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Difference between revisions of "v0.31:Creature token"

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{{av}}{{Quality|Exceptional}}
+
{{Quality|Superior|19:06, 26 August 2014 (UTC)}}
 +
{{av}}
  
Tentative at best in some cases.
+
A full list of all known creature tokens.
  
 
__NOTOC__
 
__NOTOC__
Line 15: Line 16:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
 +
|-
 +
| ADOPTS_OWNER
 +
|
 +
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}
 +
 
|-  
 
|-  
 
| ALCOHOL_DEPENDENT  
 
| ALCOHOL_DEPENDENT  
Line 23: Line 30:
 
| 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}}.
  
 
|-  
 
|-  
Line 33: Line 40:
 
| AMBUSHPREDATOR  
 
| AMBUSHPREDATOR  
 
|   
 
|   
| Makes the creature start out hidden. Used by {{L|giant cave spider}}s. May make {{L|web}}s hidden too.
+
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}
  
 
|-  
 
|-  
 
| AMPHIBIOUS  
 
| AMPHIBIOUS  
 
|   
 
|   
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].
+
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].
 +
 
 +
|-
 +
| APP_MOD_DESC_RANGE
 +
|
 +
*Range
 +
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
  
 
|-
 
|-
 
| APP_MOD_GENETIC_MODEL
 
| APP_MOD_GENETIC_MODEL
 
|
 
|
|
+
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
 +
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.
  
 
|-
 
|-
Line 82: Line 96:
 
| AQUATIC  
 
| AQUATIC  
 
|   
 
|   
| Allows a creature to breathe underwater, but causes it to "drown" out of {{L| water}}.  
+
| Allows a creature to breathe underwater, but causes it to "drown" out of [[water]].  
  
 
|-  
 
|-  
Line 88: Line 102:
 
|   
 
|   
 
| Does not appear in arena mode list
 
| Does not appear in arena mode list
 +
 +
|-
 +
| ARTIFICIAL_HIVEABLE
 +
|
 +
| Can be kept in artificial hives by beekeepers.
 +
 +
|-
 +
| AT_PEACE_WITH_WILDLIFE
 +
|
 +
| Does not attack or frighten wildlife.
  
 
|-  
 
|-  
Line 96: Line 120:
 
*selection criteria
 
*selection criteria
 
*location  
 
*location  
| Defines the attack name, and the body part used.
+
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
 
'''Example:'''<br />
 
'''Example:'''<br />
 
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br />
 
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br />
Line 103: Line 127:
  
 
|-  
 
|-  
| ATTACK_CONTACT_PERC
+
| ATTACK_TRIGGER
|  
+
| pop:exported wealth:created wealth
*% value
+
| Specifies when a [[megabeast]] will attack the fortress.
| amount of available tissue used in attack
 
  
|-
+
|}
| ATTACK_FLAG_CANLATCH
 
 
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in it's definition is made.
 
  
|-  
+
<div align="center">
| ATTACK_FLAG_EDGE
+
{{alphabetical TOC}}
|   
+
</div>
| attack type
+
 
 +
==B==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
|-  
 +
| BABY
 +
| integer
 +
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
 +
 
 +
|-
 +
| BABYNAME
 +
| singular:plural
 +
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
 +
 
 +
|-
 +
| BEACH_FREQUENCY
 +
|   
 +
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.
  
 
|-  
 
|-  
| ATTACK_FLAG_WITH
+
| BENIGN
 
|   
 
|   
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
+
| 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).  
  
 
|-  
 
|-  
| ATTACK_PENETRATION_PERC
+
| BIOME
 
|  
 
|  
*% value
+
* [[biome token]]
| probably amount of material that makes contact when penetration is done
+
| Select a [[Biome]] the creature may appear in.
  
 
|-  
 
|-  
| ATTACK_PRIORITY
+
| BLOOD
 
|  
 
|  
*MAIN or SECOND
+
* [[material token]]
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
+
*matter state (LIQUID, GAS, SOLID)
 +
| Specifies what the creature's blood is made of.
  
 
|-  
 
|-  
| ATTACK_SKILL
+
| BODY
 +
| body parts
 +
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
 +
'''Example:'''<br />
 +
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
 +
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.
 +
 
 +
|-
 +
| BODY_APPEARANCE_MODIFIER
 
|  
 
|  
*skill used ({{L|Skill tokens}})
+
*ATTRIBUTE
| defines the attack skill used
+
*lowest:lower:low:median:high:higher:highest
 +
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
 +
'''Example:'''<br />
 +
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br />
 +
''HEIGHT'' : marks the height to be changed <br />
 +
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.
  
 
|-  
 
|-  
| ATTACK_TRIGGER
+
| BODY_DETAIL_PLAN
| pop:exported wealth:created wealth{{verify}}
+
| PlanName, PlanName:type:type:type:etc
| stages when a megabeast will attack a site
+
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
 +
'''Example:'''<br />
 +
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
 +
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
 +
A [[Purring maggot|maggot]] would only need:<br />
 +
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''
  
 
|-  
 
|-  
| ATTACK_VERB
+
| BODY_SIZE
| 2nd person:3rd person
+
| years:days:size
| descriptive text for the attack
+
| sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.
 +
'''Example:'''<br />
 +
[BODY_SIZE:0:0:10000]<br />
 +
[BODY_SIZE:1:168:50000]<br />
 +
[BODY_SIZE:12:0:220000]<br />
 +
This describes the size of a [[minotaur]]. His birth size would be 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg
 +
 
 +
|-
 +
| BODYGLOSS
 +
| gloss
 +
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
  
|-
+
|-  
| ATTACK_VELOCITY_MODIFIER
+
| BONECARN
| number
+
|
| Modifies the attack velocity. Believed to be percent based (so 100 would be "normal").  May be on same scale as weapon velocity (where 1000 is "normal").
+
| Creature eats bones. Implies CARNIVORE. Civilized creatures (e.g. Kobolds) with this tag tend to die out during world generation.
 +
 
 +
|-
 +
| BP_APPEARANCE_MODIFIER
 +
|
 +
*QUALITY
 +
*lowest:lower:low:median:high:higher:highest
 +
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)
  
 +
|-
 +
| BUILDINGDESTROYER
 +
| 1 or 2
 +
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands.
 
|}
 
|}
  
Line 162: Line 242:
 
</div>
 
</div>
  
==B==
+
==C==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 168: Line 248:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
 
|-  
 
|-  
| BABY
+
| CAN_LEARN
| integer
+
|
| age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
+
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.
  
 
|-  
 
|-  
| BABYNAME
+
| CAN_SPEAK
| singular:plural
+
|
| name at caste level
+
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}
  
 
|-  
 
|-  
| BEACH_FREQUENCY
+
| CANNOT_UNDEAD
 
|   
 
|   
| {{L|Whale}}s and {{L|Sea nettle jellyfish|jellyfish}} have this. Controls the beaching frequency of the creature.  
+
| Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.
  
 
|-  
 
|-  
| BENIGN
+
| CANOPENDOORS
 
|   
 
|   
| Determines whether creature can show up on "tame" maps (includes {{L|elephants}}), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).  
+
| Allows the creature to open doors.  
  
 
|-  
 
|-  
| BIOME
+
| CARNIVORE
|  
+
|
* biome token
+
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.
| Select a {{L|Biome}} the creature may appear in.
 
  
 
|-  
 
|-  
| BLOOD, PUS, OTHER MATERIAL state definition
+
| CASTE
 
|  
 
|  
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
+
*name
*selected material
+
| defines a caste
*matter state (LIQUID, GAS, ALL_SOLID)
 
| Controls bleeding behaviour
 
  
|-  
+
|-
| BODY
+
| CASTE_ALTTILE
| body parts
+
|
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
+
*tile number or "letter"
'''Example:'''<br />
+
| Caste-specific alternate tile. Expects CASTE_TILE
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
 
This is the body from a {{L|Purring maggot}}. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.
 
  
|-  
+
|-
| BODY_APPEARANCE_MODIFIER
+
| CASTE_COLOR
|  
+
|
*ATTRIBUTE
+
*fg
*lowest:lower:low:median:high:higher:highest
+
*bg
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
+
*brightness
'''Example:'''<br />
+
| Creature tile color of the caste.
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] <br />
 
''HEIGHT'' : marks the height to be changed <br />
 
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.
 
  
|-  
+
|-
| BODY_DETAIL_PLAN
+
| CASTE_GLOWCOLOR
| PlanName, PlanName:type:type:type:etc
+
|
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
+
*fg
'''Example:'''<br />
+
*bg
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
+
*brightness
This creates the detailed body of a {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
+
| GLOWTILE color of the caste.
A {{L|Purring maggot|maggot}} would only need:<br />
 
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''
 
  
|-  
+
|-
| BODY_SIZE
+
| CASTE_GLOWTILE
| years:days:size
+
|
| sets up size at a given time. Size is roughly equal to the creature's average weight in grams.
+
*tile value or "letter"
'''Example:'''<br />
+
| Caste-specific glowtile
[BODY_SIZE:0:0:10000]<br />
 
[BODY_SIZE:1:168:50000]<br />
 
[BODY_SIZE:12:0:220000]<br />
 
This describes the size of a {{L|minotaur}}. His birth size would be 10000 (~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg
 
  
 
|-  
 
|-  
| BODYGLOSS
+
| CASTE_NAME
| gloss
+
| singular:plural:adjective
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
+
| The name of the caste of the creature in the game.
  
 
|-  
 
|-  
| BONECARN
+
| CASTE_PROFESSION_NAME
 
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE.
 
 
 
|-
 
| BP_APPEARANCE_MODIFIER
 
 
|  
 
|  
*QUALITY
+
*[[Unit type token]] (Profession)
*lowest:lower:low:median:high:higher:highest
+
*singular
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)
+
*plural
 +
| alters the name of the given profession, caste-specific
  
|-  
+
|-
| BUILDINGDESTROYER
+
| CASTE_SOLDIER_ALTTILE
| 1 or 2
+
| 'character' or tile number
| 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.
+
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.
|}
 
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| CASTE_SOLDIER_TILE
</div>
+
| 'character' or tile number
 +
| Creatures of this caste active in their civilization's military will use this tile instead.
  
==C==
+
|-  
{| {{prettytable}}
+
| CASTE_SPEECH
|- bgcolor="#ddd"
+
| speech file?
! width="20%" | Token
+
| Possibly a caste-specific instance of the SPEECH token
! width="20%" | Arguments
 
! width="60%" | Description
 
  
|-  
+
|-
| CAN_LEARN
+
| CASTE_TILE
|
+
|
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.
+
* tile number or "letter"
 +
| Caste-specific creature tile.
  
 
|-  
 
|-  
| CAN_SPEAK
+
| CAVE_ADAPT
 
|   
 
|   
| Can talk. Note that it is not necessary for a creature to gain social skills.  
+
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
  
|-  
+
|-
| CANNOT_UNDEAD
+
| CHANGE_BODY_SIZE_PERC
|
+
|
| Cannot be turned into a zombie or skeletal undead
+
|
  
 
|-  
 
|-  
| CANOPENDOORS
+
| CHILD
|
+
| integer
| Allows the creature to open doors.  
+
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
  
 
|-  
 
|-  
| CARNIVORE
+
| CHILDNAME
|
+
| singular:plural
| Creature ''only'' eats meat
+
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
  
 
|-  
 
|-  
| CASTE
+
| CLUSTER_NUMBER
|  
+
|
*name
+
*min
| defines a caste
+
*max
 +
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.
 +
e.g. [CLUSTER_NUMBER:1:3]
  
 
|-
 
|-
| CASTE_ALTTILE
+
|CLUTCH_SIZE
 
|
 
|
*tile number or "letter"
+
*min
| Caste-specific alternate tile. Expects CASTE_TILE
+
*max
 +
|Number of eggs laid in one sitting.
  
 
|-
 
|-
| CASTE_COLOR
+
| COLONY_EXTERNAL
 
|
 
|
*fg
+
| Caste hovers around colony.
*bg
+
 
*brightness
+
|-
| Creature tile color of the caste.
+
| COLOR
 +
| foreground:background:brightness  
 +
| Color  of the creature's tile.  
  
|-
+
|-  
| CASTE_GLOWCOLOR
+
| COMMON_DOMESTIC
|
+
|
*fg
+
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT. In addition, the creature must be NATURAL rather than FANCIFUL
*bg
 
*brightness
 
| GLOWTILE color of the caste.
 
