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Difference between revisions of "40d:Creature token"

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Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.  This includes sentient creatures, but creature [[tokens]] should not be confused with [[Entity_tokens|entity tokens]].
+
{{quality|Exceptional|21:17, 30 March 2011 (UTC)}}{{av}}
 +
Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.  This includes sentient creatures, but creature [[tokens]] should not be confused with [[entity token]]s.
  
Since the game is in the Alpha stage, consider everything '''tentative'''.
+
__NOTOC__
 +
=Tokens=
  
{| id="toc"
+
<div align="center">
|
+
{{alphabetical TOC}}
* Tokens
+
</div>
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]]
 
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]
 
|}
 
__NOTOC__
 
  
=Tokens=
 
 
==A==
 
==A==
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 18: Line 15:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
| ADD_VERSION
 
| version
 
| In which version of the game said creature was introduced. Not used anymore in the 3D version.
 
[ADD_VERSION:1069]
 
  
 
|-
 
|-
Line 33: Line 24:
 
| ALL_ACTIVE
 
| 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.
+
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.
  
 
|-
 
|-
 
| ALTTILE
 
| ALTTILE
| [[Character Table|CP437 ordinal]] or 'character'
+
| [[Main:Character Table|CP437 ordinal]] or 'character'
 
| If set, the creature will blink between its [TILE] and its [ALTTILE].
 
| If set, the creature will blink between its [TILE] and its [ALTTILE].
 
[ALTTILE:157] or [ALTTILE:'&']
 
[ALTTILE:157] or [ALTTILE:'&']
Line 44: Line 35:
 
| AMBUSHPREDATOR
 
| AMBUSHPREDATOR
 
|  
 
|  
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?
+
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?{{Verify}}
  
 
|-
 
|-
Line 62: Line 53:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==B==
 
==B==
Line 75: Line 70:
 
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.
 
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.
 
[BABY:1]
 
[BABY:1]
 +
 +
|-
 +
| BABYNAME
 +
|
 +
* singular
 +
* plural
 +
| Gives the baby a special name.
  
 
|-
 
|-
Line 85: Line 87:
 
| BENIGN
 
| BENIGN
 
|  
 
|  
| Determines whether creature can show up on "tame" maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
+
| Determines whether creature can show up on "tame" maps (includes [[elephant]]s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
  
 
|-
 
|-
 
| BIOME:*
 
| BIOME:*
 
|  
 
|  
| See [[Biome Tokens|biome tokens]].
+
| See [[Biome token]]s.
  
 
|-
 
|-
Line 109: Line 111:
  
 
|-
 
|-
| [[Body_tokens|BODY]]
+
| [[Body token|BODY]]
 
| parts[:...]
 
| parts[:...]
 
| Sets the body parts a creature has. Can supply as many as you want.
 
| Sets the body parts a creature has. Can supply as many as you want.
Line 149: Line 151:
 
| temperature
 
| temperature
 
| The temperature at which point the creature's bones burst into flame.
 
| The temperature at which point the creature's bones burst into flame.
 +
 +
|-
 +
| BONE_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's bones when molten.
  
 
|-
 
|-
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| temperature
 
| temperature
 
| The temperature at which the creature's bones melt.
 
| The temperature at which the creature's bones melt.
 +
 +
|-
 +
| BONE_SOLID_DENSITY
 +
| density
 +
| Specifies the density of the creature's bones.
  
 
|-
 
|-
 
| BONE_SPEC_HEAT
 
| BONE_SPEC_HEAT
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]
+
| [[SPEC_HEAT|specific heat capacity]]
 
| Amount of energy required for the creature's bones to heat up or cool down.
 
| Amount of energy required for the creature's bones to heat up or cool down.
  
Line 163: Line 175:
 
| BONECARN
 
| BONECARN
 
|  
 
|  
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.
+
| Creature eats bones. This tag implies CARNIVORE.
  
 
|-
 
|-
Line 171: Line 183:
 
See [[Building destroyer]] for full discussion.
 
See [[Building destroyer]] for full discussion.
  
|-
+
|}
| BUTCHERABLE_NONSTANDARD
 
|
 
| Removed in version 0.28.181.39a - in prior versions, if a creature had this tag, it could only be slaughtered (that is, dragged to a [[Butcher's Shop]]), and if it died of any other cause, the corpse could not be butchered.
 
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==C==
 
==C==
Line 198: Line 209:
 
| CAN_SPEAK
 
| CAN_SPEAK
 
|  
 
|  
| Can talk.
+
| Can talk. Note that it is not necessary for a creature to gain social skills.
  
 
|-
 
|-
Line 204: Line 215:
 
|  
 
|  
 
| Cannot become undead.
 
| Cannot become undead.
 +
 +
|-
 +
| CANOPENDOORS
 +
|
 +
| Allows the creature to open doors.
  
 
|-
 
|-
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|  
 
|  
 
| Creature only eats meat.
 
| Creature only eats meat.
 
|-
 
| CANOPENDOORS
 
|
 
| Allows the creature to open doors.
 
  
 
|-
 
|-
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| temperature
 
| temperature
 
| The temperature at which the creature's cheese bursts into flame.
 
| The temperature at which the creature's cheese bursts into flame.
 +
 +
|-
 +
| CHEESE_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's cheese when molten.
  
 
|-
 
|-
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| temperature
 
| temperature
 
| The temperature at which the creature's cheese melts into goo.
 
| The temperature at which the creature's cheese melts into goo.
 +
 +
|-
 +
| CHEESE_SOLID_DENSITY
 +
| density
 +
| Specifies the density of the creature's cheese.
  
 
|-
 
|-
 
| CHEESE_SPEC_HEAT
 
| CHEESE_SPEC_HEAT
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]
+
| [[SPEC_HEAT|specific heat capacity]]
 
| Amount of energy required for the creature's cheese to heat up or cool down.
 
| Amount of energy required for the creature's cheese to heat up or cool down.
  
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* singular
 
* singular
 
* plural
 
* plural
| Gives the child a special name, eg "hippo calf" instead of "hippo child".
+
| Gives the child a special name, e.g. "hippo calf" instead of "hippo child".
 
[CHILDNAME:hippo calf:hippo calves]
 
[CHILDNAME:hippo calf:hippo calves]
  
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|  
 
|  
 
| When the creature's skin is tanned, it becomes [[chitin]] instead of leather.
 
| When the creature's skin is tanned, it becomes [[chitin]] instead of leather.
 
|-
 
| CRAFTSMAN_NAME
 
|
 
* singular
 
* plural
 
| Sets the name of the craftsman profession.
 
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
 
 
|-
 
| CREPUSCULAR
 
|
 
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL.
 
