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Editing v0.31:Creature token
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__NOTOC__ | __NOTOC__ | ||
− | + | =Tokens= | |
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==A== | ==A== | ||
{| {{prettytable}} | {| {{prettytable}} | ||
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! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
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| ALCOHOL_DEPENDENT | | ALCOHOL_DEPENDENT | ||
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| AMBUSHPREDATOR | | AMBUSHPREDATOR | ||
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− | | | + | | Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too |
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| AMPHIBIOUS | | AMPHIBIOUS | ||
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− | | Allows a creature to breathe with or without | + | | Allows a creature to breathe with or without water. |
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*Scale (DAILY, YEARLY) | *Scale (DAILY, YEARLY) | ||
*min:max of growth | *min:max of growth | ||
− | *start year: | + | *start year:end year |
− | + | | setting the growth rate of the modifier | |
− | | setting the growth rate of the modifier | ||
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*CV TEMPLATE NAME | *CV TEMPLATE NAME | ||
− | | Loads the | + | | Loads the CV Template specified. |
|- | |- | ||
| APPLY_CURRENT_CREATURE_VARIATION | | APPLY_CURRENT_CREATURE_VARIATION | ||
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− | | Applies loaded | + | | Applies loaded CV |
|- | |- | ||
| AQUATIC | | AQUATIC | ||
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− | | Allows a creature to breathe underwater, but causes it to "drown" out of | + | | Allows a creature to breathe underwater, but causes it to "drown" out of water. |
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| Does not appear in arena mode list | | Does not appear in arena mode list | ||
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*selection criteria | *selection criteria | ||
*location | *location | ||
− | | Defines the attack name, and the body part used. | + | | Defines the attack name, and the body part used. |
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|- | |- | ||
− | | | + | | ATTACK_CONTACT_PERC |
− | | | + | | |
− | | | + | *% value |
+ | | amount of available tissue used in attack | ||
− | | | + | |- |
+ | | ATTACK_FLAG_CANLATCH | ||
+ | | | ||
+ | | amount of material that makes contact when attack is made. | ||
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− | | | + | | ATTACK_FLAG_EDGE |
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− | | | + | | attack type |
|- | |- | ||
− | | | + | | ATTACK_FLAG_WITH |
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− | | | + | | attack type |
|- | |- | ||
− | | | + | | ATTACK_PENETRATION_PERC |
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− | * | + | *% value |
− | | | + | | probably amount of material that makes contact when penetration is done |
|- | |- | ||
− | | | + | | ATTACK_PRIORITY |
| | | | ||
− | * | + | *MAIN or SECOND |
− | + | | use of the attack in combat. Second attacks only used if main impossible. | |
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|- | |- | ||
− | | | + | | ATTACK_SKILL |
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− | * | + | *skill used ({{L|Skill tokens}}) |
− | + | | defines the attack skill used | |
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|- | |- | ||
− | | | + | | ATTACK_TRIGGER |
− | | | + | | min:median:max |
− | | | + | | Probably stages when a dragon will attack a site |
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− | | | + | | ATTACK_VERB |
− | | | + | | 2nd person:3rd person |
− | | | + | | descriptive text for the attack |
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− | | | + | |} |
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− | + | ==B== | |
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{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
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! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
+ | |- | ||
+ | | BABY | ||
+ | | integer | ||
+ | | age at which creature is considered a child | ||
|- | |- | ||
− | | | + | | BABYNAME |
− | | | + | | singular:plural |
− | | | + | | name at caste level |
|- | |- | ||
− | | | + | | BEACH_FREQUENCY |
| | | | ||
− | | | + | | Whales and jellyfish have this. Controls the beaching frequency of the creature. |
|- | |- | ||
− | | | + | | BENIGN |
| | | | ||
− | | | + | | Determines whether creature can show up on "tame" maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). |
|- | |- | ||
− | | | + | | BIOME |
− | | | + | | |
− | | | + | *BIOME |
+ | | Select Biomes the creature may appear in | ||
+ | |||
+ | |- | ||
+ | | BLOOD, PUS, OTHER MATERIAL state definition | ||
+ | | | ||
+ | *selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too. | ||
+ | *selected material | ||
+ | *matter state (LIQUID, GAS, ALL_SOLID) | Controls bleeding behaviour | ||