  
 
|-
 
|-
| CASTE_GLOWTILE
+
| CONVERTED_SPOUSE
 
|
 
|
*tile value or "letter"
+
| Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
| Caste-specific glowtile
 
  
 
|-  
 
|-  
| CASTE_NAME
+
| COOKABLE_LIVE
| singular:plural:adjective
+
|
| The name of the caste of the creature in the game.
+
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
  
 
|-  
 
|-  
| CASTE_PROFESSION_NAME
+
| COPY_TAGS_FROM
 
|  
 
|  
*Profession
+
*CREATURE NAME
*singular
+
| Copies tags from another specified creature.
*plural
 
| alters the name of the given profession, caste-specific
 
  
|-
+
|-  
| CASTE_SOLDIER_ALTTILE
+
| CREATURE_CLASS
| 'character' or tile number
+
|
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.
+
*classname
 +
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.
  
 
|-
 
|-
| CASTE_SOLDIER_TILE
+
| CREATURE_SOLDIER_TILE
 
| 'character' or tile number
 
| 'character' or tile number
| Creatures of this caste active in their civilization's military will use this tile instead.
+
| Creatures active in their civilization's military will use this tile instead.
  
 
|-  
 
|-  
| CASTE_SPEECH
+
| CREATURE_TILE
| speech file?
+
| 'character' or tile number
| Possibly a caste-specific instance of the SPEECH token
+
| The symbol of the creature in ASCII mode.
  
|-
+
|-  
| CASTE_TILE
+
| CREPUSCULAR
|
+
|
* tile number or "letter"
+
| 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.
| Caste-specific creature tile.
 
  
 
|-  
 
|-  
| CAVE_ADAPT
+
| CURIOUSBEAST_EATER
 
|   
 
|   
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
+
| Allows a creature to steal and eat edible items from a site.  
  
 
|-  
 
|-  
| CE_X
+
| CURIOUSBEAST_GUZZLER
|  
+
|   
*SEV:<value> (severity, higher is worse)
+
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.
*PROB:<value(1-100)> (probability)
 
*RESISTABLE (optional) allows resistance
 
*SIZE_DILUTES (optional) lessens effect based on size
 
Place effected:
 
*LOCALIZED (optional)
 
*VASCULAR_ONLY (optional)
 
*MUSCULAR_ONLY (optional)
 
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)
 
Timeline:
 
*Start:effect start time
 
*Peak:effect peak time
 
*End:effect end time
 
| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]
 
 
 
|-
 
| CHANGE_BODY_SIZE_PERC
 
|
 
|
 
  
 
|-  
 
|-  
| CHILD
+
| CURIOUSBEAST_ITEM
| integer
+
|
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
+
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.
  
 
|-  
 
|-  
| CHILD_BODYPART_GROUP
+
| CV_ADD_TAG
 
|  
 
|  
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
+
*TAG NAME
*master location
+
| Adds a tag. Used in conjunction with creature variation templates.
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
 
*specific location
 
| selects all parts of a group to be used.
 
  
 
|-  
 
|-  
| CHILDNAME
+
| CV_REMOVE_TAG
| singular:plural
+
|  
| name at caste level
+
*TAG NAME
 +
| Removes a tag. Used in conjunction with creature variation templates.
 +
|}
  
|-
+
<div align="center">
| CLUSTER_NUMBER
+
{{alphabetical TOC}}
|
+
</div>
*min
 
*max
 
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.
 
e.g. [CLUSTER_NUMBER:1:3]
 
  
|-  
+
==D==
| COLDDAM_POINT
+
{| {{prettytable}}
| value
+
|- bgcolor="#ddd"
| The minimum temperature limit before the currently selected material will start receiving damage from freezing. Used mostly in material templates.
+
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
  
 
|-  
 
|-  
| COLOR
+
| DEMON
| foreground:background:brightness
+
|
| Color  of the creature's tile.  
+
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
  
 
|-  
 
|-  
| COMMON_DOMESTIC
+
| DESCRIPTION
|
+
| text
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT. In addition, the creature must be NATURAL rather than FANCIFUL
+
| A brief description of the creature type.
  
 
|-
 
|-
| CONVERTED_SPOUSE
+
| DIE_WHEN_VERMIN_BITE
 
|
 
|
| Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
+
| Dies upon attacking. Used for bee stings.
  
 
|-  
 
|-  
| COOKABLE_LIVE
+
| DIFFICULTY
|
+
| integer
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
+
| 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.  
  
 
|-  
 
|-  
| COPY_TAGS_FROM
+
| DIURNAL
|  
+
|
*CREATURE NAME
+
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.
| Copies tags from another specified creature.
 
  
 
|-  
 
|-  
| CREATURE
+
| DOES_NOT_EXIST
| name
+
|
| begins defining a new creature with the specified name.
+
| Creature does not actually exist; used for fanciful creatures.
  
 
|-  
 
|-  
| CREATURE_CLASS
+
| DRAGONFIREBREATH
 +
 +
| Creature breathes fire in a cone.
 +
|}
 +
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
 +
 
 +
==E==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
 
 +
|-
 +
| EGG_MATERIAL
 
|
 
|
*classname
+
* [[material token]]
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.
+
*state (SOLID, LIQUID, or GAS)
 +
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
  
 
|-
 
|-
| CREATURE_SOLDIER_TILE
+
| EGG_SIZE
| 'character' or tile number
+
|
| Creatures active in their civilization's military will use this tile instead.
+
*size
 +
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.
  
|-  
+
|-
| CREATURE_TILE
+
| EQUIPMENT_WAGON
| 'character' or tile number
+
|
| The symbol of the creature in ASCII mode.
+
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
  
 
|-  
 
|-  
| CREPUSCULAR
+
| EQUIPS
 
|   
 
|   
| Sets if the creature is active at twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL.  
+
| Allows the creature to wear or wield items.
  
 
|-  
 
|-  
| CURIOUSBEAST_EATER
+
| EVIL
 
|   
 
|   
| Allows a creature to steal and eat edible items from a site.  
+
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.
 +
 
  
 
|-  
 
|-  
| CURIOUSBEAST_GUZZLER
+
| EXTRACT
|
+
|
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.  
+
* [[material token]]
 +
| Defines a creature extract which can be obtained via [[small animal dissection]].
  
 
|-  
 
|-  
| CURIOUSBEAST_ITEM
+
| EXTRAVISION
 
|   
 
|   
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.
+
| Creature can see regardless of whether it has working eyes.  
 
 
|-
 
| CV_ADD_TAG
 
|
 
*TAG NAME
 
| Adds a tag. Used in conjunction with creature variation templates. 
 
 
 
|-
 
| CV_REMOVE_TAG
 
|
 
*TAG NAME
 
| Removes a tag. Used in conjunction with creature variation templates.  
 
 
|}
 
|}
  
Line 512: Line 560:
 
</div>
 
</div>
  
==D==
+
==F==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 518: Line 566:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
 
|-  
 
|-  
| DEMON
+
| FANCIFUL
 
|   
 
|   
| Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]]
+
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.  Conflicts with [COMMON_DOMESTIC]
 +
 
 +
|-
 +
| FEATURE_ATTACK_GROUP
 +
|
 +
| Found on subterranean animalmen.
  
|-  
+
|-
| DESCRIPTION
+
| FEATURE_BEAST
| text
+
|
| A brief description of the creature type.
+
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
  
 
|-  
 
|-  
| DIFFICULTY
+
| FEMALE
| integer
+
|
| Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.  
+
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
  
 
|-  
 
|-  
| DIURNAL
+
| FIREBREATH
 
|   
 
|   
| Sets if the creature is active in day.  
+
| The creature breathes long range fireballs and has a short range cone shaped fire breath attack.
  
 
|-  
 
|-  
| DOES_NOT_EXIST
+
| FIREIMMUNE
 
|   
 
|   
| Creature does not actually exist; used for fanciful creatures.
+
| The creature is immune to FIREBREATH and steam.
  
 
|-  
 
|-  
| DRAGONFIREBREATH
+
| FIREIMMUNE_SUPER
 
|   
 
|   
| Creature breathes fire in a cone.  
+
| 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. Creatures with this tag will flee at the first sign of resistance.
 +
 
 +
|-
 +
| FLIER
 +
 +
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
 +
 
 +
|-
 +
| FREQUENCY
 +
|
 +
*number, max 100
 +
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with POP_RATIO.
 
|}
 
|}
  
Line 554: Line 632:
 
</div>
 
</div>
  
==E==
+
==G==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 560: Line 638:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
+
|-  
|-
+
| GENERAL_BABY_NAME
| EQUIPMENT_WAGON
+
| singular:plural
|
+
| name at creature level
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
 
  
 
|-  
 
|-  
| EQUIPS
+
| GENERAL_CHILD_NAME
|
+
| singular:plural
| Allows the creature to wear or wield items.
+
| name at creature level
  
 
|-  
 
|-  
| EVIL
+
| GENERATED
 
|   
 
|   
| Determines whether creature can show up on "evil" maps
+
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s.
  
 
|-  
 
|-  
| EXTRAVISION
+
| GETS_INFECTIONS_FROM_ROT
 
|   
 
|   
| Creature can see regardless of whether it has working eyes.  
+
| Creature can get infections from necrotic tissue.
|}
 
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| GETS_WOUND_INFECTIONS
</div>
+
 +
| Creature's wounds can become infected.
 +
 
 +
|-
 +
| GLOWCOLOR
 +
|
 +
*foreground
 +
*background
 +
*brightness
 +
| The colour of the GLOWTILE of the creature.
  
==F==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| FANCIFUL
+
| GLOWTILE
|
+
| ascii character
| 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.  
+
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.
  
|-
+
|-  
| FEATURE_ATTACK_GROUP
+
| GNAWER
|
+
| verb (gnawed)
| Found on subterranean animalmen.
+
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from [[artifact]]s.
  
 
|-  
 
|-  
| FEMALE
+
| GO_TO_END
 
|   
 
|   
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
+
| When using tags from an existing creature, inserts new tags at the end of the creature.
  
 
|-  
 
|-  
| FIREBREATH
+
| GO_TO_START
 
|   
 
|   
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
+
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
  
 
|-  
 
|-  
| FIREIMMUNE
+
| GO_TO_TAG
 
|   
 
|   
| As of version v0.28.181.40d, the FIREIMMUNE token had no effect on a creature's resistance to flame or heat. However, it did affect ability to swim in magma in adventure mode, as well as display of "You are caught in a pool of magma!" warning messages.  It is unknown if these effects persist in DF 2010.
+
| When using tags from an existing creature, inserts new tags after the specified tag.
  
 
|-  
 
|-  
| FIREIMMUNE_SUPER
+
| GOOD
 
|   
 
|   
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.  
+
| Determines whether creature can show up on "good" areas. Eg. unicorn.
  
 
|-  
 
|-  
| FISHITEM
+
| GRASSTRAMPLE
|
+
| value
| Needs to be cleaned at a fishery
+
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.
  
|-  
+
|-
| FIXED_TEMP
+
| GRAVITATE_BODY_SIZE
| temperature
+
| target value
| The natural heat generated by the creature.
+
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.
  
|-  
+
|-
| FLEEQUICK
+
| GRAZER
 
| Determines how soon a creature flees in a losing battle.
 