  
 
|-
 
|-
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* minimum
 
* minimum
 
* maximum
 
* maximum
| The minimum/maximum numbers of how many creatures per spawned cluster.
+
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain [[fish|vermin fish]] use this token in combination with temperate ocean and river [[biome token]]s to perform seasonal migrations.
 
[CLUSTER_NUMBER:1:3]
 
[CLUSTER_NUMBER:1:3]
 +
 +
|-
 +
| COLDDAM_POINT
 +
| temperature
 +
| The minimum temperature limit before the creature starts taking damage from freezing.
  
 
|-
 
|-
Line 310: Line 323:
  
 
|-
 
|-
| COOKABLE_LIVE
+
| COMMON_DOMESTIC
 
|  
 
|  
| Set this to allow the creature to be cooked in meals without first being [[fishery|cleaned]].
+
| 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
  
 
|-
 
|-
| CREATURE
+
| COOKABLE_LIVE
| name
+
|  
| What the game looks for when generating creatures.
+
| Set this to allow the creature to be cooked in meals without first being [[fishery|cleaned]].
[CREATURE:DWARF]
 
  
 
|-
 
|-
| COLDDAM_POINT
+
| CREPUSCULAR
| 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, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT
+
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
  
 
|-
 
|-
Line 336: Line 343:
  
 
|-
 
|-
| CURIOUSBEAST_ITEM
+
| CURIOUSBEAST_GUZZLER
 
|  
 
|  
| Allows a creature to steal things (apparently the highest [[value]] it can find).  
+
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.
  
 
|-
 
|-
| CURIOUSBEAST_GUZZLER
+
| CURIOUSBEAST_ITEM
 
|  
 
|  
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.
+
| Allows a creature to steal things (apparently the highest [[value]] it can find).  
 +
|}
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==D==
 
==D==
Line 364: Line 374:
 
|  
 
|  
 
| Appears from the glowing pits in a group.
 
| Appears from the glowing pits in a group.
 +
 +
|-
 +
| DENSITY
 +
| density
 +
| Specifies the density of the creature.
  
 
|-
 
|-
 
| DIFFICULTY
 
| DIFFICULTY
 
| number
 
| 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."'' Also increases experience gain during adventure mode.
+
| [[Main:Toady|Toady]]: ''"Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks."'' Also increases experience gain during adventure mode.
 
[DIFFICULTY:2]
 
[DIFFICULTY:2]
  
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| DIURNAL
 
| DIURNAL
 
|  
 
|  
| Sets if the creature is active in day.
+
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.
  
 
|-
 
|-
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| DRINK_BOILING_POINT
 
| DRINK_BOILING_POINT
 
| temperature
 
| temperature
| The temperature at which a drink (milk?) produced from the creature will boil.
+
| The temperature at which an alcoholic drink made from the creature will boil. Creature drinks are not implemented in this version of Dwarf Fortress.  
  
 
|-
 
|-
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| DRINK_FIXED_TEMP
 
| DRINK_FIXED_TEMP
 
| temperature
 
| temperature
| The temperature emitted by one unit of the creature's drink (if any).
+
| The temperature emitted by one unit of the creature's drink.
  
 
|-
 
|-
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| temperature
 
| temperature
 
| The temperature at which the drink will set your fort ablaze.
 
| The temperature at which the drink will set your fort ablaze.
 +
 +
|-
 +
| DRINK_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's drink.
  
 
|-
 
|-
 
| DRINK_MELTING_POINT
 
| DRINK_MELTING_POINT
 
| temperature
 
| temperature
| [[User:GreyMario]] sez: "Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?" {{verify}}
+
| The temperature at which the creature's drink melts or freezes.
 +
 
 +
|-
 +
| DRINK_SOLID_DENSITY
 +
| density
 +
| Specifies the density of the creature's drink when frozen.
  
 
|-
 
|-
 
| DRINK_SPEC_HEAT
 
| DRINK_SPEC_HEAT
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]
+
| [[SPEC_HEAT|specific heat capacity]]
 
| Amount of energy required for the drink to heat up or cool down.
 
| Amount of energy required for the drink to heat up or cool down.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==E==
 
==E==
Line 433: Line 462:
 
| EQUIPMENT_WAGON
 
| EQUIPMENT_WAGON
 
|  
 
|  
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.
+
| Implies 2 unknown flags<!-- 00, 01 -->, NOT_BUTCHERABLE, NOEXERT, NOPAIN, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NOBREATHE, NO_GENDER, NO_EAT, NO_DRINK, NO_SLEEP
  
 
|-
 
|-
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* bg (background color)
 
* bg (background color)
 
* br (color brightness)
 
* br (color brightness)
* ? <small>(always 50 or 100)</small>
+
* ? (always 50 or 100)
* ! <small>possible the effectiveness of it, or time to cure [HUGO_THE_DWARF]</small>
 
 
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]
 
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]
 +
 +
In the future, the last number may be used to determine effectiveness or time to cure, however, as of 40d antidotes have no function.
  
 
|-
 
|-
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| The extract gotten from the creature can be made into cheese.
 
| The extract gotten from the creature can be made into cheese.
 
[EXTRACT_CHEESE:cow cheese:6:0:1]
 
[EXTRACT_CHEESE:cow cheese:6:0:1]
 +
 +
|-
 +
| EXTRACT_COLDDAM_POINT
 +
| temperature
 +
| The low temperature value at which the creature's extract starts to take damage.
  
 
|-
 
|-
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|  
 
|  
 
| Extract is cookable.
 
| Extract is cookable.
 
|-
 
| EXTRACT_COLDDAM_POINT
 
| temperature
 
| The low temperature value at which the creature's extract starts to take damage.
 
  
 
|-
 
|-
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| temperature
 
| temperature
 
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).
 
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).
 +
 +
|-
 +
| EXTRACT_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's extract.
  
 
|-
 
|-
Line 531: Line 566:
 
|  
 
|  
 
[EXTRACT_SIZE:10]
 
[EXTRACT_SIZE:10]
 +
 +
|-
 +
| EXTRACT_SOLID_DENSITY
 +
| density
 +
| Specifies the density of the creature's extract when solidified.
  
 
|-
 
|-
 
| EXTRACT_SPEC_HEAT
 
| EXTRACT_SPEC_HEAT
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]
+
| [[SPEC_HEAT|specific heat capacity]]
 
| Amount of energy required for the creature's extract to heat up or cool down.
 
| Amount of energy required for the creature's extract to heat up or cool down.
 
