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Difference between revisions of "40d:Creature token"
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| LARGE_PREDATOR | | LARGE_PREDATOR | ||
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− | | 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("ere the wolves get hungry.") |
|- | |- |
Revision as of 22:22, 20 February 2008
Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.
Since the game is in the Alpha stage, consider everything tentative.
Tokens
A
Token | Arguments | Description |
---|---|---|
ADD_VERSION | version | In which version of the game said creature was introduced. Not used anymore in the 3D version.
[ADD_VERSION:1069] |
ALCOHOL_DEPENDENT | Creature needs alcohol to get through the working day. | |
ALL_ACTIVE | 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 | CP437 ordinal or 'character' | If set, the creature will blink between its [TILE] and its [ALTTILE].
[ALTTILE:157] or [ALTTILE:'&'] |
AMBUSHPREDATOR | ||
AMPHIBIOUS | Allows a creature to swim. | |
AQUATIC | Implies AMPHIBIOUS. | |
ATTACK | See the Attacks section. |
B
Token | Arguments | Description |
---|---|---|
BABY | age | Age at which a baby becomes a child.
[BABY:1] |
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_* | See biome tokens. | |
BLOODTYPE | type | Sets the creatures' blood type (default red):
[BLOODTYPE:0] |
BODY | parts[:...] | Sets the body parts a creature has. Can supply as many as you want.
[BODY:HUMANOID:2EYES:2EARS] |
BODYGLOSS | gloss | A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.
[BODYGLOSS:HOOF] |
BOILING_POINT | temperature | The temperature at which the creature boils into goo. |
BONE_BOILING_POINT | temperature | The boiling point of the creature's bones. |
BONE_COLDDAM_POINT | temperature | The low temperature at which the creature's bones start getting damaged. |
BONE_FIXED_TEMP | temperature | The temperature that the creature's bones give off. |
BONE_HEATDAM_POINT | temperature | The high temperature where the bones start taking damage. |
BONE_IGNITE_POINT | temperature | The temperature at which point the creature's bones burst into flame. |
BONE_MELTING_POINT | temperature | The temperature at which the creature's bones melt. |
BONE_SPEC_HEAT | not a temperature | |
BONECARN | Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). | |
BUILDINGDESTROYER | value | Allows a creature to destroy furniture and buildings. (Giant Cave Spiders have this at 1, but most other creatures have it at 2. The difference between these values is unknown.)
[BUILDINGDESTROYER:2] |
BUTCHERABLE_NONSTANDARD | If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the Butcher's Shop and slain). If it dies of any other cause, the corpse cannot be butchered. |
C
Token | Arguments | Description |
---|---|---|
CAN_CIV | Can create civilizations. This tag may activate hunger and thirst. Needs confirmation. | |
CAN_LEARN | A creature with this tag can gain skill experience. | |
CAN_SPEAK | Can talk. | |
CARNIVORE | Creature only eats meat. | |
CANOPENDOORS | Allows the creature to open doors. | |
CAVE_ADAPT | Gives the creature a bonus in caves. Also causes Cave adaptation. | |
CHEESE_BOILING_POINT | temperature | The temperature at which the creature's cheese (if any) boils away. |
CHEESE_COLDDAM_POINT | temperature | The temperature at which the creature's cheese (if any) starts taking cold damage. |
CHEESE_FIXED_TEMP | temperature | The temperature emitted by one unit of the creature's cheese (if any). |
CHEESE_HEATDAM_POINT | temperature | The temperature at which the cheese made from the creature's milk starts taking damage. |
CHEESE_IGNITE_POINT | temperature | The temperature at which the creature's cheese bursts into flame. |
CHEESE_MELTING_POINT | temperature | The temperature at which the creature's cheese melts into goo. |
CHEESE_SPEC_HEAT | not a temperature | |
CHEESE_VALUE | value | The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked. |
CHILD | age | Age at which a child becomes an adult.
[CHILD:12] |
CHILDNAME |
|
Gives the child a special name, eg "hippo calf" instead of "hippo child".
[CHILDNAME:hippo calf:hippo calves] |
CHITIN | When the creature is butchered, it drops chitin, which functions as leather. | |
CRAFTSMAN_NAME |
|
Sets the name of the craftsman profession.
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves] |
CREPUSCULAR | Sets if the creature is active in twilight. | |
CLUSTER_NUMBER |
|
The minimum/maximum numbers of how many creatures per spawned cluster.
[CLUSTER_NUMBER:1:3] |
COLOR |
|
Color of the creature's tile.
