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Editing v0.34:Creature token
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Latest revision | Your text | ||
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− | {{ | + | {{av}}{{Quality|Exceptional}} |
− | {{ | ||
A full list of all known creature tokens. | A full list of all known creature tokens. | ||
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|- | |- | ||
− | + | | ADOPTS_OWNER | |
| Caste | | Caste | ||
| | | | ||
| 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}} | | 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 | |
| Caste | | Caste | ||
| | | | ||
− | | Creature needs alcohol to get through the working day | + | | Creature needs alcohol to get through the working day. |
− | |- | + | |- |
− | + | | ALL_ACTIVE | |
| Caste | | Caste | ||
| | | | ||
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. | | Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. | ||
− | |- | + | |- |
− | + | | ALTTILE | |
| Creature | | Creature | ||
| | | | ||
| If set, the creature will blink between its [TILE] and its [ALTTILE]. | | If set, the creature will blink between its [TILE] and its [ALTTILE]. | ||
− | |- | + | |- |
− | + | | AMBUSHPREDATOR | |
| Caste | | Caste | ||
| | | | ||
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}} | | Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}} | ||
− | |- | + | |- |
− | + | | AMPHIBIOUS | |
| Caste | | Caste | ||
| | | | ||
Line 55: | Line 54: | ||
|- | |- | ||
− | + | | APP_MOD_DESC_RANGE | |
| Caste | | Caste | ||
| | | | ||
Line 62: | Line 61: | ||
|- | |- | ||
− | + | | APP_MOD_GENETIC_MODEL | |
| Caste | | Caste | ||
| | | | ||
Line 69: | Line 68: | ||
|- | |- | ||
− | + | | APP_MOD_IMPORTANCE | |
| Caste | | Caste | ||
| | | | ||
Line 75: | Line 74: | ||
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}} | | Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}} | ||
− | |- | + | |- |
− | + | | APP_MOD_NOUN | |
| Caste | | Caste | ||
| | | | ||
Line 83: | Line 82: | ||
| creates a noun for the appearance and whether it is singular or plural | | creates a noun for the appearance and whether it is singular or plural | ||
− | |- | + | |- |
− | + | | APP_MOD_RATE | |
| Caste | | Caste | ||
| | | | ||
Line 94: | Line 93: | ||
| setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely. | | setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely. | ||
− | |- | + | |- |
− | + | | APPLY_CREATURE_VARIATION | |
| Special | | Special | ||
| | | | ||
Line 101: | Line 100: | ||
| Loads the Creature Variation Template specified. | | Loads the Creature Variation Template specified. | ||
− | |- | + | |- |
− | + | | APPLY_CURRENT_CREATURE_VARIATION | |
| Special | | Special | ||
| | | | ||
| Applies loaded Creature Variation | | Applies loaded Creature Variation | ||
− | |- | + | |- |
− | + | | AQUATIC | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Allows a creature to breathe underwater, but causes it to "drown" out of [[water]]. |
− | |- | + | |- |
− | + | | ARENA_RESTRICTED | |
| Caste | | Caste | ||
| | | | ||
− | | Does not appear in arena mode list | + | | Does not appear in arena mode list |
|- | |- | ||
− | + | | ARTIFICIAL_HIVEABLE | |
| Creature | | Creature | ||
| | | | ||
Line 126: | Line 125: | ||
|- | |- | ||
− | + | | AT_PEACE_WITH_WILDLIFE | |
| Caste | | Caste | ||
| | | | ||
| Does not attack or frighten wildlife. | | Does not attack or frighten wildlife. | ||
− | |- | + | |- |
− | + | | ATTACK | |
| Caste | | Caste | ||
| | | | ||
Line 145: | Line 144: | ||
''BODYPART:BY_CATEGORY:HORN'' : the horn is used to attack (presuming the creature has one) | ''BODYPART:BY_CATEGORY:HORN'' : the horn is used to attack (presuming the creature has one) | ||
− | |- | + | |- |
− | + | | ATTACK_TRIGGER | |
| Caste | | Caste | ||
| pop:exported wealth:created wealth | | pop:exported wealth:created wealth | ||
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! width="50%" | Description | ! width="50%" | Description | ||
− | |- | + | |- |
− | + | | BABY | |
| Caste | | Caste | ||
| integer | | integer | ||
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage. | | Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage. | ||
− | |- | + | |- |
− | + | | BABYNAME | |
| Caste | | Caste | ||
| singular:plural | | 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. | | Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME. | ||
− | |- | + | |- |
− | + | | BEACH_FREQUENCY | |
| Caste | | Caste | ||
| | | | ||
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. | | [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. | ||
− | |- | + | |- |
− | + | | BENIGN | |
| Caste | | Caste | ||
| | | | ||
− | | The creature | + | | The creature will only show up in "tame" biomes. Such creatures will generally avoid dwarves, although they may chase and/or attack them if they get too close, notably including [[elephant]]s. |
− | |- | + | |- |
− | + | | BIOME | |
| Creature | | Creature | ||
| | | | ||
Line 196: | Line 195: | ||
| Select a [[Biome]] the creature may appear in. | | Select a [[Biome]] the creature may appear in. | ||
− | |- | + | |- |
− | + | | BLOOD | |
| Caste | | Caste | ||
| | | | ||
Line 204: | Line 203: | ||
| Specifies what the creature's blood is made of. | | Specifies what the creature's blood is made of. | ||
− | |- | + | |- |
− | + | | BLOODSUCKER | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | ? |
− | |- | + | |- |
− | + | | BODY | |
| Caste | | Caste | ||
| body parts | | body parts | ||
Line 217: | Line 216: | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /> | [BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /> | ||
− | This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. | + | 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 | |
| Caste | | Caste | ||
| | | | ||
Line 231: | Line 230: | ||
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation. | ''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation. | ||
− | |- | + | |- |
− | + | | BODY_DETAIL_PLAN | |
| Caste | | Caste | ||
− | | PlanName, PlanName:type:type:type:etc | + | | 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. | | 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. | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
Line 242: | Line 241: | ||
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' | ''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' | ||
− | |- | + | |- |
− | + | | BODY_SIZE | |
| Caste | | Caste | ||
| years:days: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 /> | '''Example:'''<br /> | ||
[BODY_SIZE:0:0:10000]<br /> | [BODY_SIZE:0:0:10000]<br /> | ||
[BODY_SIZE:1:168:50000]<br /> | [BODY_SIZE:1:168:50000]<br /> | ||
[BODY_SIZE:12:0:220000]<br /> | [BODY_SIZE:12:0:220000]<br /> | ||
− | This describes the size of a [[minotaur]]. His birth size would be | + | 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 |
− | |- | + | |- |
− | + | | BODYGLOSS | |
| Caste | | Caste | ||
| gloss | | gloss | ||
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt) | | Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt) | ||
− | |- | + | |- |
− | + | | BONECARN | |
| Caste | | Caste | ||
| | | | ||
− | | Creature eats bones. Implies CARNIVORE | + | | Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE. Civilized creatures (ex. Kobolds) with this tag tend to die out during world generation. |
− | |- | + | |- |
− | + | | BP_APPEARANCE_MODIFIER | |
| Caste | | Caste | ||
| | | | ||
Line 273: | Line 272: | ||
| 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) | | 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 | |
| Caste | | Caste | ||
| 1 or 2 | | 1 or 2 | ||
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! width="50%" | Description | ! width="50%" | Description | ||
− | |- | + | |- |
− | + | | CAN_DO_INTERACTION | |
| Caste | | Caste | ||
| interaction token | | interaction token | ||
| The creature can perform an interaction. See [[interaction token]]. | | The creature can perform an interaction. See [[interaction token]]. | ||
− | |- | + | |- |
− | + | | CAN_LEARN | |
| Caste | | Caste | ||
| | | | ||
− | | The creature | + | | 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. |