|- | |- | ||
− | | | + | | BODY |
− | | | + | | body parts |
− | | | + | | Draws body parts from OBJECT:BODY files (such as body_default.txt) |
|- | |- | ||
− | | | + | | BODY_APPEARANCE_MODIFIER |
| | | | ||
− | * | + | *ATTRIBUTE |
− | | | + | *lowest:lower:low:median:high:higher:highest | These body modifiers give individual dwarves 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. |
− | |- | + | |- |
− | | | + | | BODY_DETAIL_PLAN |
− | | | + | | PlanName, PlanName:type:type:type:etc |
− | + | | 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. | |
− | | | ||
− | |- | + | |- |
− | | | + | | BODY_SIZE_PLAN |
− | | | + | | years:days:size |
− | + | | sets up size at a given time | |
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− | |- | + | |- |
− | | | + | | BODYGLOSS |
− | | | + | | gloss |
− | + | | Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt) | |
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|- | |- | ||
− | | | + | | BONECARN |
− | | | + | | |
− | | | + | | Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE. |
|- | |- | ||
− | | | + | | 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) |
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− | |- | + | |- |
− | | | + | | 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. |
+ | |} | ||
− | |- | + | ==C== |
− | | | + | {| {{prettytable}} |
− | | | + | |- bgcolor="#ddd" |
− | | | + | ! width="20%" | Token |
+ | ! width="20%" | Arguments | ||
+ | ! width="60%" | Description | ||
+ | |- | ||
+ | | CAN_LEARN | ||
+ | | | ||
+ | | CAN_LEARN | ||
|- | |- | ||
− | | | + | | CAN_SPEAK |
− | | | + | | |
− | | | + | | Can talk. Note that it is not necessary for a creature to gain social skills. |
− | |- | + | |- |
− | | | + | | CANNOT_UNDEAD |
− | | | + | | |
− | + | | Cannot be turned into a zombie or skeletal undead | |
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|- | |- | ||
− | | | + | | CANOPENDOORS |
| | | | ||
− | | | + | | Allows the creature to open doors. |
− | |- | + | |- |
− | | | + | | CARNIVORE |
− | | | + | | |
− | | | + | | Creature eats meat |
|- | |- | ||
− | | | + | | CASTE |
− | | | + | | |
− | | | + | *name |
+ | | defines a caste | ||
|- | |- | ||
− | | | + | | CASTE_NAME |
− | | singular:plural | + | | singular:plural:adjective |
− | | | + | | The name of the caste of the creature in the game. |
|- | |- | ||
− | | | + | | CAVE_ADAPT |
− | | | + | | |
− | + | | Gives the creature a bonus in caves. Also causes Cave adaptation. | |
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− | |- | + | |- |
− | | | + | | CE_X |
− | | | + | | |
− | * | + | *SEV:<value> (severity, higher is worse) |
− | *max | + | *PROB:<value(1-100)> (probability) |
− | | | + | *RESISTABLE (optional) allows resistance |
+ | *SIZE_DILUTES (optional) lessens effect based on size | ||
+ | Place effected: | ||
+ | *LOCALIZED (optional) | ||
+ | *VASCULAR_ONLY (optional) | ||
+ | *BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional) | ||
+ | Timeline: | ||
+ | *Start:Time at which effect starts | ||
+ | *Peak:Time at which effect peaks | ||
+ | *End:Time at which effect ends. | ||
+ | | specifies the aspects of the Creature Effect in Syndromes. This includes the severity of the effect, the likelihood of it taking effect, whether it is resistable, and if the size of a creature effects it, where the creture is effected and the timeline of the effect. CEs include: CE_FEVER, CE_NAUSEA, CE_DIZZINESS, CE_SWELLING, CE_OOZING, CE_BRUISING, CE_BLEEDING, CE_NECROSIS, CE_DROWSINESS, CE_PAIN, CE_BLISTERS, CE_COUGH_BLOOD, CE_IMPAIR FUNCTION | ||
+ | |||
+ | |- | ||
+ | | CHILD | ||
+ | | integer | ||
+ | | age at which creature is considered an adult | ||
+ | |||
+ | |- | ||
+ | | CHILD_BODYPART_GROUP | ||
+ | | | ||
+ | *master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN. | ||
+ | *master location | ||
+ | *specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN. | ||
+ | *specific location | ||
+ | | selects all parts of a group to be used. | ||
+ | |||
+ | |- | ||
+ | | CHILDNAME | ||
+ | | singular:plural | ||
+ | | name at caste level | ||
+ | |||
+ | |- | ||
+ | | CLUSTER_NUMBER | ||
+ | | 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] | ||
− | |- | + | |- |
− | | | + | | COLDDAM_POINT |
− | | | + | | value |
− | | | + | | The minimum temperature limit before the creature starts taking damage from freezing. |
|- | |- | ||
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| COMMON_DOMESTIC | | 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 | + | | 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 |
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| COOKABLE_LIVE | | COOKABLE_LIVE | ||
| | | | ||
− | | Set this to allow the creature to be cooked in meals without first being | + | | Set this to allow the creature to be cooked in meals without first being cleaned. |
|- | |- | ||
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*CREATURE NAME | *CREATURE NAME | ||
| Copies tags from another specified creature. | | Copies tags from another specified creature. | ||
+ | |||
+ | |- | ||
