE (ALL_SOLID, LIQUID, GAS)
 +
*min:max
 +
| attack type addition that injects a material into the victim.
  
|-  
+
|-
| TISSUE
+
| SPECIALATTACK_SUCK_BLOOD
| name
+
| min:max
| Begins defining a tissue in the creature file.
+
| Successful attack draws out an amount of blood randomized between the min and max value.
 +
 
 +
|-
 +
| SPEECH
 +
| speech file
 +
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u
  
|-
+
|-  
| TITAN
+
| SPEED
|
+
| value
| Found on [[titan]]s. Cannot be specified in user-defined raws.
+
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [http://df.magmawiki.com/index.php/Speed/ Speed] for more information.
  
 
|-  
 
|-  
| TL_COLOR_MODIFIER
+
| SPHERE
| COLOR:freq:COLOR:freq etc
+
|  
| Creates a list of color patterns, giving each a frequency.  
+
*sphere name
 +
| 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.
  
 
|-
 
|-
| TLCM_GENETIC_MODEL
+
| SPOUSE_CONVERSION_TARGET
 
|
 
|
| tissue layer color modifier is passed to offspring genetically?
+
| This creature can be converted by a night creature with SPOUSE_CONVERTED.
  
 
|-
 
|-
| TLCM_IMPORTANCE
+
| SPOUSE_CONVERTER
 
|
 
|
*number
+
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.
| 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.
 
  
 
|-  
 
|-  
| TLCM_NOUN
+
| SWIM_SPEED
 
|  
 
|  
*name
+
*speed
*SINGULAR or PLURAL
+
| How fast the creature swims. Typically 2500 (0.38 times the default speed).
| names the tissue layer color modifier, and determines the noun
 
  
 
|-  
 
|-  
| TLCM_TIMING
+
| SWIMS_INNATE
|  
+
|
*ROOT
+
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
*start change window years:days:end change window years:days
 
| determines the point in the creature's life where the color change begins
 
  
 
|-  
 
|-  
| TRADE_CAPACITY
+
| SWIMS_LEARNED
 
|   
 
|   
| How much the creature can carry when used by merchants.  
+
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.  
  
 
|-  
 
|-  
| TRAINABLE
+
| SYN_AFFECTED_CLASS
 
|   
 
|   
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
+
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON
 +
 
 +
|-
 +
| SYN_AFFECTED_CREATURE
 +
| Creature Name
 +
| adds a specific creature to those affected.
  
 
|-  
 
|-  
| TRAINABLE_HUNTING
+
| SYN_CONTACT
 
|   
 
|   
| Can be trained as hunting beasts by way of kennels.
+
| syndrome can be contracted on contact.
  
 
|-  
 
|-  
| TRAINABLE_WAR
+
| SYN_IMMUNE_CREATURE
 
|   
 
|   
| Can be trained as war beasts by way of kennels.
+
| creates an exception for the creature so that it not affected by the syndrome.
  
 
|-  
 
|-  
| TRANCES
+
| SYN_INHALED
 
|   
 
|   
| Allows the creature to go into martial trances.
+
| syndrome can be contracted by inhalation, eg. poison dust.
  
 
|-  
 
|-  
| TRAPAVOID
+
| SYN_INJECTED
 
|   
 
|   
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
+
| syndrome can be contracted by injection, eg. snake bite.
  
 
|-  
 
|-  
| TRIGGERABLE_GROUP
+
| SYN_NAME
| min:max
+
| text
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
+
| defines the name of the syndrome
  
 
|-  
 
|-  
| TSU_NOUN
+
| SYNDROME
|  
+
|
*noun
+
| begins definition of a syndrome for poison use
*SINGULAR or PLURAL
 
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
 
 
|}
 
|}
  
Line 1,705: Line 1,690:
 
</div>
 
</div>
  
==U==
+
==T==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 1,711: Line 1,696:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
|-
 +
| TENDONS
 +
|
 +
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
 +
*selected tissue
 +
*healing rate
 +
| Defines the material and healing rare of tendons.
  
|-
+
|-  
| UBIQUITOUS
+
| THICKWEB
|
+
|
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.
+
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR].
  
 
|-  
 
|-  
| UNDERGROUND_DEPTH
+
| TISSUE
|
+
| name
*mindepth
+
| Begins defining a tissue in the creature file.
*maxdepth
 