 
 
|-
 
| FLIER
 
 
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
 
 
 
|-
 
| FREQUENCY
 
 
|
 
|
*number, max 100
+
*number
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].
+
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.
 
|}
 
|}
  
Line 653: Line 722:
 
</div>
 
</div>
  
==G==
+
==H==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 659: Line 728:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
|-  
+
|-
| GENERAL_BABY_NAME
+
| HABIT
| singular:plural
+
| type:probability
| name at creature level
+
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.
  
|-  
+
|-
| GENERAL_CHILD_NAME
+
| HABIT_NUM
| singular:plural
+
| number or TEST_ALL
| name at creature level
+
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".<sup>[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]</sup> All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
  
 
|-  
 
|-  
| GENERATED
+
| HAS_NERVES
 
|   
 
|   
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) titans and [[Demon]]s.
+
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.
  
 
|-  
 
|-  
| GETS_INFECTIONS_FROM_ROT
+
| HASSHELL
 
|   
 
|   
| creature can be infected by rot
+
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
  
 
|-
 
|-
| GETS_WOUND_INFECTIONS
+
| HIVE_PRODUCT
 +
|
 +
*number
 +
*[[time]]
 +
*[[item token]]s
 +
| What product is harvested from [[Beekeeping industry|beekeeping]].
 +
 
 +
|-
 +
| HOMEOTHERM
 
|   
 
|   
| creature can get infections from wounds
+
| Default 'NONE'. The creature's normal body [[temperature]]
  
|-  
+
|-
| GLOWCOLOR
+
| HUNTS_VERMIN
|  
+
|
*foreground
+
| Creature hunts and kills nearby vermin.
*background
+
 
*brightness
+
|}
| The colour of the GLOWTILE of the creature.
 
  
|-
+
<div align="center">
| GLOWTILE
+
{{alphabetical TOC}}
| ascii character
+
</div>
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.
 
  
|-  
+
==I==
| GNAWER
+
{| {{prettytable}}
| verb (gnawed)
+
|- bgcolor="#ddd"
| The creature chews on food barrels and bags.
+
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
  
 
|-  
 
|-  
| GO_TO_END
+
| IMMOBILE_LAND
 
|   
 
|   
| uncertain use, definitely refers to Creature Variants template
+
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.
  
 
|-  
 
|-  
| GO_TO_START
+
| IMMOLATE
 
|   
 
|   
| uncertain use, definitely refers to Creature Variants template
+
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials. Due to a bug, however, they will only escape from [[artifact]]s.
  
 
|-  
 
|-  
| GOOD
+
| INTELLIGENT
 
|   
 
|   
| Determines whether creature can show up on "good" areas. Eg. unicorn.
+
| Shortcut for [CAN_SPEAK] + [CAN_LEARN].
  
 
|-  
 
|-  
| GRASSTRAMPLE
+
| ITEMCORPSE
| value
+
|    
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.
+
* [[item token]]
 +
* [[material token]]
 +
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
  
|-
+
|-  
| GRAVITATE_BODY_SIZE
+
| ITEMCORPSE_QUALITY
|
+
|
| Creature Variants template command, alter body size.
+
| The quality of an item-type corpse left behind; 5 is masterpiece-level.  
 
|}
 
|}
  
Line 732: Line 811:
 
</div>
 
</div>
  
==H==
+
==L==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 739: Line 818:
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
|-
| HABIT
+
| LAIR
 
| type:probability
 
| type:probability
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.
+
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
  
 
|-
 
|-
| HABIT_NUM
+
| LAIR_CHARACTERISTIC
| number or TEST_ALL
+
| characteristic:probability
| Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
+
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
  
|-  
+
|-
| HAS_NERVES
+
| LAIR_HUNTER
|
+
|
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.
+
| This creature will actively hunt adventurers in its lair.
 +
 
 +
|-
 +
| LAIR_HUNTER_SPEECH
 +
| speech file
 +
| What this creature says while hunting adventurers in its lair.
  
 
|-  
 
|-  
| HEATDAM_POINT
+
| LARGE_PREDATOR
| value
+
|
| The maximum temperature limit before the currently selected material will start receiving damage from heat. Used mostly in material templates.
+
| 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."
  
 
|-  
 
|-  
| HOMEOTHERM
+
| LARGE_ROAMING
 
|   
 
|   
| Default 'NONE'. The creature's normal body [[DF2010:Temperature |temperature]]
+
| In Fortress Mode, spawns outdoors and is not a vermin creature.  
|}
+
 
 +
|-
 +
| LAYS_EGGS
 +
|
 +
| Creature lays eggs instead of giving birth to live young.
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| LAYS_UNUSUAL_EGGS
</div>
+
|
 +
* [[item token]]
 +
* [[material token]]
 +
| Creature lays a particular item instead of regular eggs.
  
==I==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| IF_EXISTS_SET_BOILING_POINT
+
| LIGAMENTS
| value
+
|  
| The temperature at which the creature boils into gases.
+
* [[material token]]
 +
*healing rate
 +
| Defines the material and healing rate of ligaments.
  
 
|-  
 
|-  
| IF_EXISTS_SET_MELTING_POINT
+
| LIGHT_GEN
| value
+
|
| The temperature at which the creature will melt into goo.  
+
| 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 the current vision cone). Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.
  
 
|-  
 
|-  
| IGNITE_POINT
+
| LIKES_FIGHTING
| value
+
|
| The temperature at which the creature will burst into flames.
+
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
  
 
|-  
 
|-  
| IMMOBILE_LAND
+
| LISP
|
+
|  
| The creature is immobile while on land. Only works on AQUATIC creatures which can't breath on land.
+
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
 +
 
 +
|-
 +
| LITTERSIZE
 +
|
 +
* minumum
 +
* maximum
 +
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
  
 
|-  
 
|-  
| IMMOLATE
+
| LOCKPICKER
 
|   
 
|   
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.  
+
| Lets a creature open doors that are set to forbidden in Fortress Mode.
  
 
|-  
 
|-  
| INSULATION
+
| LOOSE_CLUSTERS
| value
 
| increases the insulation of a selected material (usually hair, feathers or skin)
 
 
 
|-
 
| INTELLIGENT
 
 
|   
 
|   
| Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills and professions. Not recommended for uncivilized monsters.
+
| The creatures will scatter if they have this tag, or form tight packs if they don't.  
 
 
|-
 
| ITEMCORPSE
 
|   
 
* [[Item token]]
 
    * subtype
 
NO_SUBTYPE
 
    * matgloss token
 
    * NO_RACEGLOSS
 
USE_RACEGLOSS USE_SHARPSTONE
 
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. ""IRON"" if the corpse type is ""STATUE""). USE_RACEGLOSS applies if the creature has a material glossary assigned by the ""HAS_RACEGLOSS:"" flag and will select necessary adjectives and material from that glossary.
 
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}
 
 
 
|-
 
| ITEMCORPSE_QUALITY
 
 
| The quality of an item-type corpse left behind; 5 is masterpiece-level.  
 
 
|}
 
|}
  
Line 831: Line 903:
 
</div>
 
</div>
  
==L==
+
==M==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 837: Line 909:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
|-
 
| LAIR
 
| type:probability
 
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, SHRINE, and LABYRINTH.
 
  
|-
+
|-  
| LAIR_CHARACTERISTIC
+
| MAGICAL
| characteristic:probability
+
|
| Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS.
+
| Unknown.
  
|-
+
|-  
| LAIR_HUNTER
+
| MAGMA_VISION
|
+
|
| This creature will actively hunt adventurers in its lair.
+
| Creature's able to see while covered in magma.  
 
 
|-
 
| LAIR_HUNTER_SPEECH
 
| speech file
 
| What this creature says while hunting adventurers in its lair.
 
  
 
|-  
 
|-  
| LARGE_PREDATOR
+
| MALE
 
|   
 
|   
| 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."
+
| The species or caste is all male.
  
 
|-  
 
|-  
| LARGE_ROAMING
+
| MANNERISM_??
|
+
|  
| In Fortress Mode, spawns outdoors and is not a vermin creature.  
+
*occasionally body part
 +
| Adds a possible mannerism to the creature's profile.
 +
Refer to [[Creature mannerism token]]s
 +
 
 +
|-
 +
| MATERIAL
 +
|
 +
*material id
 +
| Begins defining a new material.{{verify}}
  
 
|-  
 
|-  
| LIGAMENTS
+
| MATERIAL_BREATH_ATTACK
 
|  
 
|  
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
+
* [[material token]]
*selected material. Almost always SINEW of the creature's materials.
+
* breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)
*healing rate
+
| Creates an attack referencing a material, using a given type of breath attack.
| defines the material and healing rate of ligaments.
 
  
 
|-  
 
|-  
| LIGHT_GEN
+
| MATUTINAL
|
+
|  
| The creature will generate light, such as in adventurer mode at night.  
+
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
 +
 
 +
|-
 +
| MAXAGE
 +
| min:max
 +
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.
  
 
|-  
 
|-  
| LIKES_FIGHTING
+
| MEANDERER
 
|   
 
|   
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
+
| Gives a creature random movement.  
  
 
|-  
 
|-  
| LISP
+
| MEGABEAST
 
|   
 
|   
| Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."
+
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.
  
 
|-
 
|-
| LITTERSIZE
+
|MENT_ATT_CAP_PERC
|  
+
|
* minumum
+
*ATTRIBUTE Token
* maximum
+
*Cap %
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
+
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
  
 
|-  
 
|-  
| LOCKPICKER
+
| MENT_ATT_RANGE
|
+
|
| Lets a creature open doors that are set to forbidden in Fortress Mode.
+
*ATTRIBUTE
 +
*lowest:lower:low:median:high:higher:highest
 +
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
  
 
|-  
 
|-  
| LOOSE_CLUSTERS
+
| MENT_ATT_RATES
|
+
|  
| The creatures will scatter if they have this tag, or form tight packs if they don't.  
+
*ATTRIBUTE Token
|}
+
*cost to improve
 +
*unused counter rate
 +
*rust counter rate
 +
*demotion counter rate
 +
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| MILKABLE
</div>
+
|  
 
+
* [[material token]]
==M==
+
* frequency
{| {{prettytable}}
+
| Allows the creature to be milked.
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
  
 
|-  
 
|-  
| MAGMA_VISION
+
| MISCHIEVIOUS
 
|   
 
|   
| Creature's able to see while covered in magma.  
+
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."
  
 
|-  
 
|-  
| MALE
+
| MODVALUE
 
|   
 
|   
| all male
+
| Seemingly no longer used - holdover from previous versions.
  
 
|-  
 
|-  
| MANNERISM_??
+
| MOUNT
|  
+
|
*occassionally body part
+
| Creature may be used as a mount.
| Adds a possible mannerism to the creature's profile.
 
Refer to {{L|Creature Token Mannerisms|Mannerisms}}
 
  
|-
+
|-  
| MATERIAL
+
| MOUNT_EXOTIC
|
+
|
*material id
+
| You need the Dungeon master noble to mount the creature.  
| Begins defining a new material.{{verify}}
 
  
 
|-  
 
|-  
| MATERIAL_BREATH_ATTACK
+
| MULTIPLE_LITTER_RARE
|  
+
|
*MATERIAL TYPE (TISSUE, INORGANIC)
+
| Makes litters with more than one offspring rare, only happening with a 1/500 chance.
*MATERIAL NAME
 
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)
 
| Creates an attack referencing a material, using a given type of breath attack.
 
  
 
|-  
 
|-  
| MAXAGE
+
| MULTIPLY_VALUE
| min:max
+
|  
| range of time in which death from old age may occur
+
*Multiplier
 +
| Multiplies value of materials.
  
 
|-  
 
|-  
| MEANDERER
+
| MUNDANE
 
|   
 
|   
| Gives a creature random movement.  
+
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.
 +
|}
 +
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
 +
 
 +
==N==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
|-
 +
| NAME
 +
| singular:plural:adjective
 +
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.
  
 
|-  
 
|-  
| MEGABEAST
+
| NATURAL
 
|   
 
|   
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped
+
| Animal is considered to be natural.
 +
 
 +
|-
 +
| NATURAL_SKILL
 +
| skill:value
 +
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).
  
 
|-
 
|-
|MENT_ATT_CAP_PERC
+
| NIGHT_CREATURE_BOGEYMAN
 
|
 
|
*ATTRIBUTE Token
+
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.
*Cap %
 
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
 
  
|-  
+
|-
| MENT_ATT_RANGE
+
| NIGHT_CREATURE_HUNTER
|  
+
|
*ATTRIBUTE
+
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET <s>of the opposite sex</s>(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.
 
  
 
|-  
 
|-  
| MENT_ATT_RATES
+
| NO_AUTUMN 
|  
+
|
*ATTRIBUTE Token
+
| does not appear this season.
*cost to improve
 
*unused counter rate
 
*rust counter rate
 
*demotion counter rate
 
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.
 