[COLOR:3:0:0] |
COOKABLE_LIVE | Set this to allow the creature to be cooked in meals without having to butcher it first. | |
CREATURE | name | What the game looks for when generating creatures.
[CREATURE:DWARF] |
COLDDAM_POINT | temperature | The minimum temperature limit before the creature starts taking damage from freezing. |
COMMON_DOMESTIC | Allows the creature to be brought with immigrants and when creating a new fortress. | |
CURIOUSBEAST | ||
CURIOUSBEAST_ITEM | Allows a creature to steal things (usually food?). Implies CURIOUSBEAST. | |
CURIOUSBEAST_GUZZLER | Will steal alcohol? Implies CURIOUSBEAST. |
D
Token | Arguments | Description |
---|---|---|
DAMBLOCK | value | How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.
[DAMBLOCK:1] |
DEFENDER | Appears from the glowing pits after the magma river. | |
DIFFICULTY | number | 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."
[DIFFICULTY:2] |
DIURNAL | Sets if the creature is active in day. | |
DRAGONFIREBREATH | Creature breathes dragon level fire. | |
DRINK_BOILING_POINT | temperature | |
DRINK_COLDDAM_POINT | temperature | |
DRINK_FIXED_TEMP | temperature | |
DRINK_HEATDAM_POINT | temperature | |
DRINK_IGNITE_POINT | temperature | |
DRINK_MELTING_POINT | temperature | |
DRINK_SPEC_HEAT | not a temperature |
E
Token | Arguments | Description |
---|---|---|
ENDING | Will show up after your fortress went 'Too Deep'. (confirm) | |
EQUIPMENT_WAGON | Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, RECKLESS, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER. | |
EQUIPS | Allows the creature to wear or wield items. | |
EVIL | Determines whether creature can show up on "evil" maps (see Threat Matrix). | |
EXTRACT |
|
Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.
[EXTRACT:cow's milk:7:0:1] |
EXTRACT_ANTIDOTE |
|
[EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50] |
EXTRACT_BOILING_POINT | temperature | The temperature value at which a unit of the creature's extract boils away. |
EXTRACT_CHEESE |
|
The extract gotten from the creature is a unit of cheese.
[EXTRACT_CHEESE:cow cheese:6:0:1] |
EXTRACT_COOKABLE | Extract is cookable. | |
EXTRACT_COLDDAM_POINT | temperature | The low temperature value at which the creature's extract starts to take damage. |
EXTRACT_FIXED_TEMP | temperature | The temperature that the creature's extract generates on its own. |
EXTRACT_HEATDAM_POINT | temperature | The high temperature value at which the creature's extract starts to take damage. |
EXTRACT_IGNITE_POINT | temperature | The temperature at which the creature's extract bursts into flame (NOT the container it's in). |
EXTRACT_MELTING_POINT | temperature | The temperature at which the creature's extract melts into goo. |
EXTRACT_PARALYZE | (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off. Can be delivered by SPECIALATTACK_INJECT_EXTRACT. | |
EXTRACT_PARALYZE_INTERMITTENT | (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off. Can be delivered by SPECIALATTACK_INJECT_EXTRACT. | |
EXTRACT_PERMANENT | (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally. | |
EXTRACT_SIZE | size |
[EXTRACT_SIZE:10] |
EXTRACT_SPEC_HEAT | not a temperature |
|
EXTRACT_STUN | (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off. Can be delivered by SPECIALATTACK_INJECT_EXTRACT. | |
EXTRACT_STUN_INTERMITTENT | (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals. Can be delivered by SPECIALATTACK_INJECT_EXTRACT. | |
EXTRACT_VALUE | value | The value per unit of the creature's extract.
[EXTRACT_VALUE:20] |
EXTRAVISION | Creature has enhanced vision (longer vision range, ie. at night). |
F
Token | Arguments | Description |
---|---|---|
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. | |
FAT | value | How much fat a creature has when it is butchered.
[FAT:3] |
FEMALE | The creature is always female. | |
FIREBREATH | The creature breathes fire. | |
FIREIMMUNE | The creature is immune to all forms of fire, except DRAGONFIREBREATH. | |
FIREIMMUNE_SUPER | The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. | |
FISHITEM | Needs to be cleaned at a fishery. | |
FIXED_TEMP | temperature | The natural heat generated by the creature. |
FLEEQUICK | Determines how soon a creature flees in a losing battle. | |
FLIER | Allows a creature to fly. | |
FREQUENCY | time | Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].
[FREQUENCY:42] |
G
Token | Arguments | Description |
---|---|---|
GENPOWER | rate? | Not used anymore. Was related to magic.