+ | | CREATURE | ||
+ | | name | ||
+ | | What the game looks for when generating creatures. | ||
|- | |- | ||
| CREATURE_CLASS | | CREATURE_CLASS | ||
− | | | + | | Classname | Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. |
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− | | Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes | ||
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| CREPUSCULAR | | CREPUSCULAR | ||
| | | | ||
− | | Sets if the creature is active | + | | Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL. |
|- | |- | ||
| CURIOUSBEAST_EATER | | CURIOUSBEAST_EATER | ||
| | | | ||
− | | Allows a creature to steal and eat edible items from | + | | Allows a creature to steal and eat edible items from you. |
|- | |- | ||
| CURIOUSBEAST_GUZZLER | | CURIOUSBEAST_GUZZLER | ||
| | | | ||
− | | Allows a creature to (very quickly) drink your alcohol | + | | Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature. |
|- | |- | ||
| CURIOUSBEAST_ITEM | | CURIOUSBEAST_ITEM | ||
| | | | ||
− | | Allows a creature to steal things (apparently the highest value it can find) | + | | Allows a creature to steal things (apparently the highest value it can find). |
|- | |- | ||
− | | CV_ADD_TAG | + | | CV_ADD_TAG |
| | | | ||
*TAG NAME | *TAG NAME | ||
− | | Adds a tag | + | | Adds a tag |
|- | |- | ||
− | | CV_REMOVE_TAG | + | | CV_REMOVE_TAG |
| | | | ||
*TAG NAME | *TAG NAME | ||
− | | | + | | removes a tag |
|} | |} | ||
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==D== | ==D== | ||
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! width="60%" | Description | ! width="60%" | Description | ||
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| text | | text | ||
| A brief description of the creature type. | | A brief description of the creature type. | ||
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| Creature breathes fire in a cone. | | Creature breathes fire in a cone. | ||
|} | |} | ||
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==E== | ==E== | ||
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! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
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| EQUIPMENT_WAGON | | EQUIPMENT_WAGON | ||
| | | | ||
− | | | + | | Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER. |
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| EVIL | | EVIL | ||
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− | | | + | | Determines whether creature can show up on "evil" maps |
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|} | |} | ||
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==F== | ==F== | ||
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| FANCIFUL | | FANCIFUL | ||
| | | | ||
− | | 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. | + | | 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. |
− | + | |- | |
− | + | | FEMALE | |
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− | | FEMALE | ||
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− | | | + | | all female |
|- | |- | ||
| FIREBREATH | | FIREBREATH | ||
| | | | ||
− | | The creature breathes | + | | The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone). |
|- | |- | ||
| FIREIMMUNE | | FIREIMMUNE | ||
| | | | ||
− | | | + | | As of the current versionv0.28.181.40d, the FIREIMMUNE token has no effect on a creature's resistance to flame or heat. However, it does affect ability to swim in magma in adventure mode, as well as display of "You are caught in a pool of magma!" warning messages. |
|- | |- | ||
| FIREIMMUNE_SUPER | | FIREIMMUNE_SUPER | ||
| | | | ||
− | | The creature is immune to DRAGONFIREBREATH. | + | | The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE. |
|- | |- | ||
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| FLEEQUICK | | FLEEQUICK | ||
| | | | ||
− | | Determines how soon a creature flees in a losing battle | + | | Determines how soon a creature flees in a losing battle. |
|- | |- | ||
| FLIER | | FLIER | ||
| | | | ||
− | | Allows a creature to fly. | + | | Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode. |
|- | |- | ||
| FREQUENCY | | FREQUENCY | ||
− | | | + | | |
− | + | | Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unitVerify. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. "High frequency means you get more when the number is high, so 100 would be the most common. If you don't enter a number, it uses 50." | |
− | | Determines the | ||
|} | |} | ||
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==G== | ==G== | ||
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| singular:plural | | singular:plural | ||
| name at creature level | | name at creature level | ||
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|- | |- | ||
| GETS_INFECTIONS_FROM_ROT | | GETS_INFECTIONS_FROM_ROT | ||
| | | | ||
− | | | + | | can be infected by rot |
|- | |- | ||
| GETS_WOUND_INFECTIONS | | GETS_WOUND_INFECTIONS | ||
| | | | ||
− | | | + | | can be infected from wounds |
|- | |- | ||
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*background | *background | ||
