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− | {{ | + | {{Quality|Exceptional}} |
− | {{av}}{{ | + | {{av}} |
+ | {{Modding}} | ||
− | + | The <code>[OBJECT:CREATURE]</code> [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens. All known creature tokens are listed below. | |
− | + | Vanilla creature definitions can be found in <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\vanilla_creatures\</code>. | |
+ | Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s. | ||
− | + | The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively) | |
− | {{alphabetical TOC}} | + | |
− | + | __NOTOC__ | |
+ | {{clear}} | ||
+ | {{alphabetical TOC|style=margin: 1em auto;}} | ||
==A== | ==A== | ||
Line 22: | Line 26: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead of "This [adorable] animal can't work" or "This animal is waiting to be trained". |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed. |
|- | |- | ||
Line 34: | Line 38: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | 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}}. |
|- | |- | ||
| {{text anchor|ALTTILE}} | | {{text anchor|ALTTILE}} | ||
| Creature | | Creature | ||
− | | | + | | |
− | | If set, the creature will blink between its | + | *'character' or tile number |
+ | | If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Instead of charging relentlessly at prey, | + | | Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}} |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to breathe | + | | Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]]. |
|- | |- | ||
| {{text anchor|APP_MOD_DESC_RANGE}} | | {{text anchor|APP_MOD_DESC_RANGE}} | ||
− | | | + | | Appearance Modifier |
| | | | ||
− | *Range | + | *Range (6 values, low to high) |
− | | [http://www.bay12forums.com/smf/index.php?topic= | + | | Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors. |
+ | |||
+ | The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190. | ||
|- | |- | ||
| {{text anchor|APP_MOD_GENETIC_MODEL}} | | {{text anchor|APP_MOD_GENETIC_MODEL}} | ||
− | | | + | | Appearance Modifier |
| | | | ||
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX) | *Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX) | ||
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|- | |- | ||
| {{text anchor|APP_MOD_IMPORTANCE}} | | {{text anchor|APP_MOD_IMPORTANCE}} | ||
− | | | + | | Appearance Modifier |
| | | | ||
*number | *number | ||
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|- | |- | ||
| {{text anchor|APP_MOD_NOUN}} | | {{text anchor|APP_MOD_NOUN}} | ||
− | | | + | | Appearance Modifier |
| | | | ||
*noun | *noun | ||
*SINGULAR or PLURAL | *SINGULAR or PLURAL | ||
− | | | + | | Creates a noun for the appearance, and whether it is singular or plural. |
|- | |- | ||
| {{text anchor|APP_MOD_RATE}} | | {{text anchor|APP_MOD_RATE}} | ||
− | | | + | | Appearance Modifier |
| | | | ||
*Rate (integer) | *Rate (integer) | ||
− | *Scale (DAILY, | + | *Scale (DAILY, YEARLY) |
− | *min | + | *min (growth) |
− | *start year | + | *max (growth) |
− | *end year | + | *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. | ||
|- | |- | ||
| {{text anchor|APPLY_CREATURE_VARIATION}} | | {{text anchor|APPLY_CREATURE_VARIATION}} | ||
− | | | + | | Caste |
| | | | ||
− | * | + | *creature variation ID |
− | | | + | *(optional) any amount of arbitrary arguments |
+ | | Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used. | ||
|- | |- | ||
Line 105: | Line 116: | ||
| Special | | Special | ||
| | | | ||
− | | Applies | + | | Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Enables the creature to breathe in water, but causes it to air-drown on dry land. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures. |
|- | |- | ||
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| Creature | | Creature | ||
| | | | ||
− | | | + | | Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag. |
|- | |- | ||
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| | | | ||
*token | *token | ||
− | + | *selection criteria (it's complicated) | |
− | *selection criteria | ||
− | |||
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens | | 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 /> | + | <code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /> |
− | ''GORE'' | + | ''GORE'' = name of the attack<br /> |
− | ''BODYPART:BY_CATEGORY:HORN'' | + | ''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one) |