[GENPOWER:3] |
GLOWCOLOR |
|
The colour of the GLOWTILE of the creature (see below).
[GLOWCOLOR:4:0:1] |
GLOWTILE | 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.
[GLOWTILE:'"'] |
GNAWER | The creature chews on food storage containers. | |
GOOD | Determines whether creature can show up on "good" maps (see Threat Matrix). | |
GRASSTRAMPLE | amount | Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.
[GRASSTRAMPLE:42] |
H
Token | Arguments | Description |
---|---|---|
HAS_RACEGLOSS | gloss | Links a material glossary to the entity, located in the file "matgloss_[name].txt"; in this example, matgloss_wood.txt
[HAS_RACEGLOSS:WOOD] |
HASSHELL | Creature will leave behind a shell when eaten. | |
HEATDAM_POINT | temperature | The maximum temperature limit before the creature will start recieving damage from heat. |
HOMEOTHERM | value | Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. |
HORN | Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken. |
I
Token | Arguments | Description |
---|---|---|
IGNITE_POINT | temperature | The temperature at which the creature will burst into flames. |
INTELLIGENT | Implies CAN_CIV, CAN_SPEAK, CAN_TALK. | |
ITEMCORPSE |
NO_SUBTYPE
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. |
ITEMCORPSE_QUALITY | quality | The quality of an item-type corpse left behind; 5 is masterpiece-level.
[ITEMCORPSE_QUALITY:5] |
IMMOLATE | ||
IVORY |
L
Token | Arguments | Description |
---|---|---|
LARGE_CAVERIVER | In Fortress Mode, spawns from/near cave rivers. | |
LARGE_CHASM | In Fortress Mode, spawns from/near chasms. | |
LARGE_LAVA | In Fortress Mode, spawns from/near magma. | |
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("ere the wolves get hungry.") | |
LARGE_ROAMING | In Fortress Mode, spawns outdoors and is not a vermin creature. | |
LAYERING | value | How well-protected the creature is from low temperatures. |
LEATHER_BOILING_POINT | temperature | The temperature at which leather made from the creature's skins will boil away. |
LEATHER_COLDDAM_POINT | temperature | The temperature at which leather made from the creature's skins will take damage. |
LEATHER_FIXED_TEMP | temperature | The temperature that leather made from the creature's skins generates. |
LEATHER_HEATDAM_POINT | temperature | The temperature at which leather made from the creature's skins will take damage. |
LEATHER_IGNITE_POINT | temperature | The temperature at which leather made from the creature's skins will burst into flames. |
LEATHER_MELTING_POINT | temperature | The temperature at which leather made from the creature's skins will melt away. |
LEATHER_SPEC_HEAT | not a temperature | |
LIGHT_GEN | The creature will generate light, such as in adventurer mode at night. | |
LIKES_FIGHTING | Determines whether creature "takes pleasure in slaughter" (after killing something in battle). | |
LISP | Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz." | |
LITTERSIZE |
|
Untested: possibly determines the random chance of how many creatures are generated when giving birth. |
LOCKPICKER | Lets a creature open doors that are set to forbidden in Fortress Mode. | |
LOOSE_CLUSTERS | The creatures will scatter if they have this tag, or form tight packs if they don't. |
M
Token | Arguments | Description |
---|---|---|
MAGICAL | Allows a creature to use magic? (Requires confirmation) | |
MAGMA_VISION | Creature's able to see while covered in magma. | |
MALE | The creature is always male. | |
MATERIAL |
|
|
MATUTINAL | Sets if the creature is active in dawn. | |
MAXAGE |
|
Sets the Min Max age for a creature. Used in world generating and Fortress Mode.
[MAXAGE:150:170] |
MEANDERER | Gives a creature random movement. | |
MEGABEAST | Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. | |
MELTING_POINT | temperature | The temperature at which the creature will melt into goo. |
MILKABLE | frequency? | Allows the creature to be milked. Currently only works with vermin creatures. |
MISCHIEVIOUS | Will pull any levers it comes across. (requires confirmation) | |
MODVALUE | number | Multiplies the value of items made from the creature by the number in the tag.
[MODVALUE:2] |
MOUNT | Allows the creature to be mounted. | |
MOUNT_EXOTIC | You need the Dungeon master noble to mount the creature. | |
MULTIPLE_LITTER_RARE | Makes litters with more than one offspring rare. |
N
Token | Arguments | Description |
---|---|---|
NAME |
|
What the creature is actually called in game. Make sure there is no space around the ":".