*brightness | *brightness | ||
− | | The colour of the GLOWTILE of the creature | + | | The colour of the GLOWTILE of the creature |
|- | |- | ||
| GLOWTILE | | GLOWTILE | ||
| ascii character | | ascii character | ||
− | | 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 | + | | 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. |
|- | |- | ||
| GNAWER | | GNAWER | ||
| verb (gnawed) | | verb (gnawed) | ||
− | | The creature | + | | The creature chews on food storage containers. |
|- | |- | ||
| GO_TO_END | | GO_TO_END | ||
| | | | ||
− | | | + | | uncertain use, definitely refers to Creature Variants template |
|- | |- | ||
| GO_TO_START | | GO_TO_START | ||
| | | | ||
− | | | + | | uncertain use, definitely refers to Creature Variants template |
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|- | |- | ||
| GOOD | | GOOD | ||
| | | | ||
− | | Determines whether creature can show up on "good" | + | | Determines whether creature can show up on "good" maps |
|- | |- | ||
| GRASSTRAMPLE | | GRASSTRAMPLE | ||
| value | | value | ||
− | | | + | | 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. |
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|} | |} | ||
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==H== | ==H== | ||
Line 728: | Line 567: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | |||
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|- | |- | ||
| HAS_NERVES | | HAS_NERVES | ||
| | | | ||
− | | This makes the creature susceptible to severed | + | | This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts. |
|- | |- | ||
− | | | + | | HEATDAM_POINT |
− | | | + | | value |
− | | The creature | + | | The maximum temperature limit before the creature will start recieving damage from heat. |
− | |||
− | |||
− | |||
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− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| HOMEOTHERM | | HOMEOTHERM | ||
| | | | ||
− | | Default 'NONE'. The creature's normal body | + | | Default 'NONE'. The creature's normal body temperature |
− | |||
− | |||
− | |||
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− | |||
|} | |} | ||
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− | |||
==I== | ==I== | ||
Line 778: | Line 589: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
+ | |- | ||
+ | | IF_EXISTS_SET_BOILING_POINT | ||
+ | | value | ||
+ | | The temperature at which the creature boils into goo. | ||
+ | |||
+ | |- | ||
+ | | IF_EXISTS_SET_MELTING_POINT | ||
+ | | value | ||
+ | | The temperature at which the creature will melt into goo. | ||
+ | |||
+ | |- | ||
+ | | IGNITE_POINT | ||
+ | | value | ||
+ | | The temperature at which the creature will burst into flames | ||
|- | |- | ||
| IMMOBILE_LAND | | IMMOBILE_LAND | ||
| | | | ||
− | | The creature is immobile while on land | + | | The creature is immobile while on land |
|- | |- | ||
| IMMOLATE | | IMMOLATE | ||
| | | | ||
− | | Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. | + | | Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. |
+ | |||
+ | |- | ||
+ | | INSULATION | ||
+ | | value | ||
+ | | increases the insulation of a selected material | ||
|- | |- | ||
| INTELLIGENT | | INTELLIGENT | ||
| | | | ||
− | | | + | | Implies CAN_CIV, CAN_SPEAK, CAN_LEARN. |
|- | |- | ||
| ITEMCORPSE | | ITEMCORPSE | ||
| | | | ||
− | * | + | * Item token |
− | * | + | * subtype |
− | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, | + | 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, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. ""IRON"" if the corpse type is ""STATUE""). USE_RACEGLOSS applies if the creature has a material glossary assigned by the ""HAS_RACEGLOSS:"" flag and will select neccesary adjectives and material from that glossary. | ||
|- | |- | ||
Line 806: | Line 640: | ||
| The quality of an item-type corpse left behind; 5 is masterpiece-level. | | The quality of an item-type corpse left behind; 5 is masterpiece-level. | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==L== | ==L== | ||
Line 817: | Line 647: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | + | |- | |
− | + | | LARGE_PREDATOR | |
− | |||
− | |||
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− | |||
− | |- | ||
− | | LARGE_PREDATOR | ||
| | | | ||
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." | | 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." | ||
Line 846: | Line 656: | ||
| | | | ||
| In Fortress Mode, spawns outdoors and is not a vermin creature. | | In Fortress Mode, spawns outdoors and is not a vermin creature. | ||
− | |||
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− | |||
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− | |||
− | |||
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|- | |- | ||
| LIGAMENTS | | LIGAMENTS | ||
| | | | ||
− | * | + | *selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too. |
+ | *selected material | ||
*healing rate | *healing rate | ||
− | | | + | | defines the qualities of ligaments" |
|- | |- | ||
Line 877: | Line 676: | ||
|- | |- | ||
− | | LISP | + | | LISP |
− | | | + | | |