  
 
|-  
 
|-  
| MILKABLE
+
| NO_DIZZINESS
|  
+
|
*LOCAL_CREATURE_MAT:MILK:amount
+
| Creature cannot become dizzy
| Allows the creature to be milked.
 
  
 
|-  
 
|-  
| MISCHIEVIOUS
+
| NO_DRINK
 
|   
 
|   
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."
+
| Creature does not need to drink.  
  
 
|-  
 
|-  
| MOUNT
+
| NO_EAT
 
|   
 
|   
| Creature may be used as a mount
+
| Creature does not need to eat.
  
 
|-  
 
|-  
| MOUNT_EXOTIC
+
| NO_FEVERS
 
|   
 
|   
| You need the Dungeon master noble to mount the creature.  
+
| Creature cannot suffer fevers
 +
 
 +
|-
 +
| NO_GENDER
 +
|
 +
| Creature has no gender.
  
 
|-  
 
|-  
| MULTIPLE_LITTER_RARE
+
| NO_SLEEP
 
|   
 
|   
| Makes litters with more than one offspring rare.  
+
| Creature does not need to sleep.  
  
 
|-  
 
|-  
| MULTIPLY_VALUE
+
| NO_SPRING
|  
+
|
*Multiplier
+
| does not appear this season.
| multiplies value of materials
 
  
 
|-  
 
|-  
| MUNDANE
+
| NO_SUMMER
 
|   
 
|   
| Marks if the creature is an actual real-life creature. Only used for age-names at present.
+
| does not appear this season.
|}
 
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| NO_THOUGHT_CENTER_FOR_MOVEMENT
</div>
+
 +
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.
  
==N==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| NAME
+
| NO_WINTER
| singular:plural:adjective
+
|
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.
+
| does not appear this season.
  
 
|-  
 
|-  
| NATURAL
+
| NOBONES
 
|   
 
|   
| Animal is considered to be natural.
+
| Creature has no bones.
  
|-
+
|-  
| NATURAL_SKILL
+
| NOBREATHE
| skill:value
+
|
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.
+
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.  
  
|-
+
|-  
| NIGHT_CREATURE_BOGEYMAN
+
| NOCTURNAL
|
+
|
| Found on bogeymen. Presumably makes the creature attack the player at night in hordes like bogeymen do.
+
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.
 
 
|-
 
| NIGHT_CREATURE_HUNTER
 
|
 
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET of the opposite sex, convert them, and then have children with them. NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed.
 
  
 
|-  
 
|-  
| NO_AUTUMN 
+
| NOEMOTION
 
|   
 
|   
| does not appear this season.
+
| The creature has no emotions, and does not rage.
  
 
|-  
 
|-  
| NO_DIZZINESS
+
| NOEXERT
 
|   
 
|   
| Creature cannot become dizzy
+
| Creature can't become tired or over-exerted.
  
 
|-  
 
|-  
| NO_DRINK
+
| NOFEAR
 
|   
 
|   
| Creature does not need to drink.  
+
| Creature doesn't feel fear and will never run away from battle.  
  
 
|-  
 
|-  
| NO_EAT
+
| NOMEAT
 
|   
 
|   
| Creature does not need to eat.  
+
| Creature will not drop meat on butcher.  
  
 
|-  
 
|-  
| NO_FEVERS
+
| NONAUSEA
 
|   
 
|   
| Creature cannot suffer fevers
+
| Creature can't vomit.
  
 
|-  
 
|-  
| NO_SLEEP
+
| NOPAIN
 
|   
 
|   
| Creature does not need to sleep.  
+
| Creature doesn't feel pain.  
  
 
|-  
 
|-  
| NO_SPRING
+
| NOSKIN
 
|   
 
|   
| does not appear this season.
+
| Creature will not drop skin on butcher.  
  
 
|-  
 
|-  
| NO_SUMMER
+
| NOSKULL
 
|   
 
|   
| does not appear this season.
+
| Creature will not drop skull on butcher, rot, or decay of severed head.  
  
 
|-  
 
|-  
| NO_THOUGHT_CENTER_FOR_MOVEMENT
+
| NOSMELLYROT
 
|   
 
|   
| Probably shorthand for movement being unaffected by damage in general.
+
| Does not produce miasma when rotting
  
 
|-  
 
|-  
| NO_WINTER
+
| NOSTUCKINS
 
|   
 
|   
| does not appear this season.
+
| Weapons can't be stuck in creature.  
  
 
|-  
 
|-  
| NOBONES
+
| NOSTUN
 
|   
 
|   
| Creature has no bones.
+
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.
  
 
|-  
 
|-  
| NOBREATHE
+
| NOT_BUTCHERABLE
 
|   
 
|   
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.
+
| Cannot be butchered
  
 
|-  
 
|-  
| NOCTURNAL
+
| NOTHOUGHT
 
|   
 
|   
| Sets if the creature is active in night.  
+
| Creature doesn't think, or doesn't require a [BRAIN] body part.  
 +
|}
  
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
 +
 +
==P==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-  
 
|-  
| NOEMOTION
+
| PACK_ANIMAL
 
|   
 
|   
| The creature has no emotions, and does not rage.
+
| Allows the creature to be used as a pack animal. Currently only used by merchants. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures.
  
 
|-  
 
|-  
| NOEXERT
+
| PARALYZEIMMUNE
 
|   
 
|   
| Creature can't become tired or over-exerted.  
+
| The creature is immune to all paralyzing special attacks.
  
|-  
+
|-
| NOFEAR
+
| PATTERNFLIER
 
|   
 
|   
| Creature doesn't feel fear and will never run away from battle.
+
|  
  
 
|-  
 
|-  
| NOMEAT
+
| PEARL
 
|   
 
|   
| Creature will not drop meat on butcher.  
+
| Creature will generate pearls.  
  
 
|-  
 
|-  
| NONAUSEA
+
| PENETRATEPOWER
|
+
| value
| Creature can't vomit.
+
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.  
  
 
|-  
 
|-  
| NOPAIN
+
| PERSONALITY
|
+
|  
| Creature doesn't feel pain.  
+
*ATTRIBUTE
 +
*lowest:median:highest
 +
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.
  
 
|-  
 
|-  
| NOSKIN
+
| PET
 
|   
 
|   
| Creature will not drop skin on butcher.  
+
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.
  
 
|-  
 
|-  
| NOSKULL
+
| PET_EXOTIC
 
|   
 
|   
| Creature will not drop skull on butcher, rot, or decay of severed head.  
+
| Allows civilizations with {{token|USE_ANY_PET_RACE|e}} to tame this animal during worldgen.
  
 
|-  
 
|-  
| NOSMELLYROT
+
| PETVALUE
|
+
| value
| Does not produce miasma when rotting
+
| 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.
  
|-  
+
|-
| NOSTUCKINS
+
| PETVALUE_DIVISOR
|
+
| value
| Weapons can't be stuck in creature.  
+
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.
  
|-  
+
|-
| NOSTUN
+
|PHYS_ATT_CAP_PERC
|
+
|
| Creature can't be stunned. Evidence suggests creatures with this tag never wake up from sleep in Fortress Mode.
+
*ATTRIBUTE Token
 +
*Cap %
 +
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
  
 
|-  
 
|-  
| NOT_BUTCHERABLE
+
| PHYS_ATT_RANGE
|
+
|  
| Cannot be butchered
+
*ATTRIBUTE
 +
*lowest:lower:low:median:high:higher:highest
 +
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
  
 
|-  
 
|-  
| NOTHOUGHT
+
| PHYS_ATT_RATES
|
+
|  
| Creature doesn't think, or doesn't require a [BRAIN] body part.  
+
*ATTRIBUTE Token
|}
+
*cost to improve
 +
*unused counter rate
 +
*rust counter rate
 +
*demotion counter rate
 +
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
 +
 
 +
|-
 +
| PLUS_BP_GROUP
 +
|
 +
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
 +
*body type, category, or token
 +
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| PLUS_MATERIAL
</div>
+
|
 +
*material
 +
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
  
==P==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| PACK_ANIMAL
+
| POP_RATIO
 
|   
 
|   
| Allows the creature to be used as a pack animal. Currently only used by merchants.
+
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
  
 
|-  
 
|-  
| PARALYZEIMMUNE
+
| POPULATION_NUMBER
|
+
| min:max
| The creature is immune to all paralyzing special attacks.
+
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
  
 
|-
 
|-
| PATTERNFLIER
+
| POWER
|
+
|
|  
+
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
  
 
|-  
 
|-  
| PEARL
+
| PREFSTRING
|
+
| string
| Creature will generate pearls.
+
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
  
 
|-  
 
|-  
| PENETRATEPOWER
+
| PROFESSION_NAME
| value
+
|  
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.  
+
*[[Unit type token]] (Profession)
 +
*singular
 +
*plural
 +
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.
 +
 
 +
|-
 +
| PRONE_TO_RAGE
 +
| number
 +
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat.  As described in file_changes.txt, creatures with this token "follow its normal behavior, but flip out on occasion, higher rate = more flipping out".
  
 
|-  
 
|-  
| PERSONALITY
+
| PUS
 
|  
 
|  
*ATTRIBUTE
+
* [[material token]]
*lowest:median:highest
+
*matter state (LIQUID, GAS, SOLID)
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[DF2010:Personality_trait|Personality traits]] for more info.
+
| Specifies what the creature's wounds will ooze when infected.
 +
|}
  
|-
+
<div align="center">
| PET
+
{{alphabetical TOC}}
+
</div>
| Allows the creature to be tamed.
 
  
 +
==R==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-  
 
|-  
| PET_EXOTIC
+
| RELSIZE
|
+
|  
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming).  
+
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*body category, type, or token
 +
*Relsize
 +
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
  
|-  
+
|-
| PETVALUE
+
| REMAINS
| value
+
| singular:plural
| 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.  
+
| What creature's remains are called.
  
 
|-
 
|-
|PHYS_ATT_CAP_PERC
+
| REMAINS_COLOR
 
|
 
|
*ATTRIBUTE Token
+
| What color creature's remains are.
*Cap %
 
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
 
  
|-  
+
|-
| PHYS_ATT_RANGE
+
| REMAINS_ON_VERMIN_BITE_DEATH
|  
+
|
*ATTRIBUTE
+
| Leaves remains when its attack causes it to die?  Seems to go with DIE_WHEN_VERMIN_BITE.
*lowest
+
 
*lower
+
|-
*low
+
| REMAINS_UNDETERMINED
*median
+
|
*high
+
| Unknown.
*higher
 
*highest
 
| sets up a physical attribute's range of values. Max of 5000.
 
  
 
|-  
 
|-  
| PHYS_ATT_RATES
+
| REMOVE_MATERIAL
 
|  
 
|  
*ATTRIBUTE Token
+
*material token
*cost to improve
+
| Removes a material from a creature.
*unused counter rate
 
*rust counter rate
 
*demotion counter rate
 
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.
 
  
 
|-
 
|-
| PLUS_BP_GROUP
+
| REMOVE_TISSUE
 
|
 
|
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
+
*material token
*body type, category, or token
+
| Removes a tissue from a creature.
| Adds a body part group to selected body part group.
 
 
 
|-
 
| PLUS_MATERIAL
 
|
 
*material
 
| Adds a material to selected materials.
 