|- | |- | ||
| {{text anchor|ATTACK_TRIGGER}} | | {{text anchor|ATTACK_TRIGGER}} | ||
| Caste | | Caste | ||
− | | | + | | |
− | | Specifies when a [[megabeast]] will attack the fortress. | + | *population |
+ | *exported wealth | ||
+ | *created wealth | ||
+ | | Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger. | ||
|} | |} | ||
− | + | {{alphabetical TOC|style=margin: 1em auto;}} | |
− | {{alphabetical TOC}} | ||
− | |||
==B== | ==B== | ||
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| {{text anchor|BABY}} | | {{text anchor|BABY}} | ||
| Caste | | Caste | ||
− | | integer | + | | |
− | | Age at which creature is considered a child | + | *integer |
+ | | Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage. | ||
|- | |- | ||
| {{text anchor|BABYNAME}} | | {{text anchor|BABYNAME}} | ||
| Caste | | Caste | ||
− | | singular | + | | |
− | | Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME. | + | *singular |
+ | *plural | ||
+ | | Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}. | ||
|- | |- | ||
| {{text anchor|BEACH_FREQUENCY}} | | {{text anchor|BEACH_FREQUENCY}} | ||
| Caste | | Caste | ||
− | | | + | | |
− | | [[ | + | *integer |
+ | | Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game. | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature is non-aggressive by default, | + | | The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense. |
+ | |||
+ | This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure. | ||
|- | |- | ||
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| | | | ||
* [[biome token]] | * [[biome token]] | ||
− | | Select a [[ | + | | Select a [[biome]] the creature may appear in. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | * [[material token]] | + | * <[[material token]]> |
− | * | + | * <[[Material_definition_token#Material_States|material state]]> |
| Specifies what the creature's blood is made of. | | Specifies what the creature's blood is made of. | ||
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| Caste | | Caste | ||
| | | | ||
− | | Seems to be required to make the creature denouncable as a creature of the night. | + | | Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night. |
|- | |- | ||
| {{text anchor|BODY}} | | {{text anchor|BODY}} | ||
| Caste | | Caste | ||
− | | body parts | + | | |
+ | *body parts | ||
| Draws body parts from OBJECT:BODY files (such as body_default.txt) | | Draws body parts from OBJECT:BODY files (such as body_default.txt) | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /> | [BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /> | ||
− | This is the body from a [[ | + | This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs. |
+ | |||
+ | The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a "Body Token Recognized But Could Not Connect: HEART" error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it. | ||
+ | |||
+ | '''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}} | ||
|- | |- | ||
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| | | | ||
*ATTRIBUTE | *ATTRIBUTE | ||
− | *lowest | + | *lowest |
− | | 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. | + | *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 /> | '''Example:'''<br /> | ||
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /> | [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /> | ||
''HEIGHT'' : marks the height to be changed <br /> | ''HEIGHT'' : marks the height to be changed <br /> | ||
− | ''90:95:98:100:102:105:110'' : | + | ''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. |
|- | |- | ||
| {{text anchor|BODY_DETAIL_PLAN}} | | {{text anchor|BODY_DETAIL_PLAN}} | ||
| Caste | | Caste | ||
− | | PlanName | + | | |
− | | | + | *PlanName |
+ | *Arguments | ||
+ | | Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here. | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /> | [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /> | ||
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| {{text anchor|BODY_SIZE}} | | {{text anchor|BODY_SIZE}} | ||
| Caste | | Caste | ||
− | | years | + | | |
− | | Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams. | + | *years |
+ | *days | ||
+ | *size | ||
+ | | Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams. | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
[BODY_SIZE:0:0:10000]<br /> | [BODY_SIZE:0:0:10000]<br /> | ||
[BODY_SIZE:1:168:50000]<br /> | [BODY_SIZE:1:168:50000]<br /> | ||