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
 
  
 
|-  
 
|-  
| UNDERSWIM
+
| TISSUE_LAYER
|
+
|  
| Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*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
  
 
|-  
 
|-  
| UNIQUE_DEMON
+
| TISSUE_LAYER_UNDER
|
+
|  
| Typically found on generated [[demon]]s; causes the game to create a single (or double, one per caste, if have two genders) named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*TYPE,CATEGORY, or TOKEN
 +
*TISSUE
 +
*LOCATION
 +
| Adds the tissue layer under a given part ex. is Iron Man he has a gaseous poison within him 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
 +
        [TISSUE:GAS]
 +
[TISSUE_NAME:gas:NP]
 +
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS]
 +
[TISSUE_MAT_STATE:GAS]
 +
[RELATIVE_THICKNESS:50]
 +
[TISSUE_LEAKS]
 +
[TISSUE_SHAPE:LAYER]
  
|-
+
|-  
| USE_CASTE
+
| TISSUE_LAYER_APPEARANCE_MODIFIER
|
+
|  
*new caste token
+
*QUALITY
*old caste token
+
*lowest:lower:low:median:high:higher:highest
| 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."
+
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 +
 
 +
|-  
 +
| TISSUE_STYLE_UNIT
 +
|
 +
*tissue
 +
*shaping
 +
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
  
|-
+
|-  
| USE_MATERIAL
+
| TL_COLOR_MODIFIER
|
+
| COLOR:freq:COLOR:freq etc
*new material ID
+
| Creates a list of color patterns, giving each a frequency.  
*old material ID
 
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.
 
  
 
|-  
 
|-  
| USE_MATERIAL_TEMPLATE
+
| TL_CONNECTS
|
+
|
*new material token
+
| Presumably gives the CONNECTS attribute to selected layers. Found in String Dump.
*material template
 
| Defines a new local creature material and populates it with all properties defined in the specified template.
 
  
|-
+
|-  
| USE_TISSUE
+
| TL_HEALING_RATE
 
|
 
|
*new tissue token
+
*new tissue healing rate number?
*old tissue id
+
| Presumably changes the HEALING_RATE of the selected tissue layers. Found in String Dump.
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
 
  
 
|-  
 
|-  
| USE_TISSUE_TEMPLATE
+
| TL_MAJOR_ARTERIES
 +
 +
| Gives Major Artery attribute to selected layers.
 +
 
 +
|-
 +
| TL_PAIN_RECEPTORS
 
|
 
|
*new tissue token
+
*new pain receptor number?
*tissue template
+
| Seems to set new number of pain receptors for selected tissue layers.  Found in String Dump.
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
 
  
|-  
+
|-
| UTTERANCES
+
| TL_RELATIVE_THICKNESS
|
+
|
| Changes the language of the creature into an unintelligible mess.
+
*new relative thickness?
|}
+
| Seems to set new relative thickness for selected tissue layers.  Found in String Dump.
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| TL_VASCULAR
</div>
+
|
 +
*new VASCULAR value?
 +
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.  Found in String Dump.
  
==V==
+
|-
{| {{prettytable}}
+
| TLCM_GENETIC_MODEL
|- bgcolor="#ddd"
+
|
! width="20%" | Token
+
| tissue layer color modifier is passed to offspring genetically?
! width="20%" | Arguments
 
! width="60%" | Description
 
|-
 
| VEGETATION
 
 
| unknown
 
 
 
|-
 
| VERMIN_BITE
 
|
 
*chance of occurance{{verify}}
 
*verb (bitten, stung, etc)
 
* [[material token]]
 
| Vermin bites, and injects something.
 
  
 
|-
 
|-
| VERMIN_EATER
+
| TLCM_IMPORTANCE
 
|
 
|
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
+
*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.
  
 
|-  
 
|-  
| VERMIN_FISH
+
| TLCM_NOUN
|
+
|  
| The vermin appears in water and will attempt to swim around.
+
*name
 +
*SINGULAR or PLURAL
 +
| names the tissue layer color modifier, and determines the noun
  
 
|-  
 
|-  
| VERMIN_GROUNDER
+
| TLCM_TIMING
|
+
|  
| 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).
+
*ROOT
 
+
*start change window years:days:end change window years:days
|-
+
| determines the point in the creature's life where the color change begins
| VERMIN_HATEABLE
 
|
 
| Some dwarves will hate the creature and get unhappy thoughts when around it.
 
  
 
|-  
 
|-  
| VERMIN_MICRO
+
| TRADE_CAPACITY
 
|   
 
|   
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.
+
| How much the creature can carry when used by merchants.  
  
 
|-  
 
|-  
| VERMIN_NOFISH
+
| TRAINABLE
 
|   
 
|   
| The creature cannot be caught by fishing.  
+
| Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].
  
 
|-  
 
|-  
| VERMIN_NOROAM
+
| TRAINABLE_HUNTING
 
|   
 
|   
| The creature will not be observed randomly roaming about the map.  
+
| Can be trained as hunting beasts by way of kennels.
  
 
|-  
 
|-  
| VERMIN_NOTRAP
+
| TRAINABLE_WAR
 
|   
 
|   
| 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.
+
| Can be trained as war beasts by way of kennels.
  
 
|-  
 
|-  
| VERMIN_ROTTER
+
| TRANCES
 
|   
 
|   
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.
+
| Allows the creature to go into martial trances.
  
 
|-  
 
|-  
| VERMIN_SOIL
+
| TRAPAVOID
 
|   
 
|   
| The creature randomly appears near dirt or mud.
+
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
  
 
|-  
 
|-  
| VERMIN_SOIL_COLONY
+
| TRIGGERABLE_GROUP
|
+
| min:max
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
+
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
  
 
|-  
 
|-  
| VERMINHUNTER
+
| TSU_NOUN
|
+
|  
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
+
*noun
 
+
*SINGULAR or PLURAL
|-
+
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
| VESPERTINE
 
 
| Sets if the creature is active in evening.
 