  
 +
|-
 +
| RETURNS_VERMIN_KILLS_TO_OWNER
 +
|
 +
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.
 +
 +
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
 +
 +
==S==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-  
 
|-  
| PLUS_TISSUE_LAYER
+
| SAVAGE
|  
+
|
*TISSUE
+
| Allows creature to show up on (and limits it to) "savage" maps.
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
| Adds a tissue to those selected
 
  
 
|-  
 
|-  
| PLUS_TL_GROUP
+
| SECRETION
 
|  
 
|  
*TISSUE
+
* [[material token]]
*BY_CATEGORY, BY_TYPE, BY_TOKEN
+
*Material State
*Location - category, type, or token
+
*location secreted from (by_type, by_category, by_token)
*tissue  
+
*body part
| continues a selection of tissue layers
+
*tissue layer
 +
| creates a secreted material on given tissue on a given part of the body.
  
 
|-  
 
|-  
| POP_RATIO
+
| SELECT_ADDITIONAL_CASTE
|
+
|  
| Weighted population of caste
+
*caste name
 +
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.
  
 
|-  
 
|-  
| POPULATION_NUMBER
+
| SELECT_CASTE
| min:max
+
|  
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.
+
*caste name, or ALL
 
+
| selects a previously defined caste
|-
 
|POWER
 
|
 
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
 
  
 
|-  
 
|-  
| PREFSTRING
+
| SELECT_MATERIAL
| string
+
|  
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
+
*Material token
 +
| Selects a locally defined material. Can be ALL.
  
 
|-  
 
|-  
| PROFESSION_NAME
+
| SEMIMEGABEAST
 
|  
 
|  
*Profession
+
| Appears as boss creature in quests. Makes history by rampaging around towns. Appears on fortress territory in Fortress Mode occasionally. Possibly inhabits non-mountain caves.
*singular
 
*plural
 
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.
 
|}
 
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| SET_BP_GROUP
</div>
+
|
 +
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*category, type, or token
 +
| Begins a selection of body parts.
  
==R==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| RELSIZE
+
| SET_TL_GROUP
 
|  
 
|  
 +
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
*body category, type, or token
+
*Location - category, type, or token
*Relsize
+
*tissue
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
+
| begins a selection of tissue layers
  
 
|-
 
|-
| REMAINS_COLOR
+
| SHEARABLE_TISSUE_LAYER
|
 
 
|
 
|
 +
* tissue modifier
 +
* required value
 +
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).
  
 
|-
 
|-
| REMAINS_UNDETERMINED
+
| SKILL_LEARN_RATE
|
+
| [[skill_token]]:percentage
|
+
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.
  
|-  
+
|-
| REMOVE_MATERIAL
+
| SKILL_LEARN_RATES
|  
+
| percentage
*material token
+
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.
| Removes a material from a creature
 
  
 
|-
 
|-
| REMOVE_TISSUE
+
| SKILL_RATE
|
+
| [[skill_token]]:percentage:value:value:value
*material token
+
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.
| Removes a tissue from a creature.
 
|}
 
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| SKILL_RATES
</div>
+
 +
*% of improvement points you get
 +
*unused counter rate
 +
*rust counter rate
 +
*demotion counter rate
 +
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.
 +
Default is [SKILL_RATES:100:8:16:16].  [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.
 +
 
 +
|-
 +
| SKILL_RUST_RATE
 +
| [[skill_token]]:value:value:value
 +
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
 +
 
 +
|-
 +
| SKILL_RUST_RATES
 +
| value:value:value
 +
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
  
==S==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| SAVAGE
+
| SLOW_LEARNER
 
|   
 
|   
| Allows creature to show up on (and limits it to) "savage" maps.
+
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races.  
  
 
|-  
 
|-  
| SECRETION
+
| SMALL_REMAINS
|  
+
|
*MATERIAL REF (eg LOCAL_CREATURE_MAT
+
| If a creature has this token, it'll leave "remains" instead of a corpse.
*Material name
 
*Material State
 
*location secreted from (by_type, by_category, by_token)
 
*body part
 
*tissue layer
 
| creates a secreted material on given tissue on a given part of the body."
 
  
|-  
+
|-
| SELECT_ADDITIONAL_CASTE
+
| SOLDIER_ALTTILE
|  
+
| 'character' or tile number
*caste name
+
| If this creature is active in its civilization's military, it will blink between its default tile and this one.
| adds an additional previously defined caste to the selection
+
 
 +
|-
 +
| SOUND
 +
|
 +
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
 +
* Sound range (in tiles)
 +
* Sound delay (lower values = sound is produced more often)
 +
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)
 +
* First-person description
 +
* Third-person description
 +
* Description when out of sight
 +
| Creature makes sounds periodically, which can be heard in Adventure mode.
 +
 
 +
|-
 +
| SPECIFIC_FOOD
 +
|
 +
* PLANT or CREATURE
 +
* Plant/creature ID
 +
| Indicates that the creature is only capable of eating a particular type of food.
  
 
|-  
 
|-  
| SELECT_CASTE
+
| SPEECH
|  
+
| speech file
*caste name, or ALL
+
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
| selects a previously defined caste
 
  
 
|-  
 
|-  
| SELECT_MATERIAL
+
| SPEECH_FEMALE
|  
+
| speech file
*MATERIAL NAME
+
| Boasting speeches relating to killing females of this creature.
| Selects the material. Can be ALL.
 
  
|-
+
|-  
| SELECT_TISSUE
+
| SPEECH_MALE
|
+
| speech file
*tissue token
+
| Boasting speeches relating to killing males of this creature.
| Selects a tissue for editing.
 
  
 
|-  
 
|-  
| SELECT_TISSUE_LAYER
+
| SPEED
|  
+
| value
*TISSUE
+
| 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.
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token | Selects a tissue at a location
 
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 
| Selects a tissue layer for descriptor and cosmetic purposes.
 
  
 
|-  
 
|-  
| SEMIMEGABEAST
+
| SPHERE
 
|  
 
|  
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.
+
*sphere name
 +
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the creature's name.
 +
 
 +
|-
 +
| SPOUSE_CONVERSION_TARGET
 +
|
 +
| This creature can be converted by a night creature with SPOUSE_CONVERTED.
 +
 
 +
|-
 +
| SPOUSE_CONVERTER
 +
|
 +
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.
  
 
|-  
 
|-  
| SET_BP_GROUP
+
| SWIM_SPEED
 
|  
 
|  
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
+
*speed
*category, type, or token
+
| How fast the creature swims. Typically 2500 (0.38 times the default speed).
| selection token"
 
  
 
|-  
 
|-  
| SET_TL_GROUP
+
| SWIMS_INNATE
|  
+
|
*TISSUE
+
| 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.
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
*tissue
 
| begins a selection of tissue layers
 
  
|-
+
|-  
| SKILL_LEARN_RATE
+
| SWIMS_LEARNED
| {{L|skill_token}}:percentage
+
|
| The rate at which this creature learns this skill.
+
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.  
  
|-
+
|}
| SKILL_LEARN_RATES
 
| percentage
 
| The rate at which this creature learns all skills.
 
  
|-
+
<div align="center">
| SKILL_RATE
+
{{alphabetical TOC}}
| {{L|skill_token}}:percentage:value:value:value
+
</div>
| As SKILL_RATES for individual skills.
 
  
|-  
+
==T==
| SKILL_RATES
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
|-
 +
| TENDONS
 +
|
 +
* [[material token]]
 +
*healing rate
 +
| Defines the material and healing rate of tendons.
 +
 
 +
|-  
 +
| THICKWEB
 
|   
 
|   
*% of improvement points you get
+
| The creature's webs can catch larger creatures.
*unused counter rate
 
*rust counter rate
 
*demotion counter rate
 
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.
 
Default is [SKILL_RATES:100:8:8:16].  [SLOW_LEARNER] changes the 100 to a 50.
 
  
|-
+
|-  
| SKILL_RUST_RATE
+
| TISSUE
| {{L|skill_token}}:value:value:value
+
| name
| The rate at which this skill decays. Lower values cause the skill to decay faster.
+
| Begins defining a tissue in the creature file.
  
 
|-
 
|-
| SKILL_RUST_RATES
+
| TITAN
| {{L|skill_token}}:value:value:value
+
|
| The rate at which all skills decay. Lower values cause the skills to decay faster.
+
| Found on [[titan]]s. Cannot be specified in user-defined raws.
  
 
|-  
 
|-  
| SLOW_LEARNER
+
| TL_COLOR_MODIFIER
|
+
| COLOR:freq:COLOR:freq etc
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races.  
+
| Creates a list of color patterns, giving each a frequency.  
  
|-  
+
|-
| SMALL_REMAINS
+
| TLCM_GENETIC_MODEL
|
+
|
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.
+
| tissue layer color modifier is passed to offspring genetically?
  
 
|-
 
|-
| SOLDIER_ALTTILE
+
| TLCM_IMPORTANCE
| 'character' or tile number
+
|
| If this creature is active in its civilization's military, it will blink between its default tile and this one.
+
*number
 +
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.
 +
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
  
 
|-  
 
|-  
| SPEC_HEAT
+
| TLCM_NOUN
| value
+
|  
| Amount of energy required for the creature to heat up or cool down.
+
*name
 +
*SINGULAR or PLURAL
 +
| names the tissue layer color modifier, and determines the noun
  
 
|-  
 
|-  
| SPECIALATTACK_INJECT_EXTRACT
+
| TLCM_TIMING
 
|  
 
|  
*material source, eg. LOCAL_CREATURE_MAT, INORGANIC
+
*ROOT
*MATERIAL eg.POISON,
+
*start change window years:days:end change window years:days
*MATTERSTATE (ALL_SOLID, LIQUID, GAS)
+
| determines the point in the creature's life where the color change begins
*min:max
 
| attack type addition that injects a material into the victim.
 
  
|-
+
|-  
| SPECIALATTACK_SUCK_BLOOD
+
| TRADE_CAPACITY
| min:max
+
|
| Successful attack draws out an amount of blood randomized between the min and max value.
+
| How much the creature can carry when used by merchants.  
  
 
|-  
 
|-  
| SPEECH
+
| TRAINABLE
| speech file
+
|
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u
+
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
  
 
|-  
 
|-  
| SPEED
+
| TRAINABLE_HUNTING
| 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 [http://df.magmawiki.com/index.php/Speed/ Speed]  for more information.
+
| Can be trained as hunting beasts by way of kennels.
  
 
|-  
 
|-  
| SPHERE
+
| TRAINABLE_WAR
|  
+
|
*sphere name
+
| Can be trained as war beasts by way of kennels.
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.
 
  
|-
+
|-  
| SPOUSE_CONVERSION_TARGET
+
| TRANCES
|
 
| This creature can be converted by a night creature with SPOUSE_CONVERTED.
 
 
 
|-
 
| SPOUSE_CONVERTER
 
|
 
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.
 
 
 
|-
 
| SWIM_SPEED
 
|
 
*speed
 
| 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.  
+
| Allows the creature to go into martial trances.
  
 
|-  
 
|-  
| SWIMS_LEARNED
+
| TRAPAVOID
 
|   
 
|   
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.  
+
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
  
 
|-  
 
|-  
| SYN_AFFECTED_CLASS
+
| TRIGGERABLE_GROUP
|
+
| min:max
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON
+
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
  
 
|-  
 
|-  
| SYN_AFFECTED_CREATURE
+
| TSU_NOUN
| Creature Name
+
|  
| adds a specific creature to those affected.
+
*noun
 
+
*SINGULAR or PLURAL
|-
+
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
| SYN_CONTACT
 
 
| syndrome can be contracted on contact.
 
 
 
|-
 
| SYN_IMMUNE_CREATURE
 
 
| creates an exception for the creature so that it not affected by the syndrome.
 
 
 
|-
 
| SYN_INHALED
 
 
| syndrome can be contracted by inhalation, eg. poison dust.
 
 
 
|-
 
| SYN_INJECTED
 
 
| syndrome can be contracted by injection, eg. snake bite.
 