[NAME:dwarf:dwarves:dwarven] |
NARROW | The creature can only wear things that have the narrow tag on it. | |
NATURAL | Animal | |
NO_AUTUMN | Will not show up during the Autumn season. | |
NO_DRINK | Creature does not need to drink. | |
NO_EAT | Creature does not need to eat. | |
NO_GENDER | No gender will be selected for the creature. | |
NO_SLEEP | Creature does not need to sleep. | |
NO_SPRING | Will not show up during the Spring season. | |
NO_SUMMER | Will not show up during the Summer season. | |
NO_WINTER | Will not show up during the Winter season. | |
NOBREATHE | Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. | |
NOBLEED | Creature doesn't bleed. | |
NOBONES | Creature will not drop bones on death. | |
NOCTURNAL | Sets if the creature is active in night. | |
NOEMOTION | The creature has no emotions, and does not rage. | |
NOEXERT | Creature can't become tired or over-exerted. | |
NOFEAR | Creature doesn't feel fear and will never run away from battle. | |
NOMEAT | Creature will not drop meat on death. | |
NONAUSEA | Creature can't vomit. | |
NOPAIN | Creature doesn't feel pain. | |
NOSKIN | Creature will not drop skin on death. | |
NOSKULL | Creature will not drop skull on death. | |
NOSMELLYROT | Creatures' corpse does not create miasma. | |
NOSTUCKINS | Weapons can't be stuck in creature. | |
NOSTUN | Creature can't be stunned. | |
NOTHOUGHT | Creature doesn't think, or doesn't require a [BRAIN] body part. | |
NOT_BUTCHERABLE | Creature can't be butchered. |
P
Token | Arguments | Description |
---|---|---|
PARALYZEIMMUNE | The creature is immune to all paralyzing special attacks. | |
PATTERNFLIER | ||
PEARL | Creature will generate pearls. | |
PENETRATEPOWER | 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 greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. |
PERSONALITY |
|
Determines chance of personality traits. Standard is 0:50:100.
[PERSONALITY:IMAGINATION:0:55:100] |
PET | Allows the creature to be tamed. | |
PET_EXOTIC | You need the Dungeon master noble to tame the creature. | |
PETVALUE | value | How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.
[PETVALUE:42] |
POPULATION_NUMBER |
|
The minimum/maximum numbers of how many of these creatures can show up on a map per year.
[POPULATION_NUMBER:42:42] |
POWER | Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag. | |
PREFSTRING | object | Sets what other creatures like about this creature. "Blarghh likes dwarves for their beards."
[PREFSTRING:beards] Multiple entries will be chosen from at random. |
R
Token | Arguments | Description |
---|---|---|
RECKLESS | Will not flee battles. Will fight to the death. | |
REMAINS_COLOR |
|
[REMAINS_COLOR:6:0:0] |
REMAINS_UNDETERMINED | ||
RIVERATTACK |
|
Number of groups (of RIVERATTACK_GROUP size) that appear during attacks. Each pair of min/max numbers is used at a different time, starting with the first pair and moving to the 2nd and 3rd pair later in the game.
[RIVERATTACK:1:1:1:2:1:3] |
RIVERATTACK_CANUSEWELL | Allows the creature to ambush through wells. | |
RIVERATTACK_GROUP |
|
Number (min/max) of creatures that appear in each group when attacking from river, chasm, or lava.
[RIVERATTACK_GROUP:1:2] |
RIVERATTACK_RESIDENT | Unknown. |
S
Token | Arguments | Description |
---|---|---|
SAVAGE | Determines whether creature can show up on "savage" maps. | |
SEMIMEGABEAST | Appears as boss creature in quests. | |
SESSILE_LAND | Cannot move on land. | |
SEVERONBREAKS | Limbs and body parts sever on breakage. | |
SILK_BOILING_POINT | temperature | Temperature at which silk made from this creature's webs boils away. |
SILK_COLDDAM_POINT | temperature | Temperature at which silk made from this creature's webs takes damage. |
SILK_FIXED_TEMP | temperature | Temperature generated by the creature's web silk. |
SILK_HEATDAM_POINT | temperature | Temperature at which silk made from this creature's webs takes damage. |
SILK_IGNITE_POINT | temperature | Temperature at which silk made from this creature's webs bursts into flame. |
SILK_MELTING_POINT | temperature | Temperature at which silk made from this creature's webs melts away. |
SILK_SPEC_HEAT | not a temperature | |
SIZE | value | How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants. Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.
[SIZE:6] |
SMALLAQUATIC_CAVERIVER | ||
SMALLAQUATIC_OCEAN | ||
SMALLAQUATIC_RIVER | ||
SMALLAQUATIC_SWAMP |
| |
SMALL_REMAINS | If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin. | |
SPECNAME |
|
Sets a special name for certain instances.