− | | Creature | + | | Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz." |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 898: | Line 690: | ||
| The creatures will scatter if they have this tag, or form tight packs if they don't. | | The creatures will scatter if they have this tag, or form tight packs if they don't. | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==M== | ==M== | ||
Line 909: | Line 697: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 923: | Line 706: | ||
| MALE | | MALE | ||
| | | | ||
− | | | + | | all male |
|- | |- | ||
| MANNERISM_?? | | MANNERISM_?? | ||
| | | | ||
− | * | + | *occassionally body part |
| Adds a possible mannerism to the creature's profile. | | Adds a possible mannerism to the creature's profile. | ||
− | Refer to [[ | + | Refer to [[DF2010:Creature_Token_Mannerisms|Mannerisms]] |
− | + | |- | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |- | ||
| MATERIAL_BREATH_ATTACK | | MATERIAL_BREATH_ATTACK | ||
| | | | ||
− | * | + | *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. | | Creates an attack referencing a material, using a given type of breath attack. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| MAXAGE | | MAXAGE | ||
| min:max | | min:max | ||
− | | | + | | range of time in which death from old age may occur |
|- | |- | ||
Line 963: | Line 736: | ||
| MEGABEAST | | MEGABEAST | ||
| | | | ||
− | | Appears on fortress territory in Fortress Mode occasionally. | + | | Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped |
|- | |- | ||
Line 974: | Line 747: | ||
|- | |- | ||
| MENT_ATT_RANGE | | MENT_ATT_RANGE | ||
− | | | + | | |
*ATTRIBUTE | *ATTRIBUTE | ||
− | *lowest:lower:low:median:high:higher:highest | + | *lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000. |
− | | | ||
|- | |- | ||
Line 987: | Line 759: | ||
*rust counter rate | *rust counter rate | ||
*demotion 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. |
|- | |- | ||
| MILKABLE | | MILKABLE | ||
| | | | ||
− | * | + | *LOCAL_CREATURE_MAT:MILK:amount |
− | |||
| Allows the creature to be milked. | | Allows the creature to be milked. | ||
Line 999: | Line 770: | ||
| MISCHIEVIOUS | | MISCHIEVIOUS | ||
| | | | ||
− | | Will pull any levers it comes across | + | | Will pull any levers it comes across (requires confirmation). "They go on little missions to mess with various fortress buildings, not just levers." |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| MOUNT | | MOUNT | ||
| | | | ||
− | | Creature may be used as a mount | + | | Creature may be used as a mount |
|- | |- | ||
Line 1,019: | Line 785: | ||
| MULTIPLE_LITTER_RARE | | MULTIPLE_LITTER_RARE | ||
| | | | ||
− | | Makes litters with more than one offspring rare | + | | Makes litters with more than one offspring rare. |
|- | |- | ||
Line 1,025: | Line 791: | ||
| | | | ||
*Multiplier | *Multiplier | ||
− | | | + | | multiplies value of materials |
|- | |- | ||
| MUNDANE | | MUNDANE | ||
| | | | ||
− | | Marks if the creature is an actual real-life creature. Only used for age-names at present | + | | Marks if the creature is an actual real-life creature. Only used for age-names at present. |
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==N== | ==N== | ||
Line 1,046: | Line 808: | ||
| NAME | | NAME | ||
| singular:plural:adjective | | singular:plural:adjective | ||
− | | | + | | What the creature is actually called in game. |
|- | |- | ||
Line 1,052: | Line 814: | ||
| | | | ||
| Animal is considered to be natural. | | Animal is considered to be natural. | ||
− | |||
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|- | |- | ||
Line 1,092: | Line 839: | ||
| | | | ||
| Creature cannot suffer fevers | | Creature cannot suffer fevers | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,116: | Line 858: | ||
| NO_THOUGHT_CENTER_FOR_MOVEMENT | | NO_THOUGHT_CENTER_FOR_MOVEMENT | ||
| | | | ||
− | | | + | | Probably shorthand for movement being unaffected by damage in general. |
|- | |- | ||
Line 1,191: | Line 933: | ||
| NOSTUN | | NOSTUN | ||
| | | | ||
− | | Creature can't be stunned | + | | Creature can't be stunned. |
|- | |- | ||
Line 1,203: | Line 945: | ||
| Creature doesn't think, or doesn't require a [BRAIN] body part. | | Creature doesn't think, or doesn't require a [BRAIN] body part. | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==P== | ==P== | ||
Line 1,217: | Line 955: | ||
| PACK_ANIMAL | | PACK_ANIMAL | ||
| | | | ||
− | | Allows the creature to be used as a pack animal. Currently only used by merchants | + | | Allows the creature to be used as a pack animal. Currently only used by merchants. |
|- | |- | ||
| PARALYZEIMMUNE | | PARALYZEIMMUNE | ||
| | | | ||
− | | The creature is immune to all paralyzing special attacks. | + | | The creature is immune to all paralyzing special attacks. |
− | + | |- | |
− | |||
− | |||
− | |||
− | |||
− | |- | ||
| PEARL | | PEARL | ||
| | | | ||
Line 1,237: | Line 970: | ||
| PENETRATEPOWER | | PENETRATEPOWER | ||
| value | | 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 | + | | 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 greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. |