  
 
|-
 
|-
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|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==F==
 
==F==
Line 582: Line 625:
 
| FEATURE_ATTACK_GROUP
 
| FEATURE_ATTACK_GROUP
 
|  
 
|  
| pretty worthless now. It was very important in the 2-dimensional DF.
+
| If a feature attack selects a creature with this flag, ''all'' creatures in its group will join in the attack, otherwise the creature will break off from its group and attack you on its own. In practice, this has little effect because map features have finite populations and tend to get depleted as soon as you discover them.
  
 
|-
 
|-
Line 592: Line 635:
 
| FIREBREATH
 
| FIREBREATH
 
|  
 
|  
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
+
| The creature shoots fireballs and narrow bursts of fire.
  
 
|-
 
|-
 
| FIREIMMUNE
 
| FIREIMMUNE
 
|  
 
|  
| As of the current version{{version|0.28.181.40d}}, the FIREIMMUNE token has no effect on a creature's resistance to flame or heat. However, it does affect ability to swim in magma in adventure mode, as well as display of "You are caught in a pool of magma!" warning messages.
+
| The creature is immune to FIREBREATH, steam, and being set on fire by magma.
 +
 
 
|-
 
|-
 
| FIREIMMUNE_SUPER
 
| FIREIMMUNE_SUPER
 
|  
 
|  
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE.
+
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.
  
 
|-
 
|-
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|-
 
|-
 
| FREQUENCY
 
| FREQUENCY
| time
+
|
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. "High frequency means you get more when the number is high, so 100 would be the most common. If you don't enter a number, it uses 50."
+
* number, max 100
[FREQUENCY:42]
+
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==G==
 
==G==
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| GNAWER
 
| GNAWER
 
|  
 
|  
| The creature chews on food storage containers.
+
| The creature can and will gnaw its way out of wooden [[animal trap]]s and [[cage]]s using the specified verb. Due to a bug, however, they will only escape from [[artifact]]s.
  
 
|-
 
|-
Line 679: Line 727:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==H==
 
==H==
Line 704: Line 756:
 
| HEATDAM_POINT
 
| HEATDAM_POINT
 
| temperature
 
| temperature
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]
+
| The maximum temperature limit before the creature will start receiving damage from heat. [[Temperature scale|DF temperature scale]]
  
 
|-
 
|-
Line 717: Line 769:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==I==
 
==I==
Line 729: Line 785:
 
| temperature
 
| temperature
 
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]
 
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]
 
|-
 
| IMMOLATE
 
|
 
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.
 
  
 
|-
 
|-
Line 739: Line 790:
 
|
 
|
 
| The creature is immobile while on land
 
| The creature is immobile while on land
 +
 +
|-
 +
| IMMOLATE
 +
|
 +
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of [[wood]] or [[glass]]. Due to a bug, however, they will only escape from [[artifact]]s.
  
 
|-
 
|-
Line 748: Line 804:
 
| ITEMCORPSE
 
| ITEMCORPSE
 
|  
 
|  
* [[Item Tokens|item token]]
+
* [[Item token]]
 
* subtype
 
* subtype
 
NO_SUBTYPE
 
NO_SUBTYPE
* [[Matgloss_tokens|matgloss token]]
+
* [[Matgloss token]]
 
* NO_RACEGLOSS
 
* NO_RACEGLOSS
 
USE_RACEGLOSS
 
USE_RACEGLOSS
 
USE_SHARPSTONE
 
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.
+
| 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 necessary adjectives and material from that glossary.
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material tokens|WOOD]]:USE_RACEGLOSS]
+
[ITEMCORPSE:[[Item token|WOOD]]:NO_SUBTYPE:[[Material token|WOOD]]:USE_RACEGLOSS]
  
 
|-
 
|-
Line 763: Line 819:
 
| The quality of an item-type corpse left behind; 5 is masterpiece-level.
 
| The quality of an item-type corpse left behind; 5 is masterpiece-level.
 
[ITEMCORPSE_QUALITY:5]
 
[ITEMCORPSE_QUALITY:5]
 
  
 
|-
 
|-
Line 771: Line 826:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==L==
 
==L==
Line 778: Line 837:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
| LARGE_CAVERIVER
 
|
 
| In Fortress Mode, spawns from/near cave rivers. Not used anymore in the 3D version.
 
 
|-
 
| LARGE_CHASM
 
|
 
| In Fortress Mode, spawns from/near chasms. Not used anymore in the 3D version.
 
 
|-
 
| LARGE_LAVA
 
|
 
| In Fortress Mode, spawns from/near magma. Not used anymore in the 3D version.
 
  
 
|-
 
|-
Line 833: Line 877:
 
| temperature
 
| temperature
 
| The temperature at which leather made from the creature's skins will burst into flames. Also affects severed body parts.
 
| The temperature at which leather made from the creature's skins will burst into flames. Also affects severed body parts.
 +
 +
|-
 +
| LEATHER_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of leather made from the creature's skin when molten.
  
 
|-
 
|-
Line 838: Line 887:
 
| temperature
 
| temperature
 
| The temperature at which leather made from the creature's skins will melt away. Also affects severed body parts.
 
| The temperature at which leather made from the creature's skins will melt away. Also affects severed body parts.
 +
 +
|-
 +
| LEATHER_SOLID_DENSITY
 +
| density
 +
| Specifies the density of leather made from the creature's skin.
  
 
|-
 
|-
 
| LEATHER_SPEC_HEAT
 
| LEATHER_SPEC_HEAT
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]
+
| [[SPEC_HEAT|specific heat capacity]]
 
| Amount of energy required for the creature's leather to heat up or cool down. Also affects severed body parts.
 
| Amount of energy required for the creature's leather to heat up or cool down. Also affects severed body parts.
  
Line 847: Line 901:
 
| LIGHT_GEN
 
| LIGHT_GEN
 
|  
 
|  
| The creature will generate light, such as in adventurer mode at night.
+
| A vermin featuring this tag will remain visible to an adventurer, even at night (without being dimmed in color along with the surrounding terrain), and from a distance (even outside your sight radius).
  
 
|-
 
|-
Line 862: Line 916:
 
| LITTERSIZE
 
| LITTERSIZE
 
|  
 
|  
* minumum
+
* minimum
 
* maximum
 
* maximum
 
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
 
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
Line 877: Line 931:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==M==
 
==M==
Line 903: Line 961:
 
| MATERIAL
 
| MATERIAL
 
|  
 
|  
* [[Matgloss_tokens|Matgloss token]]
+
* [[Matgloss token]]
 
* USE_RACEGLOSS
 
* USE_RACEGLOSS
 
|  
 
|  
Line 910: Line 968:
 
| MATUTINAL
 
| MATUTINAL
 
|  
 
|  
| Sets if the creature is active in dawn.
+
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
  
 
|-
 
|-
Line 917: Line 975:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.
+
| Sets the Minimum and Maximum age at which a creature will die from old age. Used in world generating and Fortress Mode.
 