 
 
|-
 
| SYN_NAME
 
| text
 
| defines the name of the syndrome
 
 
 
|-
 
| SYNDROME
 
 
| begins definition of a syndrome for poison use
 
 
|}
 
|}
  
Line 1,615: Line 1,705:
 
</div>
 
</div>
  
==T==
+
==U==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 1,621: Line 1,711:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
|-  
+
 
| TENDONS
+
|-
|  
+
| UBIQUITOUS
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
+
|
*selected tissue
+
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.
*healing rate
+
 
| Defines the material and healing rare of tendons.
+
|-
 +
| UNDERGROUND_DEPTH
 +
|
 +
*mindepth
 +
*maxdepth
 +
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
  
 
|-  
 
|-  
| THICKWEB
+
| UNDERSWIM
 
|   
 
|   
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR].
+
| Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.
  
 
|-  
 
|-  
| TISSUE
+
| UNIQUE_DEMON
| name
+
|
| Begins defining a tissue in the creature file.
+
| Typically found on generated [[demon]]s; causes the game to create a single (or double, one per caste, if have two genders) named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.
 +
 
 +
|-
 +
| USE_CASTE
 +
|
 +
*new caste token
 +
*old caste token
 +
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
 +
 
 +
|-
 +
| USE_MATERIAL
 +
|
 +
*new material ID
 +
*old material ID
 +
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.
  
 
|-  
 
|-  
| TISSUE_LAYER
+
| USE_MATERIAL_TEMPLATE
|  
+
|
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
*new material token
*TYPE,CATEGORY, or TOKEN
+
*material template
*TISSUE
+
| Defines a new local creature material and populates it with all properties defined in the specified template.
*LOCATION
+
 
| Adds the tissue layer to wherever it is required.
+
|-
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing
+
| USE_TISSUE
 +
|
 +
*new tissue token
 +
*old tissue id
 +
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
  
 
|-  
 
|-  
| TISSUE_LAYER_UNDER
+
| USE_TISSUE_TEMPLATE
|  
+
|
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
*new tissue token
*TYPE,CATEGORY, or TOKEN
+
*tissue template
*TISSUE
+
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
*LOCATION
 
| Adds the tissue layer under a given part ex. is Iron Man he has a gaseous poison within him and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man
 
        [TISSUE:GAS]
 
[TISSUE_NAME:gas:NP]
 
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS]
 
[TISSUE_MAT_STATE:GAS]
 
[RELATIVE_THICKNESS:50]
 
[TISSUE_LEAKS]
 
[TISSUE_SHAPE:LAYER]
 
  
 
|-  
 
|-  
| TISSUE_LAYER_APPEARANCE_MODIFIER
+
| UTTERANCES
|  
+
|
*QUALITY
+
| Changes the language of the creature into an unintelligible mess.
*lowest:lower:low:median:high:higher:highest
+
|}
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
+
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 +
==V==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-  
 
|-  
| TISSUE_STYLE_UNIT
+
| VEGETATION
|  
+
|
*tissue
+
| unknown
*shaping
 
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
 
  
 
|-  
 
|-  
| TL_COLOR_MODIFIER
+
| VERMIN_BITE
| COLOR:freq:COLOR:freq etc  
+
|  
| Creates a list of color patterns, giving each a frequency.  
+
*chance of occurance{{verify}}
 +
*verb (bitten, stung, etc)
 +
* [[material token]]
 +
| Vermin bites, and injects something.
 +
 
 +
|-
 +
| VERMIN_EATER
 +
|
 +
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
  
 
|-  
 
|-  
| TL_MAJOR_ARTERIES
+
| VERMIN_FISH
 
|   
 
|   
| Gives Major Artery attribute to selected layers.
+
| The vermin appears in water and will attempt to swim around.
  
|-
+
|-  
| TLCM_GENETIC_MODEL
+
| VERMIN_GROUNDER
|
+
|
| tissue layer color modifier is passed to offspring genetically?
+
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
  
|-
+
|-  
| TLCM_IMPORTANCE
+
| VERMIN_HATEABLE
 
|
 
|
*number
+
| Some dwarves will hate the creature and get unhappy thoughts when around it.  
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.
 
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
 
  
 
|-  
 
|-  
| TLCM_NOUN
+
| VERMIN_MICRO
|  
+
|
*name
+
| 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.
*SINGULAR or PLURAL
 
| names the tissue layer color modifier, and determines the noun
 
  
 
|-  
 
|-  
| TLCM_TIMING
+
| VERMIN_NOFISH
|  
+
|
*ROOT
+
| The creature cannot be caught by fishing.
*start change window years:days:end change window years:days
 
| determines the point in the creature's life where the color change begins
 
  
 
|-  
 
|-  
| TRADE_CAPACITY
+
| VERMIN_NOROAM
 
|   
 
|   
| How much the creature can carry when used by merchants.  
+
| The creature will not be observed randomly roaming about the map.  
  
 
|-  
 
|-  
| TRAINABLE
+
| VERMIN_NOTRAP
 
|   
 
|   
| Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].
+
| The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
  
 
|-  
 
|-  
| TRAINABLE_HUNTING
+
| VERMIN_ROTTER
 
|   
 
|   
| Can be trained as hunting beasts by way of kennels.
+
| 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.
  
 
|-  
 
|-  
| TRAINABLE_WAR
+
| VERMIN_SOIL
 
|   
 
|   
| Can be trained as war beasts by way of kennels.
+
| The creature randomly appears near dirt or mud.
  
 
|-  
 
|-  
| TRANCES
+
| VERMIN_SOIL_COLONY
 
|   
 
|   
| Allows the creature to go into martial trances.
+
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
  
 
|-  
 
|-  
| TRAPAVOID
+
| VERMINHUNTER
 
|   
 
|   
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
+
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
  
 
|-  
 
|-  
| TRIGGERABLE_GROUP
+
| VESPERTINE
| min:max
+
|
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
+
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
  
|-  
+
|-
| TSU_NOUN
+
| VIEWRANGE
|  
+
| value
*noun
+
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.
*SINGULAR or PLURAL
 
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
 
 
|}
 
|}
  
Line 1,762: Line 1,873:
 
</div>
 
</div>
  
==U==
+
==W==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 1,769: Line 1,880:
 
! width="60%" | Description
 
! width="60%" | Description
 
|-  
 
|-  
| UNDERGROUND_DEPTH
+
| WAGON_PULLER
|
+
|
*mindepth
+
| Allows the creature to pull caravan wagons.  
*maxdepth
 
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
 
  
 
|-  
 
|-  
| UNDERSWIM
+
| WEBBER
|
+
|  
| Creature swims under the water and can't be seen.{{verify}}
+
* [[material token]]
 +
| Allows the creature to create webs, and defines what the webs are made of.
  
 
|-  
 
|-  
| UNIQUE_DEMON
+
| WEBIMMUNE
 
|   
 
|   
| Typically found on genned [[demon]]s; sets the creature as capable of "emerging from the underworld" and taking over during worldgen.
+
| The creature will not get caught in thick webs.
 +
|}
  
|-
+
==Attack Tokens==
| USE_CASTE
+
{| {{prettytable}}
|
+
|- bgcolor="#ddd"
*caste token
+
! width="20%" | Token
|
+
! width="20%" | Arguments
 +
! width="60%" | Description
  
|-
+
|-  
| USE_MATERIAL
+
| ATTACK_SKILL
|
+
|  
*new material token
+
*skill used ([[Skill token]])
*old material id
+
| defines the attack skill used
| Uses a local creature mat to define a new material?{{verify}}
 
  
 
|-  
 
|-  
| USE_MATERIAL_TEMPLATE
+
| ATTACK_VERB
|
+
| 2nd person:3rd person
*new material token
+
| descriptive text for the attack
*material template
 
| Loads a material, and gives it a shortname for later reference
 
  
|-
+
|-  
| USE_TISSUE
+
| ATTACK_CONTACT_PERC
|
+
|  
*new tissue token
+
*% value
*old tissue id
+
| amount of available tissue used in attack, or possibly percent chance the attack makes contact
| Uses a local creature mat to define a new material?{{verify}}
 
  
 
|-  
 
|-  
| USE_TISSUE_TEMPLATE
+
| ATTACK_PENETRATION_PERC
|
+
|  
*new tissue token
+
*% value
*tissue template
+
| probably amount of material that makes contact when penetration is done, or possibly percent chance the attack penetrates (as in sharp items. Default is 0, so it can be left out for blunt attacks, if this is what it does)
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
 
  
 
|-  
 
|-  
| UTTERANCES
+
| ATTACK_PRIORITY
|
+
|  
| Changes the language of the creature into an unintelligible mess.
+
*MAIN or SECOND
|}
+
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| ATTACK_VELOCITY_MODIFIER
</div>
+
| number
 +
| Modifies the attack velocity.  Believed to be percent based (so 100 would be "normal").  May be on same scale as weapon velocity (where 1000 is "normal").
  
==V==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| VEGETATION
+
| ATTACK_FLAG_CANLATCH
 
|   
 
|   
| unknown
+
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.
  
|-
+
|-  
| VIEWRANGE
+
| ATTACK_FLAG_WITH
| value
+
|
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.
+
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
  
 
|-  
 
|-  
| VERMIN_BITE
+
| ATTACK_FLAG_EDGE
|  
+
*amount
+
| attack type
*verb (bitten, stung)
+
 
*LOCAL_CREATURE_MAT
+
|-
*MATERIAL
+
| SPECIALATTACK_INJECT_EXTRACT
| vermin bites, and injects something.
+
|  
 +
* [[material token]]
 +
*state (SOLID, LIQUID, GAS)
 +
*min:max
 +
| attack type addition that injects a material into the victim.
  
 
|-
 
|-
| VERMIN_EATER
+
| SPECIALATTACK_SUCK_BLOOD
|
+
| min:max
| Vermin can nibble food?{{verify}}
+
| Successful attack draws out an amount of blood randomized between the min and max value.
 +
|}
  
|-
+
==Important Related Tokens==
| VERMIN_FISH
+
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)
 
| Acts like a fish
 
  
|-
+
===Tissue Modification===
| VERMIN_GROUNDER
+
This next group of tokens deals setting and modifying tissue properties. (See also [[Tissue definition token]])
 
| The creature can be picked up if you stand over it. (Requires confirmation)
 
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'
 
  
|-
 
| VERMIN_HATEABLE
 
 
| Some dwarves will hate the creature and get unhappy thoughts when around it.
 
  
|-  
+
{| {{prettytable}}
| VERMIN_MICRO
+
|- bgcolor="#ddd"
|
+
! width="20%" | Token
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.
+
! width="20%" | Arguments
 +
! width="60%" | Description
  
|-  
+
|-
| VERMIN_NOFISH
+
| INSULATION
|
+
|  
| The creature cannot be caught by fishing.  
+
*value
 +
| Tissue supplies the creature with heat insulation. Higher values result in more insulation.
  
 
|-  
 
|-  
| VERMIN_NOROAM
+
| PLUS_TISSUE_LAYER
|
+
|  
| The creature will not be observed randomly roaming about the map.
+
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
| Adds a tissue to those selected
  
 
|-  
 
|-  
| VERMIN_NOTRAP
+
| PLUS_TL_GROUP
|
+
|  
| 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))
+
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
*tissue
 +
| continues a selection of tissue layers
  
|-  
+
|-
| VERMIN_ROTTER
+
| SELECT_TISSUE
|
+
|
| 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.  
+
*tissue token
 +
| Selects a tissue for editing.
  
 
|-  
 
|-  
| VERMIN_SOIL
+
| SELECT_TISSUE_LAYER
|
+
|  
| The creature randomly appears near dirt or mud.  
+
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token | Selects a tissue at a location
 +
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 +
| Selects a tissue layer for descriptor and cosmetic purposes.
  
|-  
+
|-
| VERMIN_SOIL_COLONY
+
| SET_LAYER_TISSUE
|
+
|
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
+
| Sets a tissue layer to be made of a different tissue.
  
 
|-  
 
|-  
| VERMINHUNTER
+
| TISSUE_LAYER
|
+
|  
| 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.
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 
+
*TYPE,CATEGORY, or TOKEN
|-
+
*TISSUE
| VESPERTINE
+
*LOCATION
+
| Adds the tissue layer to wherever it is required.
| Sets if the creature is active in evening.
+
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing
|}
 
  
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
==W==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| WAGON_PULLER
+
| TISSUE_LAYER_OVER
|
+
|
| Allows the creature to pull caravan wagons.  
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*TYPE,CATEGORY, or TOKEN
 +
*TISSUE
 +
*LOCATION
 +
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
  
 
|-  
 
|-  
| WEBBER
+
| TISSUE_LAYER_UNDER
 
|  
 
|  
*LOCAL_CREATURE_MAT
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
*MATERIAL (eg SILK)
+
*TYPE,CATEGORY, or TOKEN
| allows the creature to web, and defines what the webs are made of.
+
*TISSUE
 +
| Adds the tissue layer under a given part.
 +
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man
 +
      [TISSUE:GAS]
 +
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]
 +
 
 +
|-
 +
| TISSUE_LAYER_APPEARANCE_MODIFIER
 +
|
 +
*QUALITY
 +
*lowest:lower:low:median:high:higher:highest
 +
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 +
 
 +
|-
 +
| TISSUE_LEAKS
 +
|
 +
| The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.
 +
 
 +
|-
 +
| TISSUE_MATERIAL
 +
|
 +
*VALUE (material)
 +
*MATERIAL (material subtype)
 +
| Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]
 +
 
 +
|-
 +
| TISSUE_STYLE_UNIT
 +
|
 +
*tissue
 +
*shaping
 +
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
  
 
|-  
 
|-  
| WEBIMMUNE
+
| TL_COLOR_MODIFIER
|
+
| COLOR:freq:COLOR:freq etc
| The creature will not get caught in webs.
+
| Creates a list of color patterns, giving each a frequency.  
 +
 
 +
|-
 +
| TL_CONNECTS
 +
|
 +
| Presumably gives the CONNECTS attribute to selected layers.
 +
 
 +
|-
 +
| TL_HEALING_RATE
 +
|
 +
| Presumably changes the HEALING_RATE of the selected tissue layers.
 +
 
 +
|-
 +
| TL_MAJOR_ARTERIES
 +
|
 +
| Gives Major Artery attribute to selected layers.
 +
 
 +
|-
 +
| TL_PAIN_RECEPTORS
 +
|
 +
| Seems to set new number of pain receptors for selected tissue layers.
 +
 
 +
|-
 +
| TL_RELATIVE_THICKNESS
 +
|
 +
| Seems to set new relative thickness for selected tissue layers.
 +
 
 +
|-
 +
| TL_VASCULAR
 +
|
 +
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.
 +
 
 
|}
 
|}
  
 +
==See Also==
 +
*[[Body detail plan token]]
 +
*[[Body token]]
 +
*[[Material definition token]]
 +
*[[Syndrome]]
 +
*[[Tissue definition token]]
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

Latest revision as of 19:22, 25 September 2024

This article is about an older version of DF.