|- | |- | ||
Line 1,244: | Line 977: | ||
*ATTRIBUTE | *ATTRIBUTE | ||
*lowest:median:highest | *lowest:median:highest | ||
− | | Determines | + | | Determines chance of personality traits. Standard is 0:50:100. See Personality traits for more info. |
|- | |- | ||
| PET | | PET | ||
| | | | ||
− | | Allows the creature to be tamed | + | | Allows the creature to be tamed. |
|- | |- | ||
Line 1,260: | Line 993: | ||
| value | | 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. | | 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. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,277: | Line 1,005: | ||
| | | | ||
*ATTRIBUTE | *ATTRIBUTE | ||
− | *lowest | + | *lowest |
− | | | + | *lower |
+ | *low | ||
+ | *median | ||
+ | *high | ||
+ | *higher | ||
+ | *highest | ||
+ | | sets up a physical attribute's range of values. Max of 5000. | ||
|- | |- | ||
Line 1,288: | Line 1,022: | ||
*rust counter rate | *rust counter rate | ||
*demotion 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. |
− | |- | + | |- |
− | | | + | | PLUS_TISSUE_LAYER |
− | | | + | | |
− | *BY_TYPE, | + | *TISSUE |
− | * | + | *BY_CATEGORY, BY_TYPE, BY_TOKEN |
− | | Adds a | + | *Location - category, type, or token |
+ | | Adds a tissue to those selected | ||
|- | |- | ||
− | | | + | | PLUS_TL_GROUP |
| | | | ||
− | * | + | *TISSUE |
− | | | + | *BY_CATEGORY, BY_TYPE, BY_TOKEN |
+ | *Location - category, type, or token | ||
+ | *tissue | ||
+ | | continues a selection of tissue layers | ||
|- | |- | ||
| POP_RATIO | | POP_RATIO | ||
| | | | ||
− | | Weighted population of caste | + | | Weighted population of caste |
|- | |- | ||
| POPULATION_NUMBER | | POPULATION_NUMBER | ||
| min:max | | min:max | ||
− | | The minimum/maximum numbers of how many of these creatures | + | | The minimum/maximum numbers of how many of these creatures can show up on a map per year. |
|- | |- | ||
− | | POWER | + | |POWER |
| | | | ||
− | |Allows the being to represent itself as a deity. | + | |Allows the being to represent itself as a deity. Appears to require [CAN_CIV] |
|- | |- | ||
| PREFSTRING | | PREFSTRING | ||
− | | | + | | object |
− | | Sets what other creatures like about this creature. " | + | | Sets what other creatures like about this creature. "Blarghh likes dwarves for their beards." Multiple entries will be chosen from at random |
|- | |- | ||
| PROFESSION_NAME | | PROFESSION_NAME | ||
| | | | ||
− | * | + | *Profession |
*singular | *singular | ||
*plural | *plural | ||
− | | | + | | alters the name of the given profession |
+ | |} | ||
− | + | ==R== | |
− | |||
− | |||
− | |||
− | |||
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− | |||
− | |||
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− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ==R== | ||
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
Line 1,358: | Line 1,080: | ||
| | | | ||
*BY_CATEGORY, BY_TYPE, BY_TOKEN | *BY_CATEGORY, BY_TYPE, BY_TOKEN | ||
− | |||
*Relsize | *Relsize | ||
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers. | | Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers. | ||
− | |||
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− | |||
− | |||
|- | |- | ||
| REMOVE_MATERIAL | | REMOVE_MATERIAL | ||
| | | | ||
− | * | + | *MATERIAL NAME |
− | | Removes a material from a creature | + | | Removes a material from a creature |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==S== | ==S== | ||
Line 1,419: | Line 1,104: | ||
| SECRETION | | SECRETION | ||
| | | | ||
− | * | + | *MATERIAL REF (eg LOCAL_CREATURE_MAT |
+ | *Material name | ||
*Material State | *Material State | ||
*location secreted from (by_type, by_category, by_token) | *location secreted from (by_type, by_category, by_token) | ||
*body part | *body part | ||
*tissue layer | *tissue layer | ||
− | | creates a secreted material on given tissue on a given part of the body. | + | | creates a secreted material on given tissue on a given part of the body." |
|- | |- | ||
− | | | + | | SELECT_CASTE |
| | | | ||
− | *caste name | + | *caste name, or ALL |
− | | | + | | selects a caste |
|- | |- | ||
− | | | + | | SELECT_MATERIAL |
| | | | ||
− | * | + | *MATERIAL NAME |
− | | selects | + | | selects the material |
|- | |- | ||
− | | | + | | SELECT_TISSUE_LAYER |
| | | | ||
− | * | + | *TISSUE |
− | | Selects a | + | *BY_CATEGORY, BY_TYPE, BY_TOKEN |
+ | *Location - category, type, or token | Selects a tissue at a location" | ||
|- | |- | ||
| SEMIMEGABEAST | | SEMIMEGABEAST | ||
| | | | ||
− | | Appears as boss creature in quests | + | | Appears as boss creature in quests. |
|- | |- | ||
Line 1,454: | Line 1,141: | ||
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN | *selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN | ||
*category, type, or token | *category, type, or token | ||
− | | | + | | selection token" |
|- | |- | ||
Line 1,463: | Line 1,150: | ||
*Location - category, type, or token | *Location - category, type, or token | ||
*tissue | *tissue | ||