[MAXAGE:150:170]
 
[MAXAGE:150:170]
  
Line 928: Line 986:
 
| MEGABEAST
 
| MEGABEAST
 
|  
 
|  
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.
+
| Appears on fortress territory in Fortress Mode occasionally.
  
 
|-
 
|-
Line 964: Line 1,022:
 
| MULTIPLE_LITTER_RARE
 
| MULTIPLE_LITTER_RARE
 
|  
 
|  
| Makes litters with more than one offspring rare.
+
| Makes litters with more than one offspring extremely rare, only happening with a 1/500 chance.  
  
 
|-
 
|-
Line 972: Line 1,030:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==N==
 
==N==
Line 992: Line 1,054:
 
| NARROW
 
| NARROW
 
|  
 
|  
| The creature can only wear things that have the narrow tag on it.
+
| Clothing made for these creatures will appear as "narrow" to other non-narrow creatures of the same size (whose own clothing will appear as "stout"). Example: elves versus humans.
  
 
|-
 
|-
Line 1,038: Line 1,100:
 
|  
 
|  
 
| Will not show up during the Winter season.
 
| 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.
 
  
 
|-
 
|-
Line 1,053: Line 1,110:
 
|  
 
|  
 
| Creature will not drop bones on butcher, rot, or decay of severed body parts.
 
| Creature will not drop bones on butcher, rot, or decay of severed body parts.
 +
 +
|-
 +
| NOBREATHE
 +
|
 +
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.
  
 
|-
 
|-
 
| NOCTURNAL
 
| NOCTURNAL
 
|  
 
|  
| Sets if the creature is active in night.
+
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.
  
 
|-
 
|-
Line 1,115: Line 1,177:
  
 
|-
 
|-
| NOTHOUGHT
+
| NOT_BUTCHERABLE
 
|  
 
|  
| Creature doesn't think, or doesn't require a [BRAIN] body part.
+
| Creature can't be butchered.
  
 
|-
 
|-
| NOT_BUTCHERABLE
+
| NOTHOUGHT
 
|  
 
|  
| Creature can't be butchered.
+
| Creature doesn't think, or doesn't require a [BRAIN] body part.
 +
|}
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==P==
 
==P==
Line 1,165: Line 1,230:
 
* median
 
* median
 
* highest % chance
 
* highest % chance
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.
+
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality trait]]s for more info.
 
[PERSONALITY:IMAGINATION:0:55:100]
 
[PERSONALITY:IMAGINATION:0:55:100]
  
Line 1,189: Line 1,254:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.
+
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
[POPULATION_NUMBER:42:42]
+
[POPULATION_NUMBER:10:30]
  
 
|-
 
|-
Line 1,233: Line 1,298:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==S==
 
==S==
Line 1,250: Line 1,319:
 
|  
 
|  
 
| Appears as boss creature in quests.
 
| Appears as boss creature in quests.
 
|-
 
| SESSILE_LAND
 
|
 
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].
 
  
 
|-
 
|-
Line 1,285: Line 1,349:
 
| temperature
 
| temperature
 
| Temperature at which silk made from this creature's webs bursts into flame.
 
| Temperature at which silk made from this creature's webs bursts into flame.
 +
 +
|-
 +
| SILK_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's webs when molten.
  
 
|-
 
|-
Line 1,290: Line 1,359:
 
| temperature
 
| temperature
 
| Temperature at which silk made from this creature's webs melts away.
 
| Temperature at which silk made from this creature's webs melts away.
 +
 +
|-
 +
| SILK_SOLID_DENSITY
 +
| density
 +
| Specifies the density of the creature's webs.
  
 
|-
 
|-
 
| SILK_SPEC_HEAT
 
| SILK_SPEC_HEAT
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]
+
| [[SPEC_HEAT|specific heat capacity]]
 
| Amount of energy required for the creature's silk to heat up or cool down.
 
| Amount of energy required for the creature's silk to heat up or cool down.
  
Line 1,305: Line 1,379:
 
| SLOW_LEARNER
 
| SLOW_LEARNER
 
|  
 
|  
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants
+
| Presumably causes the creature to learn skills more slowly. Implies CAN_LEARN.
  
 
|-
 
|-
| SMALLAQUATIC_CAVERIVER
+
| SMALL_REMAINS
|
 
 
|  
 
|  
 +
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.
  
 
|-
 
|-
| SMALLAQUATIC_OCEAN
+
| SPEC_HEAT
|  
+
| [[SPEC_HEAT|specific heat capacity]]
|
+
| Amount of energy required for the creature to heat up or cool down.
 
+
[SPEC_HEAT:409]
|-
 
| SMALLAQUATIC_RIVER
 
|
 
|  
 
 
 
|-
 
| SMALLAQUATIC_SWAMP
 
|
 
|
 
 
 
|-
 
| SMALL_REMAINS
 
|
 
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.
 
  
 
|-
 
|-
Line 1,341: Line 1,401:
 
| Sets a special name for certain instances.
 
| Sets a special name for certain instances.
 
[SPECNAME:MALE:bull:bulls:bull]
 
[SPECNAME:MALE:bull:bulls:bull]
 
|-
 
| SPEC_HEAT
 
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]
 
| Amount of energy required for the creature to heat up or cool down.
 
[SPEC_HEAT:409]
 
  
 
|-
 
|-
Line 1,353: Line 1,407:
 
| Sets what speech.txt to use when insulting the creature.
 
| Sets what speech.txt to use when insulting the creature.
 
[SPEECH:dwarf.txt]
 
[SPEECH:dwarf.txt]
 +
 +
|-
 +
| SPEECH_FEMALE
 +
| filename
 +
| Sets speech text file used only by females to insult creatures. Not used natively.
  
 
|-
 
|-
 
| SPEECH_MALE
 
| SPEECH_MALE
 
| filename
 
| filename
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].
+
| Sets speech text file used only by males to insult creatures.
 