A full list of all known creature tokens.


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
ADOPTS_OWNER Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.[Verify]
ALCOHOL_DEPENDENT 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 If set, the creature will blink between its [TILE] and its [ALTTILE].
AMBUSHPREDATOR Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.[Verify]
AMPHIBIOUS Allows a creature to breathe with or without water. Implies [AQUATIC].
APP_MOD_DESC_RANGE
  • Range
Forum post describing how description ranges work
APP_MOD_GENETIC_MODEL
  • Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.
APP_MOD_IMPORTANCE
  • number
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify]
APP_MOD_NOUN
  • noun
  • SINGULAR or PLURAL
creates a noun for the appearance and whether it is singular or plural
APP_MOD_RATE
  • Rate (integer)
  • Scale (DAILY, YEARLY)
  • min:max of growth
  • start year:start day
  • end year:end day
setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.
APPLY_CREATURE_VARIATION
  • CV TEMPLATE NAME
Loads the Creature Variation Template specified.
APPLY_CURRENT_CREATURE_VARIATION Applies loaded Creature Variation
AQUATIC Allows a creature to breathe underwater, but causes it to "drown" out of water.
ARENA_RESTRICTED Does not appear in arena mode list
ARTIFICIAL_HIVEABLE Can be kept in artificial hives by beekeepers.
AT_PEACE_WITH_WILDLIFE Does not attack or frighten wildlife.
ATTACK
  • token
  • bodypart
  • selection criteria
  • location
Defines the attack name, and the body part used. See below for valid subtokens

Example:
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]
GORE : name of the attack
BODYPART:BY_CATEGORY:HORN : the horn is used to attack (presuming the creature has one)

ATTACK_TRIGGER pop:exported wealth:created wealth Specifies when a megabeast will attack the fortress.
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B[edit]

Token Arguments Description
BABY integer Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
BABYNAME singular:plural Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
BEACH_FREQUENCY Whales and jellyfish have this. Controls the beaching frequency of the creature.
BENIGN Determines whether creature can show up on "tame" maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
BIOME Select a Biome the creature may appear in.
BLOOD Specifies what the creature's blood is made of.
BODY body parts Draws body parts from OBJECT:BODY files (such as body_default.txt)

Example:
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH]
This is the body from a Purring maggot. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.

BODY_APPEARANCE_MODIFIER
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest
These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.

Example:
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
HEIGHT : marks the height to be changed
90:95:98:100:102:105:110 : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.

BODY_DETAIL_PLAN PlanName, PlanName:type:type:type:etc loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.

Example:
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
This creates the detailed body of a fox, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.
A maggot would only need:
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]

BODY_SIZE years:days:size sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.

Example:
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:12:0:220000]
This describes the size of a minotaur. His birth size would be 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg

BODYGLOSS gloss Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
BONECARN Creature eats bones. Implies CARNIVORE. Civilized creatures (e.g. Kobolds) with this tag tend to die out during world generation.
BP_APPEARANCE_MODIFIER
  • QUALITY
  • lowest:lower:low:median:high:higher:highest
sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)
BUILDINGDESTROYER 1 or 2 Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands.
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C[edit]

Token Arguments Description
CAN_LEARN The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.
CAN_SPEAK Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.[Verify]
CANNOT_UNDEAD Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.
CANOPENDOORS Allows the creature to open doors.
CARNIVORE Creature only eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.
CASTE
  • name
defines a caste
CASTE_ALTTILE
  • tile number or "letter"
Caste-specific alternate tile. Expects CASTE_TILE
CASTE_COLOR
  • fg
  • bg
  • brightness
Creature tile color of the caste.
CASTE_GLOWCOLOR
  • fg
  • bg
  • brightness
GLOWTILE color of the caste.
CASTE_GLOWTILE
  • tile value or "letter"
Caste-specific glowtile
CASTE_NAME singular:plural:adjective The name of the caste of the creature in the game.
CASTE_PROFESSION_NAME alters the name of the given profession, caste-specific
CASTE_SOLDIER_ALTTILE 'character' or tile number Creatures of this caste active in their civilization's military will blink between their default tile and this one.
CASTE_SOLDIER_TILE 'character' or tile number Creatures of this caste active in their civilization's military will use this tile instead.
CASTE_SPEECH speech file? Possibly a caste-specific instance of the SPEECH token
CASTE_TILE
  • tile number or "letter"
Caste-specific creature tile.
CAVE_ADAPT Gives the creature a bonus in caves. Also causes Cave adaptation.
CHANGE_BODY_SIZE_PERC
CHILD integer age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
CHILDNAME singular:plural Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
CLUSTER_NUMBER
  • min
  • max
The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.

e.g. [CLUSTER_NUMBER:1:3]

CLUTCH_SIZE
  • min
  • max
Number of eggs laid in one sitting.
COLONY_EXTERNAL Caste hovers around colony.
COLOR foreground:background:brightness Color of the creature's tile.
COMMON_DOMESTIC Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT. In addition, the creature must be NATURAL rather than FANCIFUL
CONVERTED_SPOUSE Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
COOKABLE_LIVE Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
COPY_TAGS_FROM
  • CREATURE NAME
Copies tags from another specified creature.
CREATURE_CLASS
  • classname
Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.
CREATURE_SOLDIER_TILE 'character' or tile number Creatures active in their civilization's military will use this tile instead.
CREATURE_TILE 'character' or tile number The symbol of the creature in ASCII mode.
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 a site.
CURIOUSBEAST_GUZZLER Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.
CURIOUSBEAST_ITEM Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.
CV_ADD_TAG
  • TAG NAME
Adds a tag. Used in conjunction with creature variation templates.
CV_REMOVE_TAG
  • TAG NAME
Removes a tag. Used in conjunction with creature variation templates.
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D[edit]

Token Arguments Description
DEMON Found on generated demons. Cannot be specified in user-defined raws.
DESCRIPTION text A brief description of the creature type.
DIE_WHEN_VERMIN_BITE Dies upon attacking. Used for bee stings.
DIFFICULTY integer Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.
DIURNAL When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.
DOES_NOT_EXIST Creature does not actually exist; used for fanciful creatures.
DRAGONFIREBREATH Creature breathes fire in a cone.
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E[edit]

Token Arguments Description
EGG_MATERIAL Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
EGG_SIZE
  • size
Determines how long it takes for eggs to hatch[Verify]. The larger the number, the longer it takes.
EQUIPMENT_WAGON Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
EQUIPS Allows the creature to wear or wield items.
EVIL Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.


EXTRACT Defines a creature extract which can be obtained via small animal dissection.
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. Conflicts with [COMMON_DOMESTIC]
FEATURE_ATTACK_GROUP Found on subterranean animalmen.
FEATURE_BEAST Found on forgotten beasts. Cannot be specified in user-defined raws.
FEMALE Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
FIREBREATH The creature breathes long range fireballs and has a short range cone shaped fire breath attack.
FIREIMMUNE The creature is immune to FIREBREATH and steam.
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. Creatures with this tag will flee at the first sign of resistance.
FLIER Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
FREQUENCY
  • number, max 100
Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a weight - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with POP_RATIO.
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G[edit]

Token Arguments Description
GENERAL_BABY_NAME singular:plural name at creature level
GENERAL_CHILD_NAME singular:plural name at creature level
GENERATED Found on procedurally generated creatures like Forgotten beasts, (biome name) titans, Demons, and night creatures.
GETS_INFECTIONS_FROM_ROT Creature can get infections from necrotic tissue.
GETS_WOUND_INFECTIONS Creature's wounds can become infected.
GLOWCOLOR
  • foreground
  • background
  • brightness
The colour of the GLOWTILE of the creature.
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. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.
GNAWER verb (gnawed) The creature can and will gnaw its way out of animal traps and cages using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from artifacts.
GO_TO_END When using tags from an existing creature, inserts new tags at the end of the creature.
GO_TO_START When using tags from an existing creature, inserts new tags at the beginning of the creature.
GO_TO_TAG When using tags from an existing creature, inserts new tags after the specified tag.
GOOD Determines whether creature can show up on "good" areas. Eg. unicorn.
GRASSTRAMPLE value The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.
GRAVITATE_BODY_SIZE target value Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.
GRAZER
  • number
Animals is a grazer. The higher the number, the less frequently it needs to eat in order to survive.
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H[edit]

Token Arguments Description
HABIT type:probability Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.
HABIT_NUM number or TEST_ALL "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
HAS_NERVES This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.
HASSHELL The creature has a shell. Seemingly no longer used - holdover from previous versions.
HIVE_PRODUCT What product is harvested from beekeeping.
HOMEOTHERM Default 'NONE'. The creature's normal body temperature
HUNTS_VERMIN Creature hunts and kills nearby vermin.
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I[edit]

Token Arguments Description
IMMOBILE_LAND The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe 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 certain materials. Due to a bug, however, they will only escape from artifacts.
INTELLIGENT Shortcut for [CAN_SPEAK] + [CAN_LEARN].
ITEMCORPSE Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
ITEMCORPSE_QUALITY The quality of an item-type corpse left behind; 5 is masterpiece-level.
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L[edit]

Token Arguments Description
LAIR type:probability Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
LAIR_CHARACTERISTIC characteristic:probability Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
LAIR_HUNTER This creature will actively hunt adventurers in its lair.
LAIR_HUNTER_SPEECH speech file What this creature says while hunting adventurers in its lair.
LARGE_PREDATOR 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.
LAYS_EGGS Creature lays eggs instead of giving birth to live young.
LAYS_UNUSUAL_EGGS Creature lays a particular item instead of regular eggs.
LIGAMENTS Defines the material and healing rate of ligaments.
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 the current vision cone). Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.
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 uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
LITTERSIZE
  • minumum
  • 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.
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 Unknown.
MAGMA_VISION Creature's able to see while covered in magma.
MALE The species or caste is all male.
MANNERISM_??
  • occasionally body part
Adds a possible mannerism to the creature's profile.