− | | begins a selection of tissue | + | | begins a selection of tissue laters |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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− | |||
|- | |- | ||
Line 1,494: | Line 1,159: | ||
*rust counter rate | *rust counter rate | ||
*demotion 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). | + | | 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). These slots may also be replaced with NONE. Cannot yet be applied to individual skills. |
− | Default is [SKILL_RATES:100:8: | + | Default is [SKILL_RATES:100:8:8:16]. [SLOW_LEARNER] changes the 100 to a 50. |
− | |||
− | |||
− | |||
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− | |||
− | |||
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− | |||
− | |||
|- | |- | ||
Line 1,515: | Line 1,171: | ||
| SMALL_REMAINS | | SMALL_REMAINS | ||
| | | | ||
− | | If a creature has this token, it'll leave | + | | If a creature has this token, it'll leave a small corpse that only rots once, and without miasma. |
− | |- | + | |- |
− | | | + | | SPEC_HEAT |
− | | | + | | value |
− | | | + | | Amount of energy required for the creature to heat up or cool down. |
− | |- | + | |- |
− | | | + | | SPECIALATTACK_INJECT_EXTRACT |
− | | | + | | |
− | * | + | *LOCAL_CREATURE_MAT |
− | * | + | *MATERIAL eg.POISON |
− | * | + | *MATTERSTATE (ALL_SOLID, LIQUID, GAS) |
− | * | + | *min:max |
− | + | | attack type addition that injects a material into the victim. | |
− | |||
− | |||
− | | | ||
|- | |- | ||
− | | | + | | SPECIALATTACK_SUCK_BLOOD |
− | | | + | | min:max |
− | + | | Successful attack draws out an amount of blood randomised between the min and max value. | |
− | |||
− | | | ||
|- | |- | ||
| SPEECH | | SPEECH | ||
| speech file | | speech file | ||
− | | Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in | + | | Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| SPEED | | SPEED | ||
| value | | value | ||
− | | Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See | + | | Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed for more information. |
|- | |- | ||
Line 1,566: | Line 1,207: | ||
*sphere name | *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. | | 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. | ||
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|- | |- | ||
Line 1,591: | Line 1,222: | ||
| SWIMS_LEARNED | | SWIMS_LEARNED | ||
| | | | ||
− | | The creature | + | | The creature must learn to swim. Requires [CAN_LEARN], obviously. |
− | | | + | |- |
+ | | SYN_AFFECTED_CLASS | ||
+ | | | ||
+ | | 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. | ||
+ | |||
+ | |- | ||
+ | | SYN_CONTACT | ||
+ | | | ||
+ | | syndrome can be contracted on contact | ||
+ | |||
+ | |- | ||
+ | | SYN_IMMUNE_CREATURE | ||
+ | | | ||
+ | | creates an exception for the creature so that it not affected by the syndrome. | ||
+ | |||
+ | |- | ||
+ | | SYN_INHALED | ||
+ | | | ||
+ | | syndrome can be contracted by inhaled. | ||
+ | |||
+ | |- | ||
+ | | SYN_INJECTED | ||
+ | | | ||
+ | | syndrome can be contracted by injection. | ||
+ | |||
+ | |- | ||
+ | | SYN_NAME | ||
+ | | text | ||
+ | | defines the name of the syndrome | ||
+ | |||
+ | |- | ||
+ | | SYNDROME | ||
+ | | | ||
+ | | begins definition of a Syndrome for poison use | ||
+ | |} | ||
==T== | ==T== | ||
Line 1,608: | Line 1,274: | ||
| TENDONS | | TENDONS | ||
| | | | ||
− | * | + | *selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too. |
+ | *selected tissue | ||
*healing rate | *healing rate | ||
− | | Defines the | + | | Defines the qualities of tendons |
|- | |- | ||
| THICKWEB | | THICKWEB | ||
| | | | ||
− | | The creature's webs can catch larger creatures. | + | | The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR] |
|- | |- | ||
Line 1,621: | Line 1,288: | ||
| name | | name | ||
| Begins defining a tissue in the creature file. | | Begins defining a tissue in the creature file. | ||
− | |||
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|- | |- | ||
− | | | + | | TISSUE_LAYER |
− | | | + | | |
− | + | *BY_TYPE, BY_CATEGORY, BY_TOKEN | |
− | + | *TYPE,CATEGORY, or TOKEN | |
− | + | *TISSUE | |
− | + | *LOCATION | |
− | + | | Adds the tissue layer to wherever it is required. | |
− | | tissue layer | + | Non-argument Locations can be FRONT, RIGHT, LEFT. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing |
− | |||
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|- | |- | ||
− | | | + | | TISSUE_LAYER_APPEARANCE_MODIFIER |
| | | | ||
− | * | + | *QUALITY |
− | * | + | *lowest:lower:low:median:high:higher:highest |
− | | | + | | 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" |
|- | |- | ||
− | | | + | | TL_COLOR_MODIFIER |
− | | | + | | COLOR:FREQ:COLOR:FREQ etc |
− | | | + | | Creates a list of color patterns, giving each a frequency |
|- | |- | ||
− | | | + | | TL_MAJOR_ARTERIES |
| | | | ||
− | | | + | | Gives Major Artery attribute to selected layers. |
+ | |||
+ | |- | ||
+ | | TLCM_NOUN | ||
+ | | | ||
+ | *name | ||
+ | *SINGULAR or PLURAL | names the tissue layer color modifier, and determines the noun" | ||
+ | |||
+ | |- | ||