− | |- | + | |- |
− | + | | CAN_SPEAK | |
| Caste | | Caste | ||
| | | | ||
| 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}} | | 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}} | ||
− | |- | + | |- |
− | + | | CANNOT_UNDEAD | |
| Caste | | Caste | ||
| | | | ||
| Alias for NOT_LIVING | | Alias for NOT_LIVING | ||
− | |- | + | |- |
− | + | | CANOPENDOORS | |
| Caste | | Caste | ||
| | | | ||
| Allows the creature to open doors. | | Allows the creature to open doors. | ||
− | |- | + | |- |
− | + | | CARNIVORE | |
| Caste | | Caste | ||
| | | | ||
− | | Creature ''only'' eats meat. | + | | Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT. |
− | |- | + | |- |
− | + | | CASTE | |
| Creature | | Creature | ||
| | | | ||
*name | *name | ||
− | | | + | | defines a caste |
|- | |- | ||
− | + | | CASTE_ALTTILE | |
| Caste | | Caste | ||
| | | | ||
*tile number or "letter" | *tile number or "letter" | ||
− | | Caste-specific | + | | Caste-specific alternate tile. Requires CASTE_TILE. |
|- | |- | ||
− | + | | CASTE_COLOR | |
| Caste | | Caste | ||
| | | | ||
Line 349: | Line 348: | ||
*bg | *bg | ||
*brightness | *brightness | ||
− | | | + | | Creature tile color of the caste. |
|- | |- | ||
− | + | | CASTE_GLOWCOLOR | |
| Caste | | Caste | ||
| | | | ||
Line 358: | Line 357: | ||
*bg | *bg | ||
*brightness | *brightness | ||
− | | | + | | GLOWTILE color of the caste. |
|- | |- | ||
− | + | | CASTE_GLOWTILE | |
| Caste | | Caste | ||
| | | | ||
*tile value or "letter" | *tile value or "letter" | ||
− | | Caste-specific | + | | Caste-specific glowtile |
− | |- | + | |- |
− | + | | CASTE_NAME | |
| Caste | | Caste | ||
| singular:plural:adjective | | singular:plural:adjective | ||
− | | | + | | The name of the caste of the creature in the game. |
− | |- | + | |- |
− | + | | CASTE_PROFESSION_NAME | |
| Caste | | Caste | ||
| | | | ||
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*singular | *singular | ||
*plural | *plural | ||
− | | | + | | alters the name of the given profession, caste-specific |
|- | |- | ||
− | + | | CASTE_SOLDIER_ALTTILE | |
| Caste | | Caste | ||
| 'character' or tile number | | 'character' or tile number | ||
− | | | + | | Creatures of this caste active in their civilization's military will blink between their default soldier tile and this one. Requires CASTE_SOLDIER_TILE. |
|- | |- | ||
− | + | | CASTE_SOLDIER_TILE | |
| Caste | | Caste | ||
| 'character' or tile number | | 'character' or tile number | ||
− | | | + | | Creatures of this caste active in their civilization's military will use this tile instead. |
− | |- | + | |- |
− | + | | CASTE_SPEECH | |
| Caste | | Caste | ||
− | | speech file | + | | speech file? |
− | | | + | | Possibly a caste-specific instance of the SPEECH token |
|- | |- | ||
− | + | | CASTE_TILE | |
| Caste | | Caste | ||
| | | | ||
* tile number or "letter" | * tile number or "letter" | ||
− | | Caste-specific | + | | Caste-specific creature tile. |
− | |- | + | |- |
− | + | | CAVE_ADAPT | |
| Caste | | Caste | ||
| | | | ||
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. | | Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. | ||
− | |- | + | |- |
− | + | | CDI | |
| Caste | | Caste | ||
| Varies | | Varies | ||
Line 420: | Line 419: | ||
|- | |- | ||
− | + | | CHANGE_BODY_SIZE_PERC | |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | |
− | |- | + | |- |
− | + | | CHILD | |
| Caste | | Caste | ||
| integer | | integer | ||
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode. | | age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode. | ||
− | |- | + | |- |
− | + | | CHILDNAME | |
| Caste | | Caste | ||
| singular:plural | | 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. | | Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME. | ||
− | |- | + | |- |
− | + | | CLUSTER_NUMBER | |
| Creature | | Creature | ||
| | | | ||
Line 447: | Line 446: | ||
|- | |- | ||
− | + | | CLUTCH_SIZE | |
| Caste | | Caste | ||
| | | | ||
Line 455: | Line 454: | ||
|- | |- | ||
− | + | | COLONY_EXTERNAL | |
| Caste | | Caste | ||
| | | | ||
| Caste hovers around colony. | | Caste hovers around colony. | ||
− | |- | + | |- |
− | + | | COLOR | |
| Creature | | Creature | ||
| foreground:background:brightness | | foreground:background:brightness | ||
− | | Color of the creature's tile | + | | Color of the creature's tile. |
− | |- | + | |- |
− | + | | COMMON_DOMESTIC | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | 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 | | Caste | ||
| | | | ||
| 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. | | 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. | ||
− | |- | + | |- |
− | + | | COOKABLE_LIVE | |
| Caste | | Caste | ||
| | | | ||
− | | Set this to allow the creature to be cooked in meals without first being butchered/ | + | | Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned. |
|- | |- | ||
− | + | | CRAZED | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Attacks all creatures, including undead and inorganic ones. |
− | |- | + | |- |
− | + | | COPY_TAGS_FROM | |
| Special | | Special | ||
| | | | ||
Line 497: | Line 496: | ||
| Copies tags from another specified creature. | | Copies tags from another specified creature. | ||
− | |- | + | |- |
− | + | | CREATURE_CLASS | |
| Caste | | Caste | ||
| | | | ||
*classname | *classname | ||
− | | | + | | 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 | |
| Creature | | Creature | ||
| 'character' or tile number | | 'character' or tile number | ||
| Creatures active in their civilization's military will use this tile instead. | | Creatures active in their civilization's military will use this tile instead. | ||
− | |- | + | |- |
− | + | | CREATURE_TILE | |
| Creature | | Creature | ||
| 'character' or tile number | | 'character' or tile number | ||
| The symbol of the creature in ASCII mode. | | The symbol of the creature in ASCII mode. | ||
− | |- | + | |- |
− | + | | CREPUSCULAR | |
| Caste | | Caste | ||
| | | | ||
| Sets if the creature is active at twilight. | | Sets if the creature is active at twilight. | ||
− | |- | + | |- |
− | + | | CURIOUSBEAST_EATER | |
| Caste | | Caste | ||
| | | | ||
| Allows a creature to steal and eat edible items from a site. | | Allows a creature to steal and eat edible items from a site. | ||
− | |- | + | |- |
− | + | | CURIOUSBEAST_GUZZLER | |
| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. | + | | 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 | |
| Caste | | Caste | ||
| | | | ||
− | | 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). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items. |
− | |- | + | |- |
− | + | | CV_ADD_TAG | |
| Special | | Special | ||
| | | | ||
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| Adds a tag. Used in conjunction with creature variation templates. | | Adds a tag. Used in conjunction with creature variation templates. | ||
− | |- | + | |- |
− | + | | CV_REMOVE_TAG | |
| Special | | Special | ||
| | | | ||
Line 567: | Line 566: | ||
! width="50%" | Description | ! width="50%" | Description | ||
− | |- | + | |- |
− | + | | DEMON | |
| Caste | | Caste | ||
| | | | ||
| Found on generated [[demon]]s. Cannot be specified in user-defined raws. | | Found on generated [[demon]]s. Cannot be specified in user-defined raws. | ||
− | |- | + | |- |
− | + | | DESCRIPTION | |
| Caste | | Caste | ||
| text | | text | ||
Line 580: | Line 579: | ||
|- | |- | ||
− | + | | DIE_WHEN_VERMIN_BITE | |
| Caste | | Caste | ||
| | | | ||
− | | Dies upon attacking. Used for | + | | Dies upon attacking. Used for bee stings. |
− | |- | + | |- |
− | + | | DIFFICULTY | |
| Caste | | Caste | ||
| integer | | integer | ||
− | | | + | | 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." (Outdated? This particular quote referred to version .23a) Also increases experience gain during adventure mode. |
− | |- | + | |- |
− | + | | DIURNAL | |
| Caste | | Caste | ||
| | | | ||
Line 598: | Line 597: | ||
|- | |- | ||
− | + | | DIVE_HUNTS_VERMIN | |
| Caste | | Caste | ||
| | | | ||
− | | Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. | + | | Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. May be bugged due to fortress pets remaining earthbound. |