[SPEECH_MALE:human_male.txt]
 
[SPEECH_MALE:human_male.txt]
  
Line 1,372: Line 1,431:
  
 
|-
 
|-
| STOUT
+
| STANDARD_FLESH
 +
|
 +
| Sets the following properties:
 +
 
 +
{|
 +
!  !! (creature) !! LEATHER !! BONE
 +
|-
 +
! SPEC_HEAT || 4181 || 1000 || 1000
 +
|-
 +
! HEATDAM_POINT || 10120 || 10300 || 11468
 +
|-
 +
! COLDDAM_POINT || 10020 || 9800 || 9800
 +
|-
 +
! IGNITE_POINT || 10180 || 10180 || NONE
 +
|-
 +
! MELTING_POINT || NONE || NONE || NONE
 +
|-
 +
! BOILING_POINT || NONE || NONE || NONE
 +
|-
 +
! FIXED_TEMP || NONE || NONE || NONE
 +
|-
 +
! SOLID_DENSITY || 1100 || 1900 || 1100
 +
|-
 +
! LIQUID_DENSITY || N/A || NONE || NONE
 +
|}
 +
 
 +
|-
 +
| STOUT
 
|  
 
|  
| Clothing width, similar to NARROW. If you have STOUT humans they will have "stout" inventory prefixes. Perhaps also: Creature has a resistance to being knocked over.
+
| Clothing made for these creatures will appear as "stout" to other non-stout creatures of the same size (whose own clothing will appear as "narrow"). Example: dwarves versus goblins.
 +
 
 +
Unconfirmed: creature has a resistance to being knocked over.{{verify}}
  
 
|-
 
|-
| STANDARD_FLESH
+
| SWIM_SPEED
|
+
| value
| Without it, leather items made from skin of this creature are stupidly heavy.
+
| How fast the creature swims. Typically 2500 (0.38 times the default speed).
  
 
|-
 
|-
Line 1,391: Line 1,479:
 
| The creature must learn to swim. Requires [CAN_LEARN], obviously.
 
| The creature must learn to swim. Requires [CAN_LEARN], obviously.
  
|-
+
|}
| SWIM_SPEED
 
| value
 
| How fast the creature swims. Typically 2500 (0.38 times the default speed).
 
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==T==
 
==T==
Line 1,408: Line 1,495:
 
| THICKWEB
 
| THICKWEB
 
|  
 
|  
| The creature's webs can catch larger creatures.
+
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]?
  
 
|-
 
|-
Line 1,463: Line 1,550:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==V==
 
==V==
Line 1,475: Line 1,566:
 
|  
 
|  
 
|  
 
|  
 
|-
 
| VERMINHUNTER
 
|
 
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.
 
  
 
|-
 
|-
Line 1,494: Line 1,580:
 
|  
 
|  
 
| The creature can eat your food.
 
| The creature can eat your food.
 +
 +
|-
 +
| VERMIN_FISH
 +
|
 +
| The creature can be [[fishing|fished]] out of bodies of water.
  
 
|-
 
|-
 
| VERMIN_GROUNDER
 
| VERMIN_GROUNDER
 
|  
 
|  
| The creature can be picked up if you stand over it. (Requires confirmation)
+
| The creature lives on the ground (or in the air).
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)
 
  
 
|-
 
|-
Line 1,509: Line 1,599:
 
| VERMIN_MICRO
 
| VERMIN_MICRO
 
|
 
|
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.
+
| This makes the creature move in a swarm of creatures of the same race as it.
 
 
  
 
|-
 
|-
Line 1,541: Line 1,630:
 
|
 
|
 
| 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
 +
|
 +
| 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 its own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.
  
 
|-
 
|-
 
| VESPERTINE
 
| VESPERTINE
 
|  
 
|  
| Sets if the creature is active in evening.
+
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
  
 
|-
 
|-
Line 1,553: Line 1,647:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==W==
 
==W==
Line 1,575: Line 1,673:
 
|  
 
|  
 
| The creature will not get caught in webs.
 
| The creature will not get caught in webs.
 +
 +
|}
 +
 +
==X==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
 +
|-
 +
| X_NAME
 +
|
 +
* singular
 +
* plural
 +
| Sets the name of profession X. 
 +
ex:  [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
 +
 +
From the [[Main:string dump|string dump]](v40d), permissible tags seem to be:
 +
 +
CRAFTSMAN_NAME, FISHERMAN_NAME
 +
 +
HAMMERMAN_NAME, SPEARMAN_NAME, CROSSBOWMAN_NAME, AXEMAN_NAME,
 +
 +
SWORDSMAN_NAME, MACEMAN_NAME, PIKEMAN_NAME, BOWMAN_NAME
  
 
|}
 
|}
Line 1,600: Line 1,723:
 
|BYTYPE:GRASP
 
|BYTYPE:GRASP
 
BYTOKEN:TAIL_STINGER
 
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]].
+
|''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 token]].
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.
+
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[#B|BODY]] token.
  
 
|-
 
|-
Line 1,627: Line 1,750:
 
|-
 
|-
 
|[SPECIALATTACK_INJECT_EXTRACT:50:100]
 
|[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).
+
|The creature injects an amount of its extract into a victim upon successfully using this attack. 50:100 is potency. This is an average extract if it's a poison it will take time to affect the target, then wears off some time after full effect, a slow poison would be 1:100, 100:100 is instant or very fast working poison (haven't tried 0 yet, going to further experiment with the max value)
<small>! 50:100 is pontentacy this is a avgerage extract if its a posion it will take time to affect the target then wears off some time after full effect, a slow poison would be 1:100, 100:100 is instant or very fast working poison (I haven't tried 0 yet, going to farther experiment with the max value)/<small> [HUGO_THE_DWARF]
 
  
 
|-
 
|-
 
|[SPECIALATTACK_SUCK_BLOOD:50:100]
 
|[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? / Effectiveness?)
 
|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? / Effectiveness?)
<small>! It seems to only make the target creature bleed/heavy bleed. farther testing</small> [HUGO_THE_DWARF]
+
<small>! It seems to only make the target creature bleed/heavy bleed. further testing</small>]
 +
|}
 +
 
 +
If not specified, the following default values will be used for the various temperature/density properties. Values initialized by STANDARD_FLESH (for creature, LEATHER, and BONE) are all initialized to NONE.
 +
 
 +
{| {{prettytable}}
 +
|- style='background-color:#ddd'
 +
! !! SILK !! EXTRACT !! CHEESE !! DRINK
 +
|-
 +
| SPEC_HEAT || 1000 || 4181 || 2000 || 2440
 +
|-
 +
| HEATDAM_POINT || 10400 || NONE || 10800 || NONE
 +
|-
 +
| COLDDAM_POINT || 9800 || NONE || 9950 || NONE
 +
|-
 +
| IGNITE_POINT || 10400 || NONE || NONE || 10800
 +
|-
 +
| MELTING_POINT || NONE || 9950 || 10150 || 9850
 +
|-
 +
| BOILING_POINT || NONE || 10200 || NONE || 10150
 +
|-
 +
| FIXED_TEMP || NONE || NONE || NONE || NONE
 +
|-
 +
| SOLID_DENSITY || 1353 || 1200 || 1200 || 1200
 +
|-
 +
| LIQUID_DENSITY || NONE || 1200 || 1200 || 1200
 
|}
 
|}
  
[[Category:Modding]]
+
 
[[Category:Tokens]]
+
{{Category|Modding}}
 +
{{Category|Tokens}}

Latest revision as of 19:22, 25 September 2024

This article is about an older version of DF.

Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment. This includes sentient creatures, but creature tokens should not be confused with entity tokens.


Tokens[edit]

Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

A[edit]

Token Arguments Description
ALCOHOL_DEPENDENT Creature needs alcohol to get through the working day.
ALL_ACTIVE When set, the creature will appear at any time of day. Overrides [DIURNAL], [NOCTURNAL], [CREPUSCULAR], [MATUTINAL], and [VESPERTINE].
ALTTILE CP437 ordinal or 'character' If set, the creature will blink between its [TILE] and its [ALTTILE].

[ALTTILE:157] or [ALTTILE:'&']

AMBUSHPREDATOR Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?[Verify]
AMPHIBIOUS Allows a creature to breathe with or without water.
AQUATIC Allows a creature to breathe underwater, but causes it to "drown" out of water.
ATTACK See the Attacks section.
Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

B[edit]

Token Arguments Description
BABY age Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.

[BABY:1]

BABYNAME
  • singular
  • plural
Gives the baby a special name.
BEACH_FREQUENCY value Whales and jellyfish have this. Controls the beaching frequency of the creature.

[BEACH_FREQUENCY:10]

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):
  • R - Red blood
  • G - Green blood
  • B - Blue blood
  • M - Magenta blood
  • C - Cyan blood
  • Y - Yellow pus
  • W - White ichor
  • 0 - Black goo
  • VOMIT
  • SLIME

[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. DF temperature scale
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_LIQUID_DENSITY density Specifies the density of the creature's bones when molten.
BONE_MELTING_POINT temperature The temperature at which the creature's bones melt.
BONE_SOLID_DENSITY density Specifies the density of the creature's bones.
BONE_SPEC_HEAT specific heat capacity Amount of energy required for the creature's bones to heat up or cool down.
BONECARN Creature eats bones. This tag implies CARNIVORE.
BUILDINGDESTROYER value Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands.

See Building destroyer for full discussion.

Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

C[edit]

Token Arguments Description
CAN_CIV Can create civilizations. This tag may activate hunger and thirst. [Verify]
CAN_LEARN A creature with this tag can gain skill experience.
CAN_SPEAK Can talk. Note that it is not necessary for a creature to gain social skills.
CANNOT_UNDEAD Cannot become undead.
CANOPENDOORS Allows the creature to open doors.
CARNIVORE Creature only eats meat.
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 heat damage.
CHEESE_IGNITE_POINT temperature The temperature at which the creature's cheese bursts into flame.
CHEESE_LIQUID_DENSITY density Specifies the density of the creature's cheese when molten.
CHEESE_MELTING_POINT temperature The temperature at which the creature's cheese melts into goo.
CHEESE_SOLID_DENSITY density Specifies the density of the creature's cheese.
CHEESE_SPEC_HEAT specific heat capacity Amount of energy required for the creature's cheese to heat up or cool down.
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
  • singular
  • plural
Gives the child a special name, e.g. "hippo calf" instead of "hippo child".

[CHILDNAME:hippo calf:hippo calves]

CHITIN When the creature's skin is tanned, it becomes chitin instead of leather.
CLUSTER_NUMBER
  • minimum
  • maximum
The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.

[CLUSTER_NUMBER:1:3]

COLDDAM_POINT temperature The minimum temperature limit before the creature starts taking damage from freezing.
COLOR
  • fg (foreground)
  • bg (background)
  • br (brightness)
Color of the creature's tile.

[COLOR:3:0:0]

COMMON_DOMESTIC Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT
COOKABLE_LIVE Set this to allow the creature to be cooked in meals without first being cleaned.
CREPUSCULAR When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
CURIOUSBEAST_EATER Allows a creature to steal and eat edible items from you.
CURIOUSBEAST_GUZZLER Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.
CURIOUSBEAST_ITEM Allows a creature to steal things (apparently the highest value it can find).
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D[edit]

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 in a group.
DENSITY density Specifies the density of the creature.
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." Also increases experience gain during adventure mode.

[DIFFICULTY:2]

DIURNAL When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.
DRAGONFIREBREATH Creature breathes fire in a cone.
DRINK_BOILING_POINT temperature The temperature at which an alcoholic drink made from the creature will boil. Creature drinks are not implemented in this version of Dwarf Fortress.
DRINK_COLDDAM_POINT temperature The temperature at which said drink will take cold damage.
DRINK_FIXED_TEMP temperature The temperature emitted by one unit of the creature's drink.
DRINK_HEATDAM_POINT temperature The temperature at which aforementioned drink will take heat damage.
DRINK_IGNITE_POINT temperature The temperature at which the drink will set your fort ablaze.
DRINK_LIQUID_DENSITY density Specifies the density of the creature's drink.
DRINK_MELTING_POINT temperature The temperature at which the creature's drink melts or freezes.
DRINK_SOLID_DENSITY density Specifies the density of the creature's drink when frozen.
DRINK_SPEC_HEAT specific heat capacity Amount of energy required for the drink to heat up or cool down.
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E[edit]

Token Arguments Description
ENDING Will show up as a leader (only one of them) in a group from the glowing pits.
EQUIPMENT_WAGON Implies 2 unknown flags, NOT_BUTCHERABLE, NOEXERT, NOPAIN, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NOBREATHE, NO_GENDER, NO_EAT, NO_DRINK, NO_SLEEP
EQUIPS Allows the creature to wear or wield items.
EVIL Determines whether creature can show up on "evil" maps (see Region#Surroundings).
EXTRACT
  • name
  • fg (foreground color)
  • bg (background color)
  • br (color brightness)
Determines that something can be extracted from the creature, what it's called, and what color it is. Note, it appears that the extraction process is hard-coded into the game, and can't be altered from objects/raw.

[EXTRACT:cow's milk:7:0:1]

EXTRACT_ANTIDOTE
  • name
  • fg (foreground color)
  • bg (background color)
  • br (color brightness)
  • ? (always 50 or 100)
[EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]

In the future, the last number may be used to determine effectiveness or time to cure, however, as of 40d antidotes have no function.

EXTRACT_BOILING_POINT temperature The temperature value at which a unit of the creature's extract boils away.
EXTRACT_CHEESE
  • name
  • fg (foreground color)
  • bg (background color)
  • br (color brightness)
The extract gotten from the creature can be made into cheese.