+ | | TLCM_TIMING | ||
+ | | | ||
+ | *ROOT | ||
+ | *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 | ||
+ | | | ||
+ | | How much the creature can carry when used by merchants. | ||
+ | |||
+ | |- | ||
+ | | TRAINABLE | ||
+ | | | ||
+ | | Allows a tame creature to be trained into a "War" or "Hunting" variation by way of Kennels. | ||
|- | |- | ||
| TRAINABLE_HUNTING | | TRAINABLE_HUNTING | ||
| | | | ||
− | | Can be trained as hunting beasts by way of kennels | + | | Can be trained as hunting beasts by way of kennels |
|- | |- | ||
| TRAINABLE_WAR | | TRAINABLE_WAR | ||
| | | | ||
− | | Can be trained as war beasts by way of kennels | + | | Can be trained as war beasts by way of kennels |
|- | |- | ||
Line 1,686: | Line 1,363: | ||
| TRAPAVOID | | TRAPAVOID | ||
| | | | ||
− | | The creature is immune to traps | + | | The creature is immune to traps. |
|- | |- | ||
| TRIGGERABLE_GROUP | | TRIGGERABLE_GROUP | ||
| min:max | | min:max | ||
− | | | + | | unknown |
|- | |- | ||
Line 1,698: | Line 1,375: | ||
*noun | *noun | ||
*SINGULAR or PLURAL | *SINGULAR or PLURAL | ||
− | | | + | | creates a noun for the tissue used and whether it is singular or plural" |
|} | |} | ||
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==U== | ==U== | ||
Line 1,711: | Line 1,384: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
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|- | |- | ||
| UNDERGROUND_DEPTH | | UNDERGROUND_DEPTH | ||
− | | | + | | mindepth:maxdepth |
− | + | | Depth the creature appears underground | |
− | |||
− | | Depth the creature appears underground | ||
|- | |- | ||
| UNDERSWIM | | UNDERSWIM | ||
| | | | ||
− | | Creature swims under the water and can't be seen | + | | Creature swims under the water and can't be seen. |
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|- | |- | ||
| USE_MATERIAL_TEMPLATE | | USE_MATERIAL_TEMPLATE | ||
− | | | + | | token:material template |
− | + | | Loads a material, and gives it a shortname for later reference | |
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|- | |- | ||
| USE_TISSUE_TEMPLATE | | USE_TISSUE_TEMPLATE | ||
− | | | + | | Template Name |
− | |||
− | |||
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. | | Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. | ||
Line 1,774: | Line 1,409: | ||
| Changes the language of the creature into an unintelligible mess. | | Changes the language of the creature into an unintelligible mess. | ||
|} | |} | ||
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==V== | ==V== | ||
Line 1,789: | Line 1,420: | ||
| | | | ||
| unknown | | unknown | ||
+ | |||
+ | |- | ||
+ | | 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 | | VERMIN_BITE | ||
| | | | ||
− | * | + | *amount |
− | *verb (bitten, stung | + | *verb (bitten, stung) |
− | * | + | *LOCAL_CREATURE_MAT |
− | | | + | *MATERIAL |
− | + | | vermin bites, and injects something. | |
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|- | |- | ||
| VERMIN_FISH | | VERMIN_FISH | ||
| | | | ||
− | | | + | | Acts like a fish |
|- | |- | ||
| VERMIN_GROUNDER | | VERMIN_GROUNDER | ||
| | | | ||
− | | The creature | + | | The creature can be picked up if you stand over it. (Requires confirmation) |
+ | 'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)' | ||
|- | |- | ||
| VERMIN_HATEABLE | | VERMIN_HATEABLE | ||
− | | | + | | |
| Some dwarves will hate the creature and get unhappy thoughts when around it. | | Some dwarves will hate the creature and get unhappy thoughts when around it. | ||
Line 1,821: | Line 1,454: | ||
| VERMIN_MICRO | | VERMIN_MICRO | ||
| | | | ||
− | | 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. | + | | 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. |
|- | |- | ||
Line 1,836: | Line 1,469: | ||
| VERMIN_NOTRAP | | VERMIN_NOTRAP | ||
| | | | ||
− | | The creature cannot be caught | + | | 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)) |
|- | |- | ||
| VERMIN_ROTTER | | VERMIN_ROTTER | ||
| | | | ||
− | | 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. | + | | 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. |
|- | |- | ||
| VERMIN_SOIL | | VERMIN_SOIL | ||
| | | | ||
− | | The creature randomly appears near dirt or mud. | + | | The creature randomly appears near dirt or mud. |
|- | |- | ||
Line 1,856: | Line 1,489: | ||
| VERMINHUNTER | | VERMINHUNTER | ||
| | | | ||
− | | | + | | A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. |
|- | |- | ||
Line 1,862: | Line 1,495: | ||
| | | | ||
| Sets if the creature is active in evening. | | Sets if the creature is active in evening. | ||
− | + | |} | |
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==W== | ==W== | ||
Line 1,887: | Line 1,511: | ||
| WEBBER | | WEBBER | ||
| | | | ||
− | * | + | *LOCAL_CREATURE_MAT |
− | | | + | *MATERIAL (eg SILK) |
+ | | allows the creature to web, and defines what the webs are made of. | ||
|- | |- | ||
| WEBIMMUNE | | WEBIMMUNE | ||
| | | | ||
− | | The creature will not get caught in | + | | The creature will not get caught in webs. |
|} | |} | ||
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