− | |- | + | |- |
− | + | | DOES_NOT_EXIST | |
| Creature | | Creature | ||
| | | | ||
− | | Creature does not actually exist; used for | + | | Creature does not actually exist; used for fanciful creatures. |
|} | |} | ||
Line 623: | Line 622: | ||
|- | |- | ||
− | + | | EBO_ITEM | |
| Caste | | Caste | ||
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material) | | [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material) | ||
Line 629: | Line 628: | ||
|- | |- | ||
− | + | | EBO_SHAPE | |
| Caste | | Caste | ||
| gem shape | | gem shape | ||
Line 635: | Line 634: | ||
|- | |- | ||
− | + | | EGG_MATERIAL | |
| Caste | | Caste | ||
| | | | ||
Line 643: | Line 642: | ||
|- | |- | ||
− | + | | EGG_SIZE | |
| Caste | | Caste | ||
| | | | ||
*size | *size | ||
− | | Determines the | + | | Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes. |
|- | |- | ||
− | + | | EQUIPMENT_WAGON | |
| Creature | | Creature | ||
| | | | ||
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant. | | Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant. | ||
− | |- | + | |- |
− | + | | EQUIPS | |
| Caste | | Caste | ||
| | | | ||
| Allows the creature to wear or wield items. | | Allows the creature to wear or wield items. | ||
− | |- | + | |- |
− | + | | EVIL | |
| Creature | | Creature | ||
| | | | ||
− | | Creature is considered evil and will only show up in evil biomes | + | | Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures. |
|- | |- | ||
− | + | | EXTRA_BUTCHER_OBJECT | |
| Caste | | Caste | ||
| | | | ||
Line 675: | Line 674: | ||
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE. | | The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE. | ||
− | |- | + | |- |
− | + | | EXTRACT | |
| Caste | | Caste | ||
| | | | ||
Line 682: | Line 681: | ||
| Defines a creature extract which can be obtained via [[small animal dissection]]. | | Defines a creature extract which can be obtained via [[small animal dissection]]. | ||
− | |- | + | |- |
− | + | | EXTRAVISION | |
| Caste | | Caste | ||
| | | | ||
Line 701: | Line 700: | ||
! width="50%" | Description | ! width="50%" | Description | ||
− | |- | + | |- |
− | + | | FANCIFUL | |
| Creature | | Creature | ||
| | | | ||
− | | 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. Conflicts with [COMMON_DOMESTIC] |
|- | |- | ||
− | + | | FEATURE_ATTACK_GROUP | |
| Caste | | Caste | ||
| | | | ||
− | | Found on subterranean | + | | Found on subterranean animalmen. |
|- | |- | ||
− | + | | FEATURE_BEAST | |
| Caste | | Caste | ||
| | | | ||
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws. | | Found on [[forgotten beast]]s. Cannot be specified in user-defined raws. | ||
− | |- | + | |- |
− | + | | FEMALE | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste. |
− | |- | + | |- |
− | + | | FIREIMMUNE | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Renders a creature immune to being damaged by FIREBREATH's short range cone attack. |
− | |- | + | |- |
− | + | | FIREIMMUNE_SUPER | |
| Caste | | Caste | ||
| | | | ||
− | | The creature is immune to | + | | The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. |
− | |- | + | |- |
− | + | | FISHITEM | |
| Caste | | Caste | ||
| | | | ||
| Needs to be cleaned at a fishery | | Needs to be cleaned at a fishery | ||
− | |- | + | |- |
− | + | | FIXED_TEMP | |
| Caste | | Caste | ||
| temperature | | temperature | ||
| The natural heat generated by the creature. | | The natural heat generated by the creature. | ||
− | |- | + | |- |
− | + | | FLEEQUICK | |
| Caste | | Caste | ||
| | | | ||
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance. | | Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance. | ||
− | |- | + | |- |
− | + | | FLIER | |
| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to fly. Fortress Mode pathfinding only partially incorporates | + | | 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 | |
| Creature | | Creature | ||
| | | | ||
*number, max 100 | *number, max 100 | ||
− | | Determines the | + | | 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 781: | Line 780: | ||
! width="50%" | Description | ! width="50%" | Description | ||
− | |- | + | |- |
− | + | | GENERAL_BABY_NAME | |
| Creature | | Creature | ||
| singular:plural | | singular:plural | ||
− | | | + | | name at creature level |
− | |- | + | |- |
− | + | | GENERAL_CHILD_NAME | |
| Creature | | Creature | ||
| singular:plural | | singular:plural | ||
− | | | + | | name at creature level |
|- | |- | ||
− | + | | GENERAL_MATERIAL_FORCE_MULTIPLIER | |
| Caste | | Caste | ||
| A:B | | A:B | ||
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}} | | Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}} | ||
− | |- | + | |- |
− | + | | GENERATED | |
| Creature | | Creature | ||
| | | | ||
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws. | | Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws. | ||
− | |- | + | |- |
− | + | | GETS_INFECTIONS_FROM_ROT | |
| Caste | | Caste | ||
| | | | ||
Line 812: | Line 811: | ||
|- | |- | ||
− | + | | GETS_WOUND_INFECTIONS | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Creature's wounds can become infected. |
− | |- | + | |- |
− | + | | GLOWCOLOR | |
| Creature | | Creature | ||
| | | | ||
Line 824: | Line 823: | ||
*background | *background | ||
*brightness | *brightness | ||
− | | The colour of the creature | + | | The colour of the GLOWTILE of the creature. |
− | |- | + | |- |
− | + | | GLOWTILE | |
| Creature | | Creature | ||
| 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. 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. | | 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 | |
| Caste | | Caste | ||
| verb | | verb | ||
− | | The creature | + | | The creature chews on food barrels and bags. The verb is past tense, for example [GNAWER:gnawed]. |
|- | |- | ||
− | + | | GOBBLE_VERMIN_CLASS | |
| Caste | | Caste | ||
| class | | class | ||
Line 845: | Line 844: | ||
|- | |- | ||
− | + | | GOBBLE_VERMIN_CREATURE | |
| Caste | | Caste | ||
| creature:caste | | creature:caste | ||
| The creature eats a specified vermin. | | The creature eats a specified vermin. | ||
− | |- | + | |- |
− | + | | GO_TO_END | |
| Special | | Special | ||
| | | | ||
| When using tags from an existing creature, inserts new tags at the end of the creature. | | When using tags from an existing creature, inserts new tags at the end of the creature. | ||
− | |- | + | |- |
− | + | | GO_TO_START | |
| Special | | Special | ||
| | | | ||
| When using tags from an existing creature, inserts new tags at the beginning of the creature. | | When using tags from an existing creature, inserts new tags at the beginning of the creature. | ||
− | |- | + | |- |
− | + | | GO_TO_TAG | |
| Special | | Special | ||
| | | | ||
| When using tags from an existing creature, inserts new tags after the specified tag. | | When using tags from an existing creature, inserts new tags after the specified tag. | ||
− | |- | + | |- |
− | + | | GOOD | |
| Creature | | Creature | ||
| | | | ||
− | | Creature is considered good and will only show up in good biomes | + | | Creature is considered good and will only show up in good biomes, for example [[unicorn]]s. Presumably has no effect on cavern creatures. |
− | |- | + | |- |
− | + | | GRASSTRAMPLE | |
| Caste | | Caste | ||
| value | | value | ||
Line 881: | Line 880: | ||
|- | |- | ||
− | + | | GRAVITATE_BODY_SIZE | |
| Caste | | Caste | ||
| target value | | target value | ||
Line 887: | Line 886: | ||
|- | |- | ||
− | + | | GRAZER | |
| Caste | | Caste | ||
| | | | ||
*number | *number | ||
− | | | + | | Animals is a grazer. The higher the number, the less frequently it needs to eat in order to survive. |
|} | |} | ||
Line 907: | Line 906: | ||
|- | |- | ||
− | + | | HABIT | |
| Caste | | Caste | ||
| type:probability | | type:probability | ||
− | | Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly | + | | 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. |
|- | |- | ||
− | + | | HABIT_NUM | |
| Caste | | Caste | ||
| number or TEST_ALL | | number or TEST_ALL | ||
− | | "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] | + | | "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] |