Refer to Creature mannerism tokens

MATERIAL
  • material id
Begins defining a new material.[Verify]
MATERIAL_BREATH_ATTACK
  • material token
  • breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)
Creates an attack referencing a material, using a given type of breath attack.
MATUTINAL When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
MAXAGE min:max Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.
MEANDERER Gives a creature random movement.
MEGABEAST Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.
MENT_ATT_CAP_PERC
  • ATTRIBUTE Token
  • Cap %
Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
MENT_ATT_RANGE
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest
Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
MENT_ATT_RATES
  • ATTRIBUTE Token
  • cost to improve
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Mental attribute gain/decay rates. Defaults are 500:4:5:4.
MILKABLE Allows the creature to be milked.
MISCHIEVIOUS Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."
MODVALUE Seemingly no longer used - holdover from previous versions.
MOUNT Creature may be used as a mount.
MOUNT_EXOTIC You need the Dungeon master noble to mount the creature.
MULTIPLE_LITTER_RARE Makes litters with more than one offspring rare, only happening with a 1/500 chance.
MULTIPLY_VALUE
  • Multiplier
Multiplies value of materials.
MUNDANE Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.
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N[edit]

Token Arguments Description
NAME singular:plural:adjective The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.
NATURAL Animal is considered to be natural.
NATURAL_SKILL skill:value The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).
NIGHT_CREATURE_BOGEYMAN Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.
NIGHT_CREATURE_HUNTER If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET of the opposite sex(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.
NO_AUTUMN does not appear this season.
NO_DIZZINESS Creature cannot become dizzy
NO_DRINK Creature does not need to drink.
NO_EAT Creature does not need to eat.
NO_FEVERS Creature cannot suffer fevers
NO_GENDER Creature has no gender.
NO_SLEEP Creature does not need to sleep.
NO_SPRING does not appear this season.
NO_SUMMER does not appear this season.
NO_THOUGHT_CENTER_FOR_MOVEMENT Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.
NO_WINTER does not appear this season.
NOBONES Creature has no bones.
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 Does not produce miasma when rotting
NOSTUCKINS Weapons can't be stuck in creature.
NOSTUN Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.
NOT_BUTCHERABLE Cannot 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. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures.
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's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.
PERSONALITY
  • ATTRIBUTE
  • lowest:median:highest
Determines the range and chance of personality traits. Standard is 0:50:100. See Personality trait for more info.
PET Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.
PET_EXOTIC Allows civilizations with [USE_ANY_PET_RACE] to tame this animal during worldgen.
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_DIVISOR value Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.
PHYS_ATT_CAP_PERC
  • ATTRIBUTE Token
  • Cap %
Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
PHYS_ATT_RANGE
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest
Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
PHYS_ATT_RATES
  • ATTRIBUTE Token
  • cost to improve
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
PLUS_BP_GROUP
  • BY_TYPE, BY_CATEGORY, or BY_TOKEN
  • body type, category, or token
Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
PLUS_MATERIAL
  • material
Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
POP_RATIO Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
POPULATION_NUMBER min:max The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
POWER Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
PREFSTRING string Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
PROFESSION_NAME The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.
PRONE_TO_RAGE number Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat. As described in file_changes.txt, creatures with this token "follow its normal behavior, but flip out on occasion, higher rate = more flipping out".
PUS Specifies what the creature's wounds will ooze when infected.
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R[edit]

Token Arguments Description
RELSIZE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • body category, type, or token
  • Relsize
Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
REMAINS singular:plural What creature's remains are called.
REMAINS_COLOR What color creature's remains are.
REMAINS_ON_VERMIN_BITE_DEATH Leaves remains when its attack causes it to die? Seems to go with DIE_WHEN_VERMIN_BITE.
REMAINS_UNDETERMINED Unknown.
REMOVE_MATERIAL
  • material token
Removes a material from a creature.
REMOVE_TISSUE
  • material token
Removes a tissue from a creature.
RETURNS_VERMIN_KILLS_TO_OWNER Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.
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S[edit]

Token Arguments Description
SAVAGE Allows creature to show up on (and limits it to) "savage" maps.
SECRETION
  • material token
  • Material State
  • location secreted from (by_type, by_category, by_token)
  • body part
  • tissue layer
creates a secreted material on given tissue on a given part of the body.
SELECT_ADDITIONAL_CASTE
  • caste name
adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.
SELECT_CASTE
  • caste name, or ALL
selects a previously defined caste
SELECT_MATERIAL
  • Material token
Selects a locally defined material. Can be ALL.
SEMIMEGABEAST Appears as boss creature in quests. Makes history by rampaging around towns. Appears on fortress territory in Fortress Mode occasionally. Possibly inhabits non-mountain caves.
SET_BP_GROUP
  • selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
  • category, type, or token
Begins a selection of body parts.
SET_TL_GROUP
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
begins a selection of tissue layers
SHEARABLE_TISSUE_LAYER
  • tissue modifier
  • required value
Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).
SKILL_LEARN_RATE skill_token:percentage The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_LEARN_RATES percentage The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_RATE skill_token:percentage:value:value:value As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_RATES
  • % of improvement points you get
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.

Default is [SKILL_RATES:100:8:16:16]. [SLOW_LEARNER] changes the 100 to a 50. Requires CAN_LEARN or INTELLIGENT to function.

SKILL_RUST_RATE skill_token:value:value:value The rate at which this skill decays. Lower values cause the skill to decay faster. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_RUST_RATES value:value:value The rate at which all skills decay. Lower values cause the skills to decay faster. Requires CAN_LEARN or INTELLIGENT to function.
SLOW_LEARNER Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races.
SMALL_REMAINS If a creature has this token, it'll leave "remains" instead of a corpse.
SOLDIER_ALTTILE 'character' or tile number If this creature is active in its civilization's military, it will blink between its default tile and this one.
SOUND
  • Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
  • Sound range (in tiles)
  • Sound delay (lower values = sound is produced more often)
  • VOCALIZATION or NONE (determines whether the sound requires breathing or not)
  • First-person description
  • Third-person description
  • Description when out of sight
Creature makes sounds periodically, which can be heard in Adventure mode.
SPECIFIC_FOOD
  • PLANT or CREATURE
  • Plant/creature ID
Indicates that the creature is only capable of eating a particular type of food.
SPEECH speech file Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
SPEECH_FEMALE speech file Boasting speeches relating to killing females of this creature.
SPEECH_MALE speech file Boasting speeches relating to killing males of this creature.
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.
SPHERE
  • sphere name
Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the creature's name.
SPOUSE_CONVERSION_TARGET This creature can be converted by a night creature with SPOUSE_CONVERTED.
SPOUSE_CONVERTER Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.
SWIM_SPEED
  • speed
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 doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.
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T[edit]

Token Arguments Description
TENDONS Defines the material and healing rate of tendons.
THICKWEB The creature's webs can catch larger creatures.
TISSUE name Begins defining a tissue in the creature file.
TITAN Found on titans. Cannot be specified in user-defined raws.
TL_COLOR_MODIFIER COLOR:freq:COLOR:freq etc Creates a list of color patterns, giving each a frequency.
TLCM_GENETIC_MODEL tissue layer color modifier is passed to offspring genetically?
TLCM_IMPORTANCE
  • number
Presumably modifies the importance of the tissue layer color modifier, for description purposes.

HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.

TLCM_NOUN
  • name
  • SINGULAR or PLURAL
names the tissue layer color modifier, and determines the noun
TLCM_TIMING
  • ROOT
  • start change window years:days:end change window years:days
determines the point in the creature's life where the color change begins
TRADE_CAPACITY How much the creature can carry when used by merchants.
TRAINABLE Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
TRAINABLE_HUNTING Can be trained as hunting beasts by way of kennels.
TRAINABLE_WAR Can be trained as war beasts by way of kennels.
TRANCES Allows the creature to go into martial trances.
TRAPAVOID The creature is immune to traps. Probably every procedurally generated megabeast has this.
TRIGGERABLE_GROUP min:max A large swarm of vermin can be disturbed, usually in Adventure mode.[Verify]
TSU_NOUN
  • noun
  • SINGULAR or PLURAL
Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
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U[edit]

Token Arguments Description
UBIQUITOUS Creature will occur in every region with the correct biome. Does not apply to evil/good tags.
UNDERGROUND_DEPTH
  • mindepth
  • maxdepth
Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max. Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
UNDERSWIM Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.
UNIQUE_DEMON Typically found on generated demons; causes the game to create a single (or double, one per caste, if have two genders) named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.
USE_CASTE
  • new caste token
  • old caste token
Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
USE_MATERIAL
  • new material ID
  • old material ID
Defines a new local creature material and populates it with all properties defined in the specified local creature material.
USE_MATERIAL_TEMPLATE
  • new material token
  • material template
Defines a new local creature material and populates it with all properties defined in the specified template.
USE_TISSUE
  • new tissue token
  • old tissue id
Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
USE_TISSUE_TEMPLATE
  • new tissue token
  • tissue template
Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.
UTTERANCES Changes the language of the creature into an unintelligible mess.
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V[edit]

Token Arguments Description
VEGETATION unknown
VERMIN_BITE Vermin bites, and injects something.
VERMIN_EATER The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
VERMIN_FISH The vermin appears in water and will attempt to swim around.
VERMIN_GROUNDER The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
VERMIN_HATEABLE 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. I.E. Swarm of flies, swarm of ants, etc.
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 in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
VERMIN_ROTTER 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 Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
VESPERTINE When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
VIEWRANGE value Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.
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W[edit]

Token Arguments Description
WAGON_PULLER Allows the creature to pull caravan wagons.
WEBBER Allows the creature to create webs, and defines what the webs are made of.
WEBIMMUNE The creature will not get caught in thick webs.

Attack Tokens[edit]

Token Arguments Description
ATTACK_SKILL defines the attack skill used
ATTACK_VERB 2nd person:3rd person descriptive text for the attack
ATTACK_CONTACT_PERC
  • % value
amount of available tissue used in attack, or possibly percent chance the attack makes contact
ATTACK_PENETRATION_PERC
  • % value
probably amount of material that makes contact when penetration is done, or possibly percent chance the attack penetrates (as in sharp items. Default is 0, so it can be left out for blunt attacks, if this is what it does)
ATTACK_PRIORITY
  • MAIN or SECOND
use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
ATTACK_VELOCITY_MODIFIER number Modifies the attack velocity. Believed to be percent based (so 100 would be "normal"). May be on same scale as weapon velocity (where 1000 is "normal").
ATTACK_FLAG_CANLATCH Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.
ATTACK_FLAG_WITH In adventure mode, displays the name of the body part used by an attack when announcing the attack.
ATTACK_FLAG_EDGE attack type
SPECIALATTACK_INJECT_EXTRACT attack type addition that injects a material into the victim.
SPECIALATTACK_SUCK_BLOOD min:max Successful attack draws out an amount of blood randomized between the min and max value.

Important Related Tokens[edit]

These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)

Tissue Modification[edit]

This next group of tokens deals setting and modifying tissue properties. (See also Tissue definition token)


Token Arguments Description
INSULATION
  • value
Tissue supplies the creature with heat insulation. Higher values result in more insulation.
PLUS_TISSUE_LAYER
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
Adds a tissue to those selected
PLUS_TL_GROUP
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
continues a selection of tissue layers
SELECT_TISSUE
  • tissue token
Selects a tissue for editing.
SELECT_TISSUE_LAYER
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token | Selects a tissue at a location
  • (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
Selects a tissue layer for descriptor and cosmetic purposes.
SET_LAYER_TISSUE Sets a tissue layer to be made of a different tissue.
TISSUE_LAYER
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
  • LOCATION
Adds the tissue layer to wherever it is required.

Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing

TISSUE_LAYER_OVER
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
  • LOCATION
Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
TISSUE_LAYER_UNDER
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
Adds the tissue layer under a given part.

For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man

      [TISSUE:GAS]

[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]

TISSUE_LAYER_APPEARANCE_MODIFIER
  • QUALITY
  • lowest:lower:low:median:high:higher:highest
sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
TISSUE_LEAKS The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.
TISSUE_MATERIAL
  • VALUE (material)
  • MATERIAL (material subtype)
Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]
TISSUE_STYLE_UNIT
  • tissue
  • shaping
sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
TL_COLOR_MODIFIER COLOR:freq:COLOR:freq etc Creates a list of color patterns, giving each a frequency.
TL_CONNECTS Presumably gives the CONNECTS attribute to selected layers.
TL_HEALING_RATE Presumably changes the HEALING_RATE of the selected tissue layers.
TL_MAJOR_ARTERIES Gives Major Artery attribute to selected layers.
TL_PAIN_RECEPTORS Seems to set new number of pain receptors for selected tissue layers.
TL_RELATIVE_THICKNESS Seems to set new relative thickness for selected tissue layers.
TL_VASCULAR Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.

See Also[edit]