[BODY_SIZE:12:0:220000]<br /> | [BODY_SIZE:12:0:220000]<br /> | ||
− | This describes the size of a [[minotaur]]. | + | This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg. |
|- | |- | ||
| {{text anchor|BODYGLOSS}} | | {{text anchor|BODYGLOSS}} | ||
| Caste | | Caste | ||
− | | gloss | + | | |
+ | *gloss | ||
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt) | | Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt) | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature eats bones. Implies CARNIVORE | + | | Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}} |
+ | |||
+ | |- | ||
+ | | {{text anchor|BP_ADD_TYPE}} | ||
+ | | Caste | ||
+ | | | ||
+ | | Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. | ||
|- | |- | ||
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| | | | ||
*QUALITY | *QUALITY | ||
− | *lowest | + | *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) | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|BP_REMOVE_TYPE}} |
| Caste | | Caste | ||
− | | 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. | + | | Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. |
+ | |||
+ | |- | ||
+ | | {{text anchor|BUILDINGDESTROYER}} | ||
+ | | Caste | ||
+ | | | ||
+ | *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 {{k|b}} + {{k|C}} commands. | ||
|} | |} | ||
− | + | {{alphabetical TOC|style=margin: 1em auto;}} | |
− | {{alphabetical TOC}} | ||
− | |||
==C== | ==C== | ||
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| {{text anchor|CAN_DO_INTERACTION}} | | {{text anchor|CAN_DO_INTERACTION}} | ||
| Caste | | Caste | ||
− | | interaction token | + | | |
− | | The creature can perform an interaction. | + | *interaction token |
+ | | The creature can perform an interaction. See [[interaction token]]. | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature gains | + | | The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten 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. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality traits, values, and dreams#Values|values]] and [[Personality traits, values, and dreams#Dreams|dreams]]. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Can talk. Note that | + | | Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality traits, values, and dreams#Values|values]] and [[Personality traits, values, and dreams#Dreams|dreams]]. |
+ | |||
+ | |- | ||
+ | | {{text anchor|CANNOT_CLIMB}} | ||
+ | | Caste | ||
+ | | | ||
+ | | Creature cannot [[climber|climb]], even if it has free grasp parts. | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature cannot jump. | + | | Creature cannot [[jump]]. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Allows the creature to open doors. | + | | Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}} |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature ''only'' eats meat. | + | | Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode. |
|- | |- | ||
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| | | | ||
*name | *name | ||
− | | Defines a caste. | + | | Defines a [[caste]]. |
|- | |- | ||
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| | | | ||
*tile number or "letter" | *tile number or "letter" | ||
− | | Caste-specific | + | | Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}. |
|- | |- | ||
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*bg | *bg | ||
*brightness | *brightness | ||
− | | Caste-specific COLOR. | + | | Caste-specific {{token|COLOR|c}}. |
|- | |- | ||
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*bg | *bg | ||
*brightness | *brightness | ||
− | | Caste-specific GLOWCOLOR. | + | | Caste-specific {{token|GLOWCOLOR|c}}. |
|- | |- | ||
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| | | | ||
*tile value or "letter" | *tile value or "letter" | ||
− | | Caste-specific GLOWTILE. | + | | Caste-specific {{token|GLOWTILE|c}}. |
|- | |- | ||
| {{text anchor|CASTE_NAME}} | | {{text anchor|CASTE_NAME}} | ||
| Caste | | Caste | ||
− | | singular | + | | |
− | | | + | *singular |
+ | *plural | ||
+ | *adjective | ||
+ | | While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as "nothing". | ||
|- | |- | ||
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*singular | *singular | ||
*plural | *plural | ||
− | | Caste-specific PROFESSION_NAME. | + | | Caste-specific {{token|PROFESSION_NAME|c}}. |
|- | |- | ||
| {{text anchor|CASTE_SOLDIER_ALTTILE}} | | {{text anchor|CASTE_SOLDIER_ALTTILE}} | ||