− | |- | + | |- |
− | + | | HAS_NERVES | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | 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. |
− | |- | + | |- |
− | + | | HASSHELL | |
| Caste | | Caste | ||
| | | | ||
Line 931: | Line 930: | ||
|- | |- | ||
− | + | | HIVE_PRODUCT | |
| Creature | | Creature | ||
| | | | ||
Line 939: | Line 938: | ||
| What product is harvested from [[Beekeeping industry|beekeeping]]. | | What product is harvested from [[Beekeeping industry|beekeeping]]. | ||
− | |- | + | |- |
− | + | | HOMEOTHERM | |
| Caste | | Caste | ||
| | | | ||
Line 946: | Line 945: | ||
|- | |- | ||
− | + | | HUNTS_VERMIN | |
| Caste | | Caste | ||
| | | | ||
Line 966: | Line 965: | ||
|- | |- | ||
− | + | | IMMOBILE | |
| Caste | | Caste | ||
| | | | ||
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are effected, if one is IMMOBILE no breeding will happen) | | The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are effected, if one is IMMOBILE no breeding will happen) | ||
− | |- | + | |- |
− | + | | IMMOBILE_LAND | |
| Caste | | Caste | ||
| | | | ||
| The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land. | | The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land. | ||
− | |- | + | |- |
− | + | | IMMOLATE | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. |
− | |- | + | |- |
− | + | | INTELLIGENT | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Shortcut for [CAN_SPEAK] + [CAN_LEARN]. |
− | |- | + | |- |
− | + | | ITEMCORPSE | |
| Caste | | Caste | ||
| | | | ||
* [[item token]] | * [[item token]] | ||
* [[material token]] | * [[material token]] | ||
− | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc | + | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc). |
− | |- | + | |- |
− | + | | ITEMCORPSE_QUALITY | |
| Caste | | Caste | ||
| | | | ||
Line 1,017: | Line 1,016: | ||
|- | |- | ||
− | + | | LAIR | |
| Caste | | Caste | ||
| type:probability | | type:probability | ||
− | | Found on megabeasts, semimegabeasts, and night | + | | 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. |
|- | |- | ||
− | + | | LAIR_CHARACTERISTIC | |
| Caste | | Caste | ||
| characteristic:probability | | characteristic:probability | ||
Line 1,029: | Line 1,028: | ||
|- | |- | ||
− | + | | LAIR_HUNTER | |
| Caste | | Caste | ||
| | | | ||
Line 1,035: | Line 1,034: | ||
|- | |- | ||
− | + | | LAIR_HUNTER_SPEECH | |
| Caste | | Caste | ||
| speech file | | speech file | ||
| What this creature says while hunting adventurers in its lair. | | What this creature says while hunting adventurers in its lair. | ||
− | |- | + | |- |
− | + | | LARGE_PREDATOR | |
| Caste | | Caste | ||
| | | | ||
− | | 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). | + | | 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." |
− | |- | + | |- |
− | + | | LARGE_ROAMING | |
| Creature | | Creature | ||
| | | | ||
Line 1,053: | Line 1,052: | ||
|- | |- | ||
− | + | | LAYS_EGGS | |
| Caste | | Caste | ||
| | | | ||
Line 1,059: | Line 1,058: | ||
|- | |- | ||
− | + | | LAYS_UNUSUAL_EGGS | |
| Caste | | Caste | ||
| | | | ||
Line 1,066: | Line 1,065: | ||
| Creature lays a particular item instead of regular eggs. | | Creature lays a particular item instead of regular eggs. | ||
− | |- | + | |- |
− | + | | LIGAMENTS | |
| Caste | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
*healing rate | *healing rate | ||
− | | | + | | Defines the material and healing rate of ligaments. |
− | + | |- | |
− | |- | + | | LIGHT_GEN |
− | |||
| Caste | | Caste | ||
| | | | ||
| The creature will generate light, such as in adventurer mode at night. | | The creature will generate light, such as in adventurer mode at night. | ||
− | |- | + | |- |
− | + | | LIKES_FIGHTING | |
| Caste | | Caste | ||
| | | | ||
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. | | The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. | ||
− | |- | + | |- |
− | + | | LISP | |
| Caste | | Caste | ||
| | | | ||
Line 1,094: | Line 1,092: | ||
|- | |- | ||
− | + | | LITTERSIZE | |
| Caste | | Caste | ||
| | | | ||
− | * | + | * minumum |
* maximum | * maximum | ||
− | | Determines the | + | | Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2] |
− | |- | + | |- |
− | + | | LOCKPICKER | |
| Caste | | Caste | ||
| | | | ||
| Lets a creature open doors that are set to forbidden in Fortress Mode. | | Lets a creature open doors that are set to forbidden in Fortress Mode. | ||
− | |- | + | |- |
− | + | | LOOSE_CLUSTERS | |
| Creature | | Creature | ||
| | | | ||
Line 1,126: | Line 1,124: | ||
! width="50%" | Description | ! width="50%" | Description | ||
− | |- | + | |- |
− | + | | MAGICAL | |
| Caste | | Caste | ||
| | | | ||
| Unknown. | | Unknown. | ||
− | |- | + | |- |
− | + | | MAGMA_VISION | |
| Caste | | Caste | ||
| | | | ||
| Creature's able to see while covered in magma. | | Creature's able to see while covered in magma. | ||
− | |- | + | |- |
− | + | | MALE | |
| Caste | | Caste | ||
| | | | ||
− | | The | + | | The species or caste is all male. |
|- | |- | ||
− | + | | MANNERISM_* | |
| Caste | | Caste | ||
| | | | ||
*occasionally body part | *occasionally body part | ||
| Adds a possible mannerism to the creature's profile. | | Adds a possible mannerism to the creature's profile. | ||
− | + | Refer to [[Creature mannerism token]]s | |
|- | |- | ||
− | + | | MATERIAL | |
| Creature | | Creature | ||
| | | | ||
Line 1,160: | Line 1,158: | ||
|- | |- | ||
− | + | | MATERIAL_FORCE_MULTIPLIER | |
| Caste | | Caste | ||
| | | | ||
Line 1,167: | Line 1,165: | ||
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}} | | Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}} | ||
− | |- | + | |- |
− | + | | MATUTINAL | |
| Caste | | Caste | ||
| | | | ||
| Sets if the creature is active in dawn. | | Sets if the creature is active in dawn. | ||
− | |- | + | |- |
− | + | | MAXAGE | |
| Caste | | Caste | ||
| min:max | | 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. | | 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. | ||
− | |- | + | |- |
− | + | | MEANDERER | |
| Caste | | Caste | ||
| | | | ||
| Gives a creature random movement. | | Gives a creature random movement. | ||
− | |- | + | |- |
− | + | | MEGABEAST | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped. |
|- | |- | ||
− | + | |MENT_ATT_CAP_PERC | |
| Caste | | Caste | ||
| | | | ||
Line 1,199: | Line 1,197: | ||
|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). | |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 | |
| Caste | | Caste | ||
| | | | ||
Line 1,207: | Line 1,205: | ||
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000. | | 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 | |
| Caste | | Caste | ||
| | | | ||
Line 1,218: | Line 1,216: | ||
| Mental attribute gain/decay rates. Defaults are 500:4:5:4. | | Mental attribute gain/decay rates. Defaults are 500:4:5:4. | ||
− | |- | + | |- |
− | + | | MILKABLE | |
| Caste | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
* frequency | * frequency | ||
− | | Allows the creature to be milked | + | | Allows the creature to be milked. |
|- | |- | ||
− | + | | MISCHIEVIOUS | |
| Caste | | Caste | ||
| | | | ||
− | | Alias for MISCHIEVOUS | + | | Alias for MISCHIEVOUS |
− | |- | + | |- |
− | + | | MISCHIEVOUS | |
| Caste | | Caste | ||
| | | | ||
| 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." | | 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." | ||
− | |- | + | |- |
− | + | | MODVALUE | |
| Caste | | Caste | ||
| | | | ||
| Seemingly no longer used. | | Seemingly no longer used. | ||
− | |- | + | |- |
− | + | | MOUNT | |
| Caste | | Caste | ||
| | | | ||
− | | Creature may be used as a mount | + | | Creature may be used as a mount. |
− | |- | + | |- |
− | + | | MOUNT_EXOTIC | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | ? |
− | |- | + | |- |
− | + | | MULTIPLE_LITTER_RARE | |
| Caste | | Caste | ||
| | | | ||
− | | Makes litters with more than one offspring rare | + | | Makes litters with more than one offspring rare. |
− | |- | + | |- |
− | + | | MUNDANE | |
| Creature | | Creature | ||
| | | | ||
Line 1,281: | Line 1,279: | ||
! width="50%" | Description | ! width="50%" | Description | ||
− | |- | + | |- |