 
 
|-
 
| VIEWRANGE
 
| value
 
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.
 
 
|}
 
|}
  
Line 1,873: Line 1,866:
 
</div>
 
</div>
  
==W==
+
==U==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 1,879: Line 1,872:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
|-  
+
 
| WAGON_PULLER
+
|-
|
+
| UBIQUITOUS
| Allows the creature to pull caravan wagons.  
+
|
 +
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.
  
 
|-  
 
|-  
| WEBBER
+
| UNDERGROUND_DEPTH
|  
+
|
* [[material token]]
+
*mindepth
| Allows the creature to create webs, and defines what the webs are made of.
+
*maxdepth
 +
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
  
 
|-  
 
|-  
| WEBIMMUNE
+
| UNDERSWIM
 
|   
 
|   
| The creature will not get caught in thick webs.
+
| Creature swims under the water and can't be seen.{{verify}}
|}
 
 
 
==Attack Tokens==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
  
 
|-  
 
|-  
| ATTACK_SKILL
+
| UNIQUE_DEMON
|  
+
|
*skill used ([[Skill token]])
+
| Typically found on genned [[demon]]s; sets the creature as capable of "emerging from the underworld" and taking over during worldgen.
| defines the attack skill used
 
  
|-  
+
|-
| ATTACK_VERB
+
| USE_CASTE
| 2nd person:3rd person
+
|
| descriptive text for the attack
+
*caste token
 +
|
  
|-  
+
|-
| ATTACK_CONTACT_PERC
+
| USE_MATERIAL
|  
+
|
*% value
+
*new material token
| amount of available tissue used in attack, or possibly percent chance the attack makes contact
+
*old material id
 +
| Uses a local creature mat to define a new material?{{verify}}
  
 
|-  
 
|-  
| ATTACK_PENETRATION_PERC
+
| USE_MATERIAL_TEMPLATE
|  
+
|
*% value
+
*new material token
| probably amount of material that makes contact when penetration is done, or possibly percent chance the attack penetrates (as in sharp items. Default is 0, so it can be left out for blunt attacks, if this is what it does)
+
*material template
 
+
| Loads a material, and gives it a shortname for later reference
|-
 
| ATTACK_PRIORITY
 
|
 
*MAIN or SECOND
 
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
 
  
 
|-
 
|-
| ATTACK_VELOCITY_MODIFIER
+
| USE_TISSUE
| number
+
|
| Modifies the attack velocity.  Believed to be percent based (so 100 would be "normal").  May be on same scale as weapon velocity (where 1000 is "normal").
+
*new tissue token
 +
*old tissue id
 +
| Uses a local creature mat to define a new material?{{verify}}
  
 
|-  
 
|-  
| ATTACK_FLAG_CANLATCH
+
| USE_TISSUE_TEMPLATE
|
+
|
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.
+
*new tissue token
 +
*tissue template
 +
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
  
 
|-  
 
|-  
| ATTACK_FLAG_WITH
+
| UTTERANCES
 
|   
 
|   
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
+
| Changes the language of the creature into an unintelligible mess.
 +
|}
 +
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 +
==V==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-  
 
|-  
| ATTACK_FLAG_EDGE
+
| VEGETATION
 
|   
 
|   
| attack type
+
| unknown
  
|-  
+
|-
| SPECIALATTACK_INJECT_EXTRACT
+
| VIEWRANGE
 +
| value
 +
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.
 +
 
 +
|-
 +
| VERMIN_BITE
 
|  
 
|  
* [[material token]]
+
*amount
*state (SOLID, LIQUID, GAS)
+
*verb (bitten, stung)
*min:max
+
*LOCAL_CREATURE_MAT
| attack type addition that injects a material into the victim.
+
*MATERIAL
 +
| vermin bites, and injects something.
  
 
|-
 
|-
| SPECIALATTACK_SUCK_BLOOD
+
| VERMIN_EATER
| min:max
+
|
| Successful attack draws out an amount of blood randomized between the min and max value.
+
| Vermin can nibble food?{{verify}}
|}
 
  
==Important Related Tokens==
+
|-
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)
+
| VERMIN_FISH
 +
 +
| Acts like a fish
  
===Tissue Modification===
+
|-
This next group of tokens deals setting and modifying tissue properties. (See also [[Tissue definition token]])
+
| VERMIN_GROUNDER
 +
 +
| The creature can be picked up if you stand over it. (Requires confirmation)
 +
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'
  
 +
|-
 +
| VERMIN_HATEABLE
 +
 +
| Some dwarves will hate the creature and get unhappy thoughts when around it.
  