| Caste | | Caste | ||
− | | 'character' or tile number | + | | |
− | | Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE. | + | *'character' or tile number |
+ | | Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}. | ||
|- | |- | ||
| {{text anchor|CASTE_SOLDIER_TILE}} | | {{text anchor|CASTE_SOLDIER_TILE}} | ||
| Caste | | Caste | ||
− | | 'character' or tile number | + | | |
− | | Caste-specific | + | *'character' or tile number |
− | + | | Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}. | |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 411: | Line 467: | ||
| | | | ||
* tile number or "letter" | * tile number or "letter" | ||
− | | Caste-specific CREATURE_TILE. | + | | Caste-specific {{token|CREATURE_TILE|c}}. |
|- | |- | ||
Line 417: | Line 473: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Causes [[cave adaptation]]. |
+ | Allows for creature's race to be involved in jokes that end in "And the [race] saw the sun and vomited on the spot!" | ||
|- | |- | ||
| {{text anchor|CDI}} | | {{text anchor|CDI}} | ||
| Caste | | Caste | ||
− | | Varies | + | | |
− | | Specifies details | + | *Varies |
+ | | Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]]. | ||
|- | |- | ||
| {{text anchor|CHANGE_BODY_SIZE_PERC}} | | {{text anchor|CHANGE_BODY_SIZE_PERC}} | ||
| Caste | | Caste | ||
− | | integer | + | | |
+ | *integer | ||
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles. | | Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|CHANGE_FREQUENCY_PERC}} | ||
+ | | Creature | ||
+ | | | ||
+ | *integer | ||
+ | | Multiplies frequency by a factor of (integer)%. | ||
|- | |- | ||
| {{text anchor|CHILD}} | | {{text anchor|CHILD}} | ||
| Caste | | Caste | ||
− | | integer | + | | |
− | | | + | *integer |
+ | | Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. | ||
|- | |- | ||
| {{text anchor|CHILDNAME}} | | {{text anchor|CHILDNAME}} | ||
| Caste | | Caste | ||
− | | singular | + | | |
− | | Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME. | + | *singular |
+ | *plural | ||
+ | | Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}. | ||
|- | |- | ||
Line 449: | Line 518: | ||
*min | *min | ||
*max | *max | ||
− | | The minimum/maximum numbers of how many creatures per spawned cluster. | + | | The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified. |
− | |||
|- | |- | ||
Line 458: | Line 526: | ||
*min | *min | ||
*max | *max | ||
− | |Number of | + | |Number of [[egg]]s laid in one sitting. |
|- | |- | ||
Line 469: | Line 537: | ||
| {{text anchor|COLOR}} | | {{text anchor|COLOR}} | ||
| Creature | | Creature | ||
− | | foreground | + | | |
+ | *foreground | ||
+ | *background | ||
+ | *brightness | ||
| Color of the creature's tile. See [[Color]] for usage. | | Color of the creature's tile. See [[Color]] for usage. | ||
Line 476: | Line 547: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures. |
|- | |- | ||
Line 482: | Line 553: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap | + | | Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE. |
|- | |- | ||
Line 488: | Line 559: | ||
| Caste | | Caste | ||
| | | | ||
− | | Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used | + | | Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s. |
|- | |- | ||
Line 494: | Line 565: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature is 'berserk' and will attack all other creatures, except members of its own species that | + | | Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones. |
|- | |- | ||
Line 500: | Line 571: | ||
| Special | | Special | ||
| | | | ||
− | * | + | *creature ID |
− | | Copies | + | | Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination. |
|- | |- | ||
− | | {{text anchor|CREATURE_CLASS}} | + | | {{text anchor|CREATURE}} |
+ | | Creature | ||
+ | | | ||
+ | *creature ID | ||
+ | | A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|CREATURE_CLASS}} | ||
| Caste | | Caste | ||
| | | | ||
*classname | *classname | ||
− | | An arbitrary creature classification. Can be set to anything, but only | + | | An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes. |
+ | |||
+ | The full list of tokens that use creature classes is: | ||
+ | * Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}} | ||
+ | * Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}} | ||
+ | * Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}} | ||
+ | * Position (Entity) token: {{token|ALLOWED_CLASS|po}} | ||
+ | * Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}} | ||
|- | |- | ||
| {{text anchor|CREATURE_SOLDIER_TILE}} | | {{text anchor|CREATURE_SOLDIER_TILE}} | ||
| Creature | | Creature | ||
− | | 'character' or tile number | + | | |
− | | Creatures active in their civilization's military will use this tile instead. | + | *'character' or tile number |
+ | | Creatures active in their civilization's [[military]] will use this tile instead. | ||
|- | |- | ||
| {{text anchor|CREATURE_TILE}} | | {{text anchor|CREATURE_TILE}} | ||
| Creature | | Creature | ||
− | | 'character' or tile number | + | | |
+ | *'character' or tile number | ||
| The symbol of the creature in ASCII mode. | | The symbol of the creature in ASCII mode. | ||
Line 526: | Line 613: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode. |
|- | |- | ||
Line 532: | Line 619: | ||
| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to steal and eat edible items from a site. | + | | Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior. |
|- | |- | ||
Line 538: | Line 625: | ||
| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. | + | | Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior. |
|- | |- | ||
Line 544: | Line 631: | ||
| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking | + | | Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat. |
|- | |- | ||
Line 551: | Line 638: | ||
| | | | ||
*TAG NAME | *TAG NAME | ||
− | | Adds a tag. Used in conjunction with creature variation templates. | + | | Adds a tag. Used in conjunction with creature variation templates. |
|- | |- | ||
Line 561: | Line 648: | ||
|} | |} | ||
− | + | {{alphabetical TOC|style=margin: 1em auto;}} | |
− | {{alphabetical TOC}} | ||
− | |||
==D== | ==D== | ||
Line 577: | Line 662: | ||
| Caste | | Caste | ||
| | | | ||
− | | Found on generated [[demon]]s. | + | | Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}. |
|- | |- | ||
| {{text anchor|DESCRIPTION}} | | {{text anchor|DESCRIPTION}} | ||
| Caste | | Caste | ||
− | | text | + | | |
− | | A brief description of the creature type. | + | *text |
+ | | A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen. | ||
|- | |- | ||
Line 589: | Line 675: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers. |
|- | |- | ||
| {{text anchor|DIFFICULTY}} | | {{text anchor|DIFFICULTY}} | ||
| Caste | | Caste | ||
− | | integer | + | | |
− | | Increases experience gain during adventure mode. | + | *integer |
+ | | Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode. | ||
|- | |- | ||
Line 601: | Line 688: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode. |
|- | |- | ||
Line 607: | Line 694: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s. |
|- | |- | ||
Line 613: | Line 700: | ||
| Creature | | Creature | ||
| | | | ||
− | | | + | | Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. |
+ | |||
+ | Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it. | ||
|} | |} | ||
− | + | {{alphabetical TOC|style=margin: 1em auto;}} | |
− | {{alphabetical TOC}} | ||
− | |||
==E== | ==E== | ||
Line 631: | Line 718: | ||
| {{text anchor|EBO_ITEM}} | | {{text anchor|EBO_ITEM}} | ||
| Caste | | Caste | ||
− | | [[item token]] | + | | |
− | | Defines the item that the creature drops upon being butchered. | + | *[[item token]] |
+ | *[[material token]] (ANY_HARD_STONE can be used for the material) | ||
+ | | Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}. | ||
|- | |- | ||
| {{text anchor|EBO_SHAPE}} | | {{text anchor|EBO_SHAPE}} | ||
| Caste | | Caste | ||
− | | gem shape | + | | |
− | | The shape of the extra | + | *gem shape |
+ | | The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}. | ||
|- | |- | ||
Line 644: | Line 734: | ||
| Caste | | Caste | ||
| | | | ||
− | * [[material token]] | + | * <[[material token]]> |
− | *state | + | * <[[Material_definition_token#Material_States|material state]]> |
− | | | + | | Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game 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. |
|- | |- | ||
Line 653: | Line 743: | ||
| | | | ||
*size | *size | ||
− | | Determines the size of eggs. | + | | Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength. |
|- | |- | ||
Line 659: | Line 749: | ||
| Creature | | Creature | ||
| | | | ||
− | | Makes the creature | + | | Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant. |
|- | |- | ||
Line 671: | Line 761: | ||
| Creature | | Creature | ||