− | + | | NAME | |
| Creature | | Creature | ||
| singular:plural:adjective | | 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. If left undefined, the creature will be labeled as "nothing" by the game. | | The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as "nothing" by the game. | ||
− | |- | + | |- |
− | + | | NATURAL | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Alias for NATURAL_ANIMAL |
|- | |- | ||
− | + | | NATURAL_ANIMAL | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Animal is considered to be natural. |
|- | |- | ||
− | + | | NATURAL_SKILL | |
| Caste | | Caste | ||
| [[Skill_token|Skill token]]:value | | [[Skill_token|Skill token]]: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. | + | | 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). |
|- | |- | ||
− | + | | NIGHT_CREATURE_BOGEYMAN | |
| Caste | | Caste | ||
| | | | ||
Line 1,312: | Line 1,310: | ||
|- | |- | ||
− | + | | NIGHT_CREATURE_HUNTER | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | 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). Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures. |
− | This tag | + | This tag also seems to cause the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. |
− | |- | + | |- |
− | + | | NO_AUTUMN | |
| Caste | | Caste | ||
| | | | ||
Line 1,326: | Line 1,324: | ||
|- | |- | ||
− | + | | NO_CONNECTIONS_FOR_MOVEMENT | |
| Caste | | Caste | ||
| | | | ||
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away. | | Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away. | ||
− | |- | + | |- |
− | + | | NO_DIZZINESS | |
| Caste | | Caste | ||
| | | | ||
− | | Creature cannot become dizzy | + | | Creature cannot become dizzy |
− | |- | + | |- |
− | + | | NO_DRINK | |
| Caste | | Caste | ||
| | | | ||
| Creature does not need to drink. | | Creature does not need to drink. | ||
− | |- | + | |- |
− | + | | NO_EAT | |
| Caste | | Caste | ||
| | | | ||
| Creature does not need to eat. | | Creature does not need to eat. | ||
− | |- | + | |- |
− | + | | NO_FEVERS | |
| Caste | | Caste | ||
| | | | ||
− | | Creature cannot suffer fevers | + | | Creature cannot suffer fevers |
|- | |- | ||
− | + | | NO_GENDER | |
| Caste | | Caste | ||
| | | | ||
Line 1,362: | Line 1,360: | ||
|- | |- | ||
− | + | | NO_PHYS_ATT_GAIN | |
| Caste | | Caste | ||
| | | | ||
Line 1,368: | Line 1,366: | ||
|- | |- | ||
− | + | | NO_PHYS_ATT_RUST | |
| Caste | | Caste | ||
− | | | + | | ? |
− | | | + | | ? |
− | |- | + | |- |
− | + | | NO_SLEEP | |
| Caste | | Caste | ||
| | | | ||
| Creature does not need to sleep. | | Creature does not need to sleep. | ||
− | |- | + | |- |
− | + | | NO_SPRING | |
| Caste | | Caste | ||
| | | | ||
| This creature caste does not appear in [[Calendar|spring]]. | | This creature caste does not appear in [[Calendar|spring]]. | ||
− | |- | + | |- |
− | + | | NO_SUMMER | |
| Caste | | Caste | ||
| | | | ||
| This creature caste does not appear in [[Calendar|summer]]. | | This creature caste does not appear in [[Calendar|summer]]. | ||
− | |- | + | |- |
− | + | | NO_THOUGHT_CENTER_FOR_MOVEMENT | |
| Caste | | Caste | ||
| | | | ||
− | | Creature doesn't require an organ with the [THOUGHT] tag to survive | + | | Creature doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains. |
− | |- | + | |- |
− | + | | NO_WINTER | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| Caste | | Caste | ||
| | | | ||
| This creature caste does not appear in [[Calendar|winter]]. | | This creature caste does not appear in [[Calendar|winter]]. | ||
− | |- | + | |- |
− | + | | NOBONES | |
| Caste | | Caste | ||
| | | | ||
| Creature has no bones. | | Creature has no bones. | ||
− | |- | + | |- |
− | + | | NOBREATHE | |
| Caste | | Caste | ||
| | | | ||
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. | | Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. | ||
− | |- | + | |- |
− | + | | NOCTURNAL | |
| Caste | | Caste | ||
| | | | ||
| Sets if the creature is active in night. | | Sets if the creature is active in night. | ||
− | |- | + | |- |
− | + | | NOEMOTION | |
| Caste | | Caste | ||
| | | | ||
| The creature has no emotions, and does not rage. | | The creature has no emotions, and does not rage. | ||
− | |- | + | |- |
− | + | | NOEXERT | |
| Caste | | Caste | ||
| | | | ||
− | | Creature can't become tired or over-exerted | + | | Creature can't become tired or over-exerted. |
− | |- | + | |- |
− | + | | NOFEAR | |
| Caste | | Caste | ||
| | | | ||
| Creature doesn't feel fear and will never run away from battle. | | Creature doesn't feel fear and will never run away from battle. | ||
− | |- | + | |- |
− | + | | NOMEAT | |
| Caste | | Caste | ||
| | | | ||
− | | Creature will not drop meat | + | | Creature will not drop meat on butcher. |
− | |- | + | |- |
− | + | | NONAUSEA | |
| Caste | | Caste | ||
| | | | ||
− | | Creature | + | | Creature can't vomit. |
− | |- | + | |- |
− | + | | NOPAIN | |
| Caste | | Caste | ||
| | | | ||
| Creature doesn't feel pain. | | Creature doesn't feel pain. | ||
− | |- | + | |- |
− | + | | NOSKIN | |
| Caste | | Caste | ||
| | | | ||
− | | Creature will not drop | + | | Creature will not drop skin on butcher. |
− | |- | + | |- |
− | + | | NOSKULL | |
| Caste | | Caste | ||
| | | | ||
− | | Creature will not drop | + | | Creature will not drop skull on butcher, rot, or decay of severed head. |
− | |- | + | |- |
− | + | | NOSMELLYROT | |
| Caste | | Caste | ||
| | | | ||
− | | Does not produce miasma when rotting | + | | Does not produce miasma when rotting |
− | |- | + | |- |
− | + | | NOSTUCKINS | |
| Caste | | Caste | ||
| | | | ||
− | | Weapons can't | + | | Weapons can't be stuck in creature. |
− | |- | + | |- |
− | + | | NOSTUN | |
| Caste | | Caste | ||
| | | | ||
− | | Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. | + | | 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. |
− | |- | + | |- |
− | + | | NOT_BUTCHERABLE | |
| Caste | | Caste | ||
| | | | ||
Line 1,500: | Line 1,492: | ||
|- | |- | ||
− | + | | NOT_LIVING | |
| Caste | | Caste | ||
| | | | ||
| Cannot be raised from the dead. | | Cannot be raised from the dead. | ||
− | |- | + | |- |
− | + | | NOTHOUGHT | |
| Caste | | Caste | ||
| | | | ||
− | | Creature doesn't require a [ | + | | Creature doesn't think, or doesn't require a [BRAIN] body part. |
|} | |} | ||
Line 1,524: | Line 1,516: | ||
! width="50%" | Description | ! width="50%" | Description | ||
− | |- | + | |- |
− | + | | OPPOSED_TO_LIFE | |
| Caste | | Caste | ||
| | | | ||
Line 1,544: | Line 1,536: | ||
! width="50%" | Description | ! width="50%" | Description | ||
− | |- | + | |- |
− | + | | PACK_ANIMAL | |
| Caste | | Caste | ||
| | | | ||
− | | 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. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures. |
− | |- | + | |- |
− | + | | PARALYZEIMMUNE | |
| Caste | | Caste | ||
| | | | ||
Line 1,557: | Line 1,549: | ||
|- | |- | ||
− | + | | PATTERNFLIER | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | |
− | |- | + | |- |
− | + | | PEARL | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Creature will generate pearls. |
− | |- | + | |- |
− | + | | PENETRATEPOWER | |
| Caste | | Caste | ||
| value | | value | ||
− | | Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. | + | | 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. |
− | |- | + | |- |
− | + | | PERSONALITY | |
| Caste | | Caste | ||
| | | | ||
Line 1,582: | Line 1,574: | ||
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info. | | Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info. | ||
− | |- | + | |- |
− | + | | PET | |
| Caste | | Caste | ||
| | | | ||
− | | Allows the creature to be tamed | + | | Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status. |
− | |- | + | |- |
− | + | | PET_EXOTIC | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature can be tamed, but it is much harder to tame and most civilizations have limited knowledge. |
− | |- | + | |- |
− | + | | PETVALUE | |
| Caste | | Caste | ||
| value | | value | ||
− | | How valuable a tamed animal is. Actual cost in points in the embarking screen is | + | | 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. |
|- | |- | ||
− | + | | PETVALUE_DIVISOR | |