[EXTRACT_CHEESE:cow cheese:6:0:1]

EXTRACT_COLDDAM_POINT temperature The low temperature value at which the creature's extract starts to take damage.
EXTRACT_COOKABLE Extract is cookable.
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_LIQUID_DENSITY density Specifies the density of the creature's extract.
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_SOLID_DENSITY density Specifies the density of the creature's extract when solidified.
EXTRACT_SPEC_HEAT specific heat capacity Amount of energy required for the creature's extract to heat up or cool down.
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 can see regardless of whether it has working eyes.
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F[edit]

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 produces when it is butchered.

[FAT:3]

FEATURE_ATTACK_GROUP If a feature attack selects a creature with this flag, all creatures in its group will join in the attack, otherwise the creature will break off from its group and attack you on its own. In practice, this has little effect because map features have finite populations and tend to get depleted as soon as you discover them.
FEMALE The creature is always female. Note that a civilization created using an all-female creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.
FIREBREATH The creature shoots fireballs and narrow bursts of fire.
FIREIMMUNE The creature is immune to FIREBREATH, steam, and being set on fire by magma.
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. [FIXED_TEMP:1-?]
FLEEQUICK Determines how soon a creature flees in a losing battle.
FLIER Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
FREQUENCY
  • number, max 100
Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a weight - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified.
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G[edit]

Token Arguments Description
GENPOWER rate? Not used anymore and can be removed safely. Was related to magic.

[GENPOWER:3]

GLOWCOLOR
  • fg
  • bg
  • br
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 can and will gnaw its way out of wooden animal traps and cages using the specified verb. Due to a bug, however, they will only escape from artifacts.
GOOD Determines whether creature can show up on "good" maps (see Threat Matrix).
GRASSTRAMPLE amount Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.

[GRASSTRAMPLE:42]

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H[edit]

Token Arguments Description
HAS_RACEGLOSS gloss Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.

[HAS_RACEGLOSS:WOOD] [HAS_RACEGLOSS:STONE] [HAS_RACEGLOSS:METAL] [HAS_RACEGLOSS:PLANT]

HASSHELL Creature will leave behind a shell when eaten.
HEATDAM_POINT temperature The maximum temperature limit before the creature will start receiving damage from heat. DF temperature scale
HOMEOTHERM value Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. DF temperature scale
HORN Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.
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I[edit]

Token Arguments Description
IGNITE_POINT temperature The temperature at which the creature will burst into flames. DF temperature scale
IMMOBILE_LAND The creature is immobile while on land
IMMOLATE Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from animal traps and cages made of wood or glass. Due to a bug, however, they will only escape from artifacts.
INTELLIGENT Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.
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 necessary adjectives and material from that glossary.

[ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]

ITEMCORPSE_QUALITY quality The quality of an item-type corpse left behind; 5 is masterpiece-level.

[ITEMCORPSE_QUALITY:5]

IVORY Creature will produce ivory when butchered. Currently doesn't work. May turn up with merchants as a trade good.
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L[edit]

Token Arguments Description
LARGE_PREDATOR Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
LARGE_ROAMING In Fortress Mode, spawns outdoors and is not a vermin creature.
LAYERING value How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all. Tropical animals have this at 100. Tundra creatures, 200 or 300; humans 10, dwarves 50.
LEATHER_BOILING_POINT temperature The temperature at which leather made from the creature's skins will boil away. Also affects severed body parts.
LEATHER_COLDDAM_POINT temperature The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.
LEATHER_FIXED_TEMP temperature The temperature that leather made from the creature's skins generates. Also affects severed body parts.
LEATHER_HEATDAM_POINT temperature The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.
LEATHER_IGNITE_POINT temperature The temperature at which leather made from the creature's skins will burst into flames. Also affects severed body parts.
LEATHER_LIQUID_DENSITY density Specifies the density of leather made from the creature's skin when molten.
LEATHER_MELTING_POINT temperature The temperature at which leather made from the creature's skins will melt away. Also affects severed body parts.
LEATHER_SOLID_DENSITY density Specifies the density of leather made from the creature's skin.
LEATHER_SPEC_HEAT specific heat capacity Amount of energy required for the creature's leather to heat up or cool down. Also affects severed body parts.
LIGHT_GEN A vermin featuring this tag will remain visible to an adventurer, even at night (without being dimmed in color along with the surrounding terrain), and from a distance (even outside your sight radius).
LIKES_FIGHTING The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.
LISP Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."
LITTERSIZE
  • minimum
  • maximum
Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
LOCKPICKER Lets a creature open doors that are set to forbidden in Fortress Mode. Implies [TRAPAVOID]
LOOSE_CLUSTERS The creatures will scatter if they have this tag, or form tight packs if they don't.
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M[edit]

Token Arguments Description
MAGICAL Makes the creature attract local wildlife in large numbers. May have more effects when magic is implemented.
MAGMA_VISION Creature's able to see while covered in magma.
MALE The creature is always male. Note that a civilization created using an all-male creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.
MATERIAL
MATUTINAL When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
MAXAGE
  • minimum
  • maximum
Sets the Minimum and Maximum age at which a creature will die from old age. 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.
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). "They go on little missions to mess with various fortress buildings, not just levers."
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. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.
MOUNT_EXOTIC You need the Dungeon master noble to mount the creature.
MULTIPLE_LITTER_RARE Makes litters with more than one offspring extremely rare, only happening with a 1/500 chance.
MUNDANE Marks if the creature is an actual real-life creature. Only used for age-names at present.
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N[edit]

Token Arguments Description
NAME
  • singular noun
  • plural noun
  • adjective
What the creature is actually called in game. Make sure there is no space around the ":".

[NAME:dwarf:dwarves:dwarven]

NARROW Clothing made for these creatures will appear as "narrow" to other non-narrow creatures of the same size (whose own clothing will appear as "stout"). Example: elves versus humans.
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. Note that a civilization created using a genderless creature will have no population, as they don't have breeding couples.
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.
NOBLEED Creature doesn't bleed.
NOBONES Creature will not drop bones on butcher, rot, or decay of severed body parts.
NOBREATHE Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.
NOCTURNAL When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.
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 butcher.
NONAUSEA Creature can't vomit.
NOPAIN Creature doesn't feel pain.
NOSKIN Creature will not drop skin on butcher.
NOSKULL Creature will not drop skull on butcher, rot, or decay of severed head.
NOSMELLYROT Creatures' corpse does not create miasma.
NOSTUCKINS Weapons can't be stuck in creature.
NOSTUN Creature can't be stunned.
NOT_BUTCHERABLE Creature can't be butchered.
NOTHOUGHT Creature doesn't think, or doesn't require a [BRAIN] body part.
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P[edit]

Token Arguments Description
PACK_ANIMAL Allows the creature to be used as a pack animal. Currently only used by merchants.
PARALYZEIMMUNE The creature is immune to all paralyzing special attacks.
PATTERNFLIER Flies in a semi-predictable pattern? [Verify]
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
  • token
  • lowest % chance
  • median
  • highest % chance
Determines chance of personality traits. Standard is 0:50:100. See Personality traits for more info.