[SPECNAME:MALE:bull:bulls:bull] |
SPEC_HEAT | not a temperature | [SPEC_HEAT:409] |
SPEECH | filename | Sets what speech.txt do use for the creature.
[SPEECH:dwarf.txt] |
SPEED | value | Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See Speed for more information.
[SPEED:400] |
STOUT | Creature has a resistance to being knocked over. | |
STANDARD_FLESH | ||
SWIMS_LEARNED | The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally. | |
SWIM_SPEED | value | How fast the creature swims. |
T
Token | Arguments | Description |
---|---|---|
THICKWEB | The creature's webs can catch larger creatures. | |
TILE | CP437 ordinal or 'character' | The graphical representation of the creature.
[TILE:157] or [TILE:'&'] |
TRAINABLE | Allows a tame creature to be trained into a "War" or "Hunting" variation by way of Kennels. | |
TRANCES | Allows the creature to go into martial trances, and to create artifacts via moods. | |
TRAPAVOID | The creature is immune to traps. | |
TRIGGERABLE_GROUP |
|
[TRIGGERABLE_GROUP:5:50] |
U
Token | Arguments | Description |
---|---|---|
UNDERSWIM | Creature swims under the water and can't be seen. | |
UTTERANCES |
V
Token | Arguments | Description |
---|---|---|
VEGETATION | ||
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). | |
VERMIN_BITE |
|
[VERMIN_BITE:10:bitten:USE_EXTRACT]
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender. Used by (tiny) cave spiders to inject their venom into the occasional dwarf. |
VERMIN_CAVERIVER | The creature randomly appears near the cave river. | |
VERMIN_CHASM | The creature randomly appears near the chasm. | |
VERMIN_EATER | The creature can be eaten. | |
VERMIN_FLIES | The vermin can fly around in the air, and tends to hop up and down Z-levels in the sky. | |
VERMIN_GROUNDER | The creature can be picked up if you stand over it. (Requires confirmation)
| |
VERMIN_HATEABLE | Some dwarves will hate the creature and get unhappy thoughts when around it. | |
VERMIN_LAVA | The creature randomly appears near the magma river. | |
VERMIN_NOFISH | The creature cannot be caught by fishing. | |
VERMIN_NOROAM | The creature will not be observed randomly roaming about the map. | |
VERMIN_NOTRAP | The creature cannot be caught by trappers or animal traps. | |
VERMIN_SOIL | The creature randomly appears near dirt or mud. | |
VERMIN_SOIL_COLONY | The vermin will appear in a single tile cluster of many vermin, such as a colony of ants. | |
VERMIN_SWAMPER | The creature randomly appears near the swamps. | |
VESPERTINE | Sets if the creature is active in evening. | |
VIEWRANGE | value | How far the creature can see? |
W
Token | Arguments | Description |
---|---|---|
WAGON_PULLER | Allows the creature to pull caravan wagons. | |
WEBBER | The creature will create webs. It also seems to make creatures flying. More testing is needed. | |
WEBIMMUNE | The creature will not get caught in webs. |
Attacks
Tag | What It Does |
---|---|
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
Format: [ATTACK:priority:(BYTYPE:type || BYTOKEN:bodypart):"verb":"conjugate verb":min dmg:max dmg:dmg type]([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:min:max]) |
Sets what natural attacks a creature has. |
MAIN
SECOND |
MAIN: Sets the attack to act as the creatures' main attack.
SECOND: The creature will only use this attack if it can't use the MAIN attack(s). |
BYTYPE:GRASP
BYTOKEN:TAIL_STINGER |
BYTYPE: Sets what body part type to use for the attack. Possible values for "type" are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like. See Body Tokens.
BYTOKEN: Sets the explicit body part ID to use for the attack. The token must exist as part of the creature's BODY token. |
punch:punches | Sets the verb for the attack. |
1:2 | Sets the Min Max for the damage. |
BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD | Sets the damage type for the attack. |
[ATTACKFLAG_WITH] | Allows the creature to use weapons with the attack if they have one in a limb that can hold items. |
[ATTACKFLAG_CANLATCH] | Allows the creature to latch on with the attack. "Crocodile latches on Blargg's head firmly." |
[SPECIALATTACK_INJECT_EXTRACT:50:100] | The creature injects an amount of its extract into a victim upon successfully using this attack. The significance of the amount is unknown (but probably determines duration before the extract wears off). |
[SPECIALATTACK_SUCK_BLOOD:50:100] | When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?) |