| Caste | | Caste | ||
| value | | value | ||
Line 1,607: | Line 1,599: | ||
|- | |- | ||
− | + | |PHYS_ATT_CAP_PERC | |
| Caste | | Caste | ||
| | | | ||
Line 1,614: | Line 1,606: | ||
|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). | |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 | |
| Caste | | Caste | ||
| | | | ||
Line 1,622: | Line 1,614: | ||
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000. | | 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 | |
| Caste | | Caste | ||
| | | | ||
Line 1,634: | Line 1,626: | ||
|- | |- | ||
− | + | | PLUS_BP_GROUP | |
| Caste | | Caste | ||
| | | | ||
Line 1,641: | Line 1,633: | ||
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP. | | Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP. | ||
− | |- | + | |- |
− | + | | PLUS_MATERIAL | |
| Creature | | Creature | ||
| | | | ||
Line 1,648: | Line 1,640: | ||
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL. | | Adds a material to selected materials. Used immediately after SELECT_MATERIAL. | ||
− | |- | + | |- |
− | + | | POP_RATIO | |
| Caste | | Caste | ||
| | | | ||
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY. | | Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY. | ||
− | |- | + | |- |
− | + | | POPULATION_NUMBER | |
| Creature | | Creature | ||
| min:max | | min:max | ||
Line 1,661: | Line 1,653: | ||
|- | |- | ||
− | + | | POWER | |
| Caste | | Caste | ||
| | | | ||
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. | | Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. | ||
− | |- | + | |- |
− | + | | PREFSTRING | |
| Creature | | Creature | ||
| string | | string | ||
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random | | Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random | ||
− | |- | + | |- |
− | + | | PROFESSION_NAME | |
| Creature | | Creature | ||
| | | | ||
Line 1,682: | Line 1,674: | ||
|- | |- | ||
− | + | | PRONE_TO_RAGE | |
| Caste | | Caste | ||
− | | | + | | 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 | |
| Caste | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
*matter state (LIQUID, GAS, SOLID) | *matter state (LIQUID, GAS, SOLID) | ||
− | | | + | | Specifies what the creature's wounds will ooze when infected. |
|} | |} | ||
Line 1,708: | Line 1,700: | ||
! width="50%" | Description | ! width="50%" | Description | ||
− | |- | + | |- |
− | + | | RELSIZE | |
| Caste | | Caste | ||
| | | | ||
Line 1,718: | Line 1,710: | ||
|- | |- | ||
− | + | | REMAINS | |
| Caste | | Caste | ||
| singular:plural | | singular:plural | ||
Line 1,724: | Line 1,716: | ||
|- | |- | ||
− | + | | REMAINS_COLOR | |
| Caste | | Caste | ||
| | | | ||
Line 1,730: | Line 1,722: | ||
|- | |- | ||
− | + | | REMAINS_ON_VERMIN_BITE_DEATH | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Leaves remains when its attack causes it to die? Seems to go with DIE_WHEN_VERMIN_BITE. |
|- | |- | ||
− | + | | REMAINS_UNDETERMINED | |
| Caste | | Caste | ||
| | | | ||
| Unknown. | | Unknown. | ||
− | |- | + | |- |
− | + | | REMOVE_MATERIAL | |
| Creature | | Creature | ||
| | | | ||
Line 1,749: | Line 1,741: | ||
|- | |- | ||
− | + | | REMOVE_TISSUE | |
| Creature | | Creature | ||
| | | | ||
Line 1,756: | Line 1,748: | ||
|- | |- | ||
− | + | | RETRACT_INTO_BP | |
| Caste | | Caste | ||
| | | | ||
*BY_TYPE, BY_CATEGORY or BY_TOKEN | *BY_TYPE, BY_CATEGORY or BY_TOKEN | ||
*TYPE, CATEGORY or TOKEN | *TYPE, CATEGORY or TOKEN | ||
− | | The creature will retract | + | | The creature will retract a body part when threatened. |
|- | |- | ||
− | + | | RETURNS_VERMIN_KILLS_TO_OWNER | |
| | | | ||
| | | | ||
− | | | + | | Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner. |
|- | |- | ||
− | + | | ROOT_AROUND | |
| Caste | | Caste | ||
− | | | + | | ? |
− | | | + | | ? |
|} | |} | ||
Line 1,789: | Line 1,781: | ||
! width="50%" | Description | ! width="50%" | Description | ||
− | |- | + | |- |
− | + | | SAVAGE | |
| Creature | | Creature | ||
| | | | ||
| The creature will only show up in "savage" biomes. | | The creature will only show up in "savage" biomes. | ||
− | |- | + | |- |
− | + | | SECRETION | |
| Caste | | Caste | ||
| | | | ||
Line 1,806: | Line 1,798: | ||
| 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_ADDITIONAL_CASTE | |
| Creature | | Creature | ||
| | | | ||
*caste name | *caste name | ||
− | | adds an additional previously defined caste to the selection. Used after SELECT_CASTE. | + | | adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE. |
− | |- | + | |- |
− | + | | SELECT_CASTE | |
| Creature | | Creature | ||
| | | | ||
Line 1,820: | Line 1,812: | ||
| selects a previously defined caste | | selects a previously defined caste | ||
− | |- | + | |- |
− | + | | SELECT_MATERIAL | |
| Creature | | Creature | ||
| | | | ||
Line 1,827: | Line 1,819: | ||
| Selects a locally defined material. Can be ALL. | | Selects a locally defined material. Can be ALL. | ||
− | |- | + | |- |
− | + | | SEMIMEGABEAST | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | 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. |
− | |- | + | |- |
− | + | | SET_BP_GROUP | |
| Caste | | Caste | ||
| | | | ||
Line 1,841: | Line 1,833: | ||
| Begins a selection of body parts. | | Begins a selection of body parts. | ||
− | |- | + | |- |
− | + | | SET_TL_GROUP | |
| Caste | | Caste | ||
| | | | ||
Line 1,852: | Line 1,844: | ||
|- | |- | ||
− | + | | SHEARABLE_TISSUE_LAYER | |
| Caste | | Caste | ||
| | | | ||
Line 1,860: | Line 1,852: | ||
|- | |- | ||
− | + | | SKILL_LEARN_RATE | |
| Caste | | Caste | ||
| [[skill_token]]:percentage | | [[skill_token]]:percentage | ||
Line 1,866: | Line 1,858: | ||
|- | |- | ||
− | + | | SKILL_LEARN_RATES | |
| Caste | | Caste | ||
| percentage | | percentage | ||
Line 1,872: | Line 1,864: | ||
|- | |- | ||
− | + | | SKILL_RATE | |
| Caste | | Caste | ||
| [[skill_token]]:percentage:value:value:value | | [[skill_token]]:percentage:value:value:value | ||
| As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function. | | As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function. | ||
− | |- | + | |- |
− | + | | SKILL_RATES | |
| Caste | | Caste | ||
| | | | ||
Line 1,886: | Line 1,878: | ||
*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). The counter rates may also be replaced with NONE. | | Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE. | ||
− | Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function. | + | 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 | |
| Caste | | Caste | ||
| [[skill_token]]:value:value:value | | [[skill_token]]:value:value:value | ||
Line 1,895: | Line 1,887: | ||
|- | |- | ||
− | + | | SKILL_RUST_RATES | |
| Caste | | Caste | ||
| value:value:value | | value:value:value | ||
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires CAN_LEARN or INTELLIGENT to function. | | The rate at which all skills decay. Lower values cause the skills to decay faster. Requires CAN_LEARN or INTELLIGENT to function. | ||
− | |- | + | |- |
− | + | | SLOW_LEARNER | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | 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 | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | If a creature has this token, it'll leave "remains" instead of a corpse. |
|- | |- | ||
− | + | | SOLDIER_ALTTILE | |
| Creature | | Creature | ||
| 'character' or tile number | | 'character' or tile number | ||
Line 1,919: | Line 1,911: | ||
|- | |- | ||
− | + | | SOUND | |
| Caste | | Caste | ||
| | | | ||
Line 1,932: | Line 1,924: | ||
|- | |- | ||
− | + | | SPECIFIC_FOOD | |
| Caste | | Caste | ||
| | | | ||
* PLANT or CREATURE | * PLANT or CREATURE | ||
* Plant/creature ID | * Plant/creature ID | ||
− | | | + | | Indicates that the creature is only capable of eating a particular type of food. |
− | |- | + | |- |
− | + | | SPEECH | |
| Creature | | Creature | ||
| speech file | | speech file | ||
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech. | | Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech. | ||
− | |- | + | |- |
− | + | | SPEECH_FEMALE | |
| Creature | | Creature | ||
| speech file | | speech file | ||
| Boasting speeches relating to killing females of this creature. | | Boasting speeches relating to killing females of this creature. | ||