[PERSONALITY:IMAGINATION:0:55:100]

PET Allows the creature to be tamed.
PET_EXOTIC You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming).
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
  • minimum
  • maximum
The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.

[POPULATION_NUMBER:10:30]

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[edit]

Token Arguments Description
REMAINS <singular>:<plural> ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.
REMAINS_COLOR
  • fg
  • bg
  • br
The color of the creature's remains. Used by treants.

[REMAINS_COLOR:6:0:0]

REMAINS_UNDETERMINED
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S[edit]

Token Arguments Description
SAVAGE Allows creature to show up on (and limits it to) "savage" maps.
SEMIMEGABEAST Appears as boss creature in quests.
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_LIQUID_DENSITY density Specifies the density of the creature's webs when molten.
SILK_MELTING_POINT temperature Temperature at which silk made from this creature's webs melts away.
SILK_SOLID_DENSITY density Specifies the density of the creature's webs.
SILK_SPEC_HEAT specific heat capacity Amount of energy required for the creature's silk to heat up or cool down.
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. Creatures with a size larger than 10 will prevent bridges from raising or retracting and will cause a Dwarven Atom Smasher to deconstruct.

[SIZE:6]

SLOW_LEARNER Presumably causes the creature to learn skills more slowly. Implies CAN_LEARN.
SMALL_REMAINS If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.
SPEC_HEAT specific heat capacity Amount of energy required for the creature to heat up or cool down.

[SPEC_HEAT:409]

SPECNAME
  • token
  • singular noun
  • plural noun
  • adjective
Sets a special name for certain instances.

[SPECNAME:MALE:bull:bulls:bull]

SPEECH filename Sets what speech.txt to use when insulting the creature.

[SPEECH:dwarf.txt]

SPEECH_FEMALE filename Sets speech text file used only by females to insult creatures. Not used natively.
SPEECH_MALE filename Sets speech text file used only by males to insult creatures.

[SPEECH_MALE:human_male.txt]

SPEED 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.

[SPEED:400]

SPHERE sphere Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff.
STANDARD_FLESH Sets the following properties:
(creature) LEATHER BONE
SPEC_HEAT 4181 1000 1000
HEATDAM_POINT 10120 10300 11468
COLDDAM_POINT 10020 9800 9800
IGNITE_POINT 10180 10180 NONE
MELTING_POINT NONE NONE NONE
BOILING_POINT NONE NONE NONE
FIXED_TEMP NONE NONE NONE
SOLID_DENSITY 1100 1900 1100
LIQUID_DENSITY N/A NONE NONE
STOUT Clothing made for these creatures will appear as "stout" to other non-stout creatures of the same size (whose own clothing will appear as "narrow"). Example: dwarves versus goblins.

Unconfirmed: creature has a resistance to being knocked over.[Verify]

SWIM_SPEED value How fast the creature swims. Typically 2500 (0.38 times the default speed).
SWIMS_INNATE 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 The creature must learn to swim. Requires [CAN_LEARN], obviously.
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T[edit]

Token Arguments Description
THICKWEB The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]?
TILE CP437 ordinal or 'character' The graphical representation of the creature.

[TILE:157] or [TILE:'&']

TRADE_CAPACITY weight How much the creature can carry when used by merchants.

[TRADE_CAPACITY:2000]

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.
TRAPAVOID The creature is immune to traps.
TRIGGERABLE_GROUP
  • minimum?
  • maximum?
[TRIGGERABLE_GROUP:5:50]

U[edit]

Token Arguments Description
UNDERSWIM Creature swims under the water and can't be seen.
UTTERANCES Changes the language of the creature into an unintelligible mess.
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V[edit]

Token Arguments Description
VEGETATION
VERMIN_BITE
  • amount injected or chance of injection?
  • name
  • effect (USE_EXTRACT)
[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_EATER The creature can eat your food.
VERMIN_FISH The creature can be fished out of bodies of water.
VERMIN_GROUNDER The creature lives on the ground (or in the air).
VERMIN_HATEABLE Some dwarves will hate the creature and get unhappy thoughts when around it.
VERMIN_MICRO This makes the creature move in a swarm of creatures of the same race as it.
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. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf 04:45, 15 June 2009 (UTC))
VERMIN_ROTTER 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 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.
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 its own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.
VESPERTINE When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
VIEWRANGE value How far the creature can see?
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W[edit]

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.

X[edit]

Token Arguments Description
X_NAME
  • singular
  • plural
Sets the name of profession X.

ex: [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]

From the string dump(v40d), permissible tags seem to be:

CRAFTSMAN_NAME, FISHERMAN_NAME

HAMMERMAN_NAME, SPEARMAN_NAME, CROSSBOWMAN_NAME, AXEMAN_NAME,

SWORDSMAN_NAME, MACEMAN_NAME, PIKEMAN_NAME, BOWMAN_NAME

Attacks[edit]

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 token.

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] Attacks in combat inform which body part was used in the attack. Not mutually exclusive with _CANLATCH

or SPECIALATTACK_ "Ratman punches Blargg with his right hand."

[ATTACKFLAG_CANLATCH] Allows the creature to latch on with the attack. Not mutually exclusive with _WITH

or SPECIALATTACK_ "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. 50:100 is potency. This is an average extract if it's a poison it will take time to affect the target, then wears off some time after full effect, a slow poison would be 1:100, 100:100 is instant or very fast working poison (haven't tried 0 yet, going to further experiment with the max value)
[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? / Effectiveness?)

! It seems to only make the target creature bleed/heavy bleed. further testing]

If not specified, the following default values will be used for the various temperature/density properties. Values initialized by STANDARD_FLESH (for creature, LEATHER, and BONE) are all initialized to NONE.

SILK EXTRACT CHEESE DRINK
SPEC_HEAT 1000 4181 2000 2440
HEATDAM_POINT 10400 NONE 10800 NONE
COLDDAM_POINT 9800 NONE 9950 NONE
IGNITE_POINT 10400 NONE NONE 10800
MELTING_POINT NONE 9950 10150 9850
BOILING_POINT NONE 10200 NONE 10150
FIXED_TEMP NONE NONE NONE NONE
SOLID_DENSITY 1353 1200 1200 1200
LIQUID_DENSITY NONE 1200 1200 1200