{| {{prettytable}}
+
|-  
|- bgcolor="#ddd"
+
| VERMIN_MICRO
! width="20%" | Token
+
|
! width="20%" | Arguments
+
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.
! width="60%" | Description
 
  
|-
+
|-  
| INSULATION
+
| VERMIN_NOFISH
|  
+
|
*value
+
| The creature cannot be caught by fishing.  
| Tissue supplies the creature with heat insulation. Higher values result in more insulation.
 
  
 
|-  
 
|-  
| PLUS_TISSUE_LAYER
+
| VERMIN_NOROAM
|  
+
|
*TISSUE
+
| The creature will not be observed randomly roaming about the map.
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
| Adds a tissue to those selected
 
  
 
|-  
 
|-  
| PLUS_TL_GROUP
+
| VERMIN_NOTRAP
|  
+
|
*TISSUE
+
| The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC))
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
*tissue
 
| continues a selection of tissue layers
 
  
|-
+
|-  
| SELECT_TISSUE
+
| VERMIN_ROTTER
|
+
|
*tissue token
+
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.  
| Selects a tissue for editing.
 
  
 
|-  
 
|-  
| SELECT_TISSUE_LAYER
+
| VERMIN_SOIL
|  
+
|
*TISSUE
+
| The creature randomly appears near dirt or mud.  
*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.
 
 
 
|-
 
| SET_LAYER_TISSUE
 
|
 
| Sets a tissue layer to be made of a different tissue.
 
  
 
|-  
 
|-  
| TISSUE_LAYER
+
| VERMIN_SOIL_COLONY
|  
+
|
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
*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
 
  
 
|-  
 
|-  
| TISSUE_LAYER_OVER
+
| VERMINHUNTER
|
+
|
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.  
*TYPE,CATEGORY, or TOKEN
 
*TISSUE
 
*LOCATION
 
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
 
  
 
|-  
 
|-  
| TISSUE_LAYER_UNDER
+
| VESPERTINE
|  
+
|
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
| Sets if the creature is active in evening.
*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
 
      [TISSUE:GAS]
 
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]
 
  
|-
+
<div align="center">
| TISSUE_LAYER_APPEARANCE_MODIFIER
+
{{alphabetical TOC}}
|
+
</div>
*QUALITY
 
*lowest:lower:low:median:high:higher:highest
 
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 
  
|-
+
==W==
| TISSUE_LEAKS
+
{| {{prettytable}}
|
+
|- bgcolor="#ddd"
| The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.
+
! width="20%" | Token
 
+
! width="20%" | Arguments
|-
+
! width="60%" | Description
| TISSUE_MATERIAL
+
|-  
|  
+
| WAGON_PULLER
*VALUE (material)
+
|
*MATERIAL (material subtype)
+
| Allows the creature to pull caravan wagons.  
| Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]
 
  
 
|-  
 
|-  
| TISSUE_STYLE_UNIT
+
| WEBBER
 
|  
 
|  
*tissue
+
*LOCAL_CREATURE_MAT
*shaping
+
*MATERIAL (eg SILK)
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
+
| allows the creature to web, and defines what the webs are made of.
  
 
|-  
 
|-  
| TL_COLOR_MODIFIER
+
| WEBIMMUNE
| COLOR:freq:COLOR:freq etc
+
|
| Creates a list of color patterns, giving each a frequency.  
+
| The creature will not get caught in webs.
 
 
|-
 
| TL_CONNECTS
 
|
 
| Presumably gives the CONNECTS attribute to selected layers.
 
 
 
|-
 
| TL_HEALING_RATE
 
|
 
| Presumably changes the HEALING_RATE of the selected tissue layers.
 
 
 
|-
 
| TL_MAJOR_ARTERIES
 
|
 
| Gives Major Artery attribute to selected layers.
 
 
 
|-
 
| TL_PAIN_RECEPTORS
 
|
 
| Seems to set new number of pain receptors for selected tissue layers.
 
 
 
|-
 
| TL_RELATIVE_THICKNESS
 
|
 
| Seems to set new relative thickness for selected tissue layers.
 
 
 
|-
 
| TL_VASCULAR
 
|
 
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.
 
 
 
 
|}
 
|}
  
==See Also==
 
*[[Body detail plan token]]
 
*[[Body token]]
 
*[[Material definition token]]
 
*[[Syndrome]]
 
*[[Tissue definition token]]
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

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