− | |- | + | |- |
− | + | | SPEECH_MALE | |
| Creature | | Creature | ||
| speech file | | speech file | ||
| Boasting speeches relating to killing males of this creature. | | Boasting speeches relating to killing males of this creature. | ||
− | |- | + | |- |
− | + | | SPEED | |
| Caste | | Caste | ||
| 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 [[Speed]] for more information. | | 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 | |
| Creature | | Creature | ||
| | | | ||
Line 1,971: | Line 1,963: | ||
|- | |- | ||
− | + | | SPOUSE_CONVERSION_TARGET | |
| Caste | | Caste | ||
| | | | ||
Line 1,977: | Line 1,969: | ||
|- | |- | ||
− | + | | SPOUSE_CONVERTER | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | 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. |
|- | |- | ||
− | + | | SUPERNATURAL | |
| Caste | | Caste | ||
| | | | ||
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown. | | Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown. | ||
− | |- | + | |- |
− | + | | SWIM_SPEED | |
| Caste | | Caste | ||
| | | | ||
Line 1,995: | Line 1,987: | ||
| How fast the creature swims. Typically 2500 (0.38 times the default speed). | | How fast the creature swims. Typically 2500 (0.38 times the default speed). | ||
− | |- | + | |- |
− | + | | SWIMS_INNATE | |
| Caste | | Caste | ||
| | | | ||
− | | The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. | + | | 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. |
− | |- | + | |- |
− | + | | SWIMS_LEARNED | |
| Caste | | Caste | ||
| | | | ||
Line 2,021: | Line 2,013: | ||
! width="50%" | Description | ! width="50%" | Description | ||
− | |- | + | |- |
− | + | | TENDONS | |
| Caste | | Caste | ||
| | | | ||
* [[material token]] | * [[material token]] | ||
*healing rate | *healing rate | ||
− | | | + | | Defines the material and healing rate of tendons. |
− | |- | + | |- |
− | + | | THICKWEB | |
| Caste | | Caste | ||
| | | | ||
| The creature's webs can catch larger creatures. | | The creature's webs can catch larger creatures. | ||
− | |- | + | |- |
− | + | | TISSUE | |
| Creature | | Creature | ||
| name | | name | ||
Line 2,042: | Line 2,034: | ||
|- | |- | ||
− | + | | TITAN | |
| Caste | | Caste | ||
| | | | ||
| Found on [[titan]]s. Cannot be specified in user-defined raws. | | Found on [[titan]]s. Cannot be specified in user-defined raws. | ||
− | |- | + | |- |
− | + | | TL_COLOR_MODIFIER | |
| Caste | | Caste | ||
− | | COLOR:freq:COLOR:freq etc | + | | COLOR:freq:COLOR:freq etc |
− | | Creates a list of color patterns, giving each a | + | | Creates a list of color patterns, giving each a frequency. |
|- | |- | ||
− | + | | TLCM_GENETIC_MODEL | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | tissue layer color modifier is passed to offspring genetically? |
|- | |- | ||
− | + | | TLCM_IMPORTANCE | |
| Caste | | Caste | ||
| | | | ||
Line 2,067: | Line 2,059: | ||
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures. | HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures. | ||
− | |- | + | |- |
− | + | | TLCM_NOUN | |
| Caste | | Caste | ||
| | | | ||
*name | *name | ||
*SINGULAR or PLURAL | *SINGULAR or PLURAL | ||
− | | | + | | names the tissue layer color modifier, and determines the noun |
− | |- | + | |- |
− | + | | TLCM_TIMING | |
| Caste | | Caste | ||
| | | | ||
Line 2,083: | Line 2,075: | ||
| determines the point in the creature's life where the color change begins | | determines the point in the creature's life where the color change begins | ||
− | |- | + | |- |
− | + | | TRADE_CAPACITY | |
| Caste | | Caste | ||
| | | | ||
| How much the creature can carry when used by merchants. | | How much the creature can carry when used by merchants. | ||
− | |- | + | |- |
− | + | | TRAINABLE | |
| Caste | | Caste | ||
| | | | ||
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR]. | | Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR]. | ||
− | |- | + | |- |
− | + | | TRAINABLE_HUNTING | |
| Caste | | Caste | ||
| | | | ||
− | | Can be trained as | + | | Can be trained as hunting beasts by way of kennels. |
− | |- | + | |- |
− | + | | TRAINABLE_WAR | |
| Caste | | Caste | ||
| | | | ||
− | | Can be trained as | + | | Can be trained as war beasts by way of kennels. |
− | |- | + | |- |
− | + | | TRANCES | |
| Caste | | Caste | ||
| | | | ||
| Allows the creature to go into martial trances. | | Allows the creature to go into martial trances. | ||
− | |- | + | |- |
− | + | | TRAPAVOID | |
| Caste | | Caste | ||
| | | | ||
| The creature is immune to traps. Probably every procedurally generated megabeast has this. | | The creature is immune to traps. Probably every procedurally generated megabeast has this. | ||
− | |- | + | |- |
− | + | | TRIGGERABLE_GROUP | |
| Creature | | Creature | ||
| min:max | | min:max | ||
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}} | | A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}} | ||
− | |- | + | |- |
− | + | | TSU_NOUN | |
| Caste | | Caste | ||
| | | | ||
Line 2,147: | Line 2,139: | ||
|- | |- | ||
− | + | | UBIQUITOUS | |
| Creature | | Creature | ||
| | | | ||
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags. | | Creature will occur in every region with the correct biome. Does not apply to evil/good tags. | ||
− | |- | + | |- |
− | + | | UNDERGROUND_DEPTH | |
| Creature | | Creature | ||
| | | | ||
*mindepth | *mindepth | ||
*maxdepth | *maxdepth | ||
− | | Depth the creature appears underground. Numbers can be from | + | | 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 | |
| Caste | | Caste | ||
| | | | ||
− | | Creature swims under the water and can't be seen. | + | | Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25. |
− | |- | + | |- |
− | + | | UNIQUE_DEMON | |
| Caste | | Caste | ||
| | | | ||
Line 2,173: | Line 2,165: | ||
|- | |- | ||
− | + | | USE_CASTE | |
| Creature | | Creature | ||
| | | | ||
Line 2,181: | Line 2,173: | ||
|- | |- | ||
− | + | | USE_MATERIAL | |
| Creature | | Creature | ||
| | | | ||
Line 2,188: | Line 2,180: | ||
| Defines a new local creature material and populates it with all properties defined in the specified local creature material. | | Defines a new local creature material and populates it with all properties defined in the specified local creature material. | ||
− | |- | + | |- |
− | + | | USE_MATERIAL_TEMPLATE | |
| Creature | | Creature | ||
| | | | ||
Line 2,197: | Line 2,189: | ||
|- | |- | ||
− | + | | USE_TISSUE | |
| Creature | | Creature | ||
| | | | ||
Line 2,204: | Line 2,196: | ||
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument. | | 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 | |
| Creature | | Creature | ||
| | | | ||
Line 2,212: | Line 2,204: | ||
| 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. | ||
− | |- | + | |- |
− | + | | UTTERANCES | |
| Caste | | Caste | ||
| | | | ||
− | | Changes the language of the creature into unintelligible | + | | Changes the language of the creature into an unintelligible mess. |
|} | |} | ||
Line 2,231: | Line 2,223: | ||
! width="50%" | Description | ! width="50%" | Description | ||
− | |- | + | |- |
− | + | | VEGETATION | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | unknown |
− | |- | + | |- |
− | + | | VERMIN_BITE | |
| Caste | | Caste | ||
| | | | ||
− | *chance of | + | *chance of occurance{{verify}} |
− | *verb (bitten, stung, etc | + | *verb (bitten, stung, etc) |
* [[material token]] | * [[material token]] | ||
| Vermin bites, and injects something. | | Vermin bites, and injects something. | ||
|- | |- | ||
− | + | | VERMIN_EATER | |
| Creature | | Creature | ||
| | | | ||
− | | The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. | + | | The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER. |
− | |- | + | |- |
− | + | | VERMIN_FISH | |
| Creature | | Creature | ||
| | | | ||
| The vermin appears in water and will attempt to swim around. | | The vermin appears in water and will attempt to swim around. | ||
− | |- | + | |- |
− | + | | VERMIN_GROUNDER | |
| Creature | | Creature | ||
| | | | ||
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag). | | 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). | ||
− | |- | + | |- |
− | + | | VERMIN_HATEABLE | |
| Caste | | Caste | ||
| | | | ||
| 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. | ||
− | |- | + | |- |
− | + | | VERMIN_MICRO | |
| Caste | | Caste | ||
| | | | ||
− | | This makes the creature move in a swarm of creatures of the same race as it | + | | 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. |
− | |- | + | |- |
− | + | | VERMIN_NOFISH | |
| Caste | | Caste | ||
| | | | ||
| The creature cannot be caught by fishing. | | The creature cannot be caught by fishing. | ||
− | |- | + | |- |
− | + | | VERMIN_NOROAM | |
| Caste | | Caste | ||
| | | | ||
| The creature will not be observed randomly roaming about the map. | | The creature will not be observed randomly roaming about the map. | ||
− | |- | + | |- |
− | + | | VERMIN_NOTRAP | |
| Caste | | Caste | ||
| | | | ||
| 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. | | 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. | ||
− | |- | + | |- |
− | + | | VERMIN_ROTTER | |
| Creature | | Creature | ||
| | | | ||
− | | Present on flies, knuckle worms, acorn flies, and blood gnats. | + | | 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 | |
| Creature | | Creature | ||
| | | | ||
| The creature randomly appears near dirt or mud. | | The creature randomly appears near dirt or mud. | ||
− | |- | + | |- |
− | + | | VERMIN_SOIL_COLONY | |
| Creature | | Creature | ||
| | | | ||
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants. | | The vermin will appear in a single tile cluster of many vermin, such as a colony of ants. | ||
− | |- | + | |- |
− | + | | VERMINHUNTER | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER]. |
− | |- | + | |- |
− | + | | VESPERTINE | |
| Caste | | Caste | ||
| | | | ||
Line 2,325: | Line 2,317: | ||
|- | |- | ||
− | + | | VIEWRANGE | |
| Caste | | Caste | ||
| value | | value | ||
Line 2,343: | Line 2,335: | ||
! width="50%" | Description | ! width="50%" | Description | ||
− | |- | + | |- |
− | + | | WAGON_PULLER | |
| Caste | | Caste | ||
| | | | ||
− | | Allows the creature to pull caravan wagons | + | | Allows the creature to pull caravan wagons. |
− | |- | + | |- |
− | + | | WEBBER | |
| Caste | | Caste | ||
| | | | ||
Line 2,356: | Line 2,348: | ||
| Allows the creature to create webs, and defines what the webs are made of. | | Allows the creature to create webs, and defines what the webs are made of. | ||
− | |- | + | |- |
− | + | | WEBIMMUNE | |
| Caste | | Caste | ||
| | | | ||
Line 2,371: | Line 2,363: | ||
! width="50%" | Description | ! width="50%" | Description | ||
− | |- | + | |- |
− | + | | ATTACK_SKILL | |
| Caste | | Caste | ||
| | | | ||
− | *[[Skill token]] | + | *skill used ([[Skill token]]) |
− | | | + | | defines the attack skill used |
− | |- | + | |- |
− | + | | ATTACK_VERB | |
| Caste | | Caste | ||
| 2nd person:3rd person | | 2nd person:3rd person | ||
− | | | + | | descriptive text for the attack |
− | |- | + | |- |
− | + | | ATTACK_CONTACT_PERC | |
| Caste | | Caste | ||
| | | | ||
*% value | *% value | ||
− | | | + | | amount of available tissue used in attack, or possibly percent chance the attack makes contact |
− | |- | + | |- |
− | + | | ATTACK_PENETRATION_PERC | |
| Caste | | Caste | ||
| | | | ||
*% value | *% value | ||
− | | | + | | 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) |
− | |- | + | |- |
− | + | | ATTACK_PRIORITY | |
| Caste | | Caste | ||
| | | | ||
*MAIN or SECOND | *MAIN or SECOND | ||
− | | | + | | use of the attack in combat. Secondary attacks are only used if main attacks are impossible. |
|- | |- | ||
− | + | | ATTACK_VELOCITY_MODIFIER | |
| Caste | | Caste | ||
| number | | number | ||
− | | | + | | Modifies the attack velocity. Almost certainly based on a scale where 1000 is normal, same as weapon velocity. |
− | |- | + | |- |
− | + | | ATTACK_FLAG_CANLATCH | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | 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. |
− | |- | + | |- |
− | + | | ATTACK_FLAG_WITH | |
| Caste | | Caste | ||
| | | | ||
| In adventure mode, displays the name of the body part used by an attack when announcing the attack. | | In adventure mode, displays the name of the body part used by an attack when announcing the attack. | ||
− | |- | + | |- |
− | + | | ATTACK_FLAG_EDGE | |
| Caste | | Caste | ||
| | | | ||
− | | | + | | attack type |
− | |- | + | |- |
− | + | | SPECIALATTACK_INJECT_EXTRACT | |
| Caste | | Caste | ||
| | | | ||
Line 2,439: | Line 2,431: | ||
|- | |- | ||
− | + | | SPECIALATTACK_INTERACTION | |
| Caste | | Caste | ||
− | | | + | | ? |
− | | | + | | ? |
|- | |- | ||
− | + | | SPECIALATTACK_SUCK_BLOOD | |
| Caste | | Caste | ||
| min:max | | min:max | ||
− | | Successful attack draws out an amount of blood randomized between the min and max value | + | | Successful attack draws out an amount of blood randomized between the min and max value. |
|} | |} | ||
Line 2,455: | Line 2,447: | ||
===Tissue Modification=== | ===Tissue Modification=== | ||
− | This next group of tokens deals setting and modifying properties | + | This next group of tokens deals setting and modifying tissue properties. (See also [[Tissue definition token]]) |
Line 2,465: | Line 2,457: | ||
! width="50%" | Description | ! width="50%" | Description | ||
− | |- | + | |- |
− | + | | PLUS_TISSUE_LAYER | |
| Caste | | Caste | ||
| | | | ||
Line 2,474: | Line 2,466: | ||
| Adds a tissue to those selected | | Adds a tissue to those selected | ||
− | |- | + | |- |
− | + | | PLUS_TL_GROUP | |
| Caste | | Caste | ||
| | | | ||
Line 2,485: | Line 2,477: | ||
|- | |- | ||
− | + | | SELECT_TISSUE | |
| Creature | | Creature | ||
| | | | ||
Line 2,491: | Line 2,483: | ||
| Selects a tissue for editing. | | Selects a tissue for editing. | ||
− | |- | + | |- |
− | + | | SELECT_TISSUE_LAYER | |
| Caste | | Caste | ||
| | | | ||
Line 2,500: | Line 2,492: | ||
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND. | * (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND. | ||
| Selects a tissue layer for descriptor and cosmetic purposes. | | Selects a tissue layer for descriptor and cosmetic purposes. | ||
− | |||
|- | |- | ||
− | + | | SET_LAYER_TISSUE | |
| Caste | | Caste | ||
| | | | ||
| Sets a tissue layer to be made of a different tissue. | | Sets a tissue layer to be made of a different tissue. | ||
− | |- | + | |- |
− | + | | TISSUE_LAYER | |
| Caste | | Caste | ||
| | | | ||
Line 2,519: | Line 2,510: | ||
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 | 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 | |
| Caste | | Caste | ||
| | | | ||
Line 2,529: | Line 2,520: | ||
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below). | | Presumably a counterpart to TISSUE_LAYER_UNDER (see below). | ||
− | |- | + | |- |
− | + | | TISSUE_LAYER_UNDER | |
| Caste | | Caste | ||
| | | | ||
Line 2,537: | Line 2,528: | ||
*TISSUE | *TISSUE | ||
| Adds the tissue layer under a given part. | | 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 | + | 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:GAS] |
− | |- | + | [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] |
− | + | ||
+ | |- | ||
+ | | TISSUE_LAYER_APPEARANCE_MODIFIER | ||
| Caste | | Caste | ||
| | | | ||
Line 2,547: | Line 2,540: | ||
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY | | sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY | ||
− | |- | + | |- |
− | + | | TISSUE_STYLE_UNIT | |
| Caste | | Caste | ||
| | | | ||
− | *tissue | + | *tissue |
− | *shaping | + | *shaping |
− | | sets tissue | + | | sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS. |
|- | |- | ||
− | + | | TL_CONNECTS | |
| Caste | | Caste | ||
| | | | ||
Line 2,562: | Line 2,555: | ||
|- | |- | ||
− | + | | TL_HEALING_RATE | |
| Caste | | Caste | ||
| | | | ||
Line 2,568: | Line 2,561: | ||
|- | |- | ||
− | + | | TL_MAJOR_ARTERIES | |
| Caste | | Caste | ||
| | | | ||
− | | Gives | + | | Gives Major Artery attribute to selected layers. |
|- | |- | ||
− | + | | TL_PAIN_RECEPTORS | |
| Caste | | Caste | ||
| | | | ||
Line 2,580: | Line 2,573: | ||
|- | |- | ||
− | + | | TL_RELATIVE_THICKNESS | |
| Caste | | Caste | ||
| | | | ||
Line 2,586: | Line 2,579: | ||
|- | |- | ||
− | + | | TL_VASCULAR | |
| Caste | | Caste | ||
| | | |