| | | | ||
− | | | + | | The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas. |
|- | |- | ||
Line 679: | Line 769: | ||
* BY_CATEGORY, BY_TYPE, BY_TOKEN | * BY_CATEGORY, BY_TYPE, BY_TOKEN | ||
* TYPE, CATEGORY, or TOKEN | * TYPE, CATEGORY, or TOKEN | ||
− | | The creature drops an additional object when butchered | + | | The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}} |
|- | |- | ||
Line 692: | Line 782: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a "vanish" power. |
|} | |} | ||
− | + | {{alphabetical TOC|style=margin: 1em auto;}} | |
− | {{alphabetical TOC}} | ||
− | |||
==F== | ==F== | ||
Line 711: | Line 799: | ||
| Creature | | Creature | ||
| | | | ||
− | | The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used | + | | The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}. |
|- | |- | ||
Line 717: | Line 805: | ||
| Caste | | Caste | ||
| | | | ||
− | | Found on subterranean animal-man tribals. | + | | Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers. |
|- | |- | ||
Line 723: | Line 811: | ||
| Caste | | Caste | ||
| | | | ||
− | | Found on [[forgotten beast]]s. | + | | Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do. |
+ | |||
+ | Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes. | ||
|- | |- | ||
Line 729: | Line 819: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste. |
|- | |- | ||
Line 735: | Line 825: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example). |
|- | |- | ||
Line 741: | Line 831: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. |
|- | |- | ||
Line 747: | Line 837: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). |
+ | Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game. | ||
|- | |- | ||
| {{text anchor|FIXED_TEMP}} | | {{text anchor|FIXED_TEMP}} | ||
| Caste | | Caste | ||
− | | temperature | + | | |
− | | The | + | *temperature |
+ | | The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death. | ||
+ | |||
+ | Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode. | ||
|- | |- | ||
Line 759: | Line 853: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game. |
|- | |- | ||
Line 765: | Line 859: | ||
| Caste | | Caste | ||
| | | | ||
− | | 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. | + | | Allows a creature to fly, independent of it having wings or not. 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. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token). |
|- | |- | ||
Line 772: | Line 866: | ||
| | | | ||
*number, max 100 | *number, max 100 | ||
− | | Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. | + | | Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. |
+ | This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes. | ||
+ | When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, 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 {{token|POP_RATIO|c}}. | ||
|} | |} | ||
− | + | {{alphabetical TOC|style=margin: 1em auto;}} | |
− | {{alphabetical TOC}} | ||
− | |||
==G== | ==G== | ||
Line 788: | Line 882: | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GAIT}} |
− | | | + | | Caste |
− | | | + | | |
− | | | + | * <gait type> |
+ | * <gait name> | ||
+ | * <max [[Gait#Speed|speed]]> | ||
+ | * <build up time> | ||
+ | * <max turning [[Gait#Speed|speed]]> | ||
+ | * <start [[Gait#Speed|speed]]> | ||
+ | * <energy expenditure> | ||
+ | * <gait flag(s)> | ||
+ | | Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]]. | ||
+ | |||
+ | * <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait | ||
+ | * <start speed> indicates the creature's speed when it starts moving using this gait | ||
+ | * <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain. | ||
+ | * <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning. | ||
+ | * <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]]. | ||
− | + | '''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together. | |
− | |||
− | |||
− | |||
− | |||
− | + | It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | + | '''valid gait types:''' |
− | | | + | *'''WALK'''<br> |
− | | | + | Used for moving normally over ground tiles. |
− | | | + | |
− | | | + | *'''CRAWL'''<br> |
+ | Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]]. | ||
+ | |||
+ | *'''SWIM'''<br> | ||
+ | Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. | ||
+ | |||
+ | *'''FLY'''<br> | ||
+ | Used for moving through [[open space]]. | ||
+ | |||
+ | *'''CLIMB'''<br> | ||
+ | Used for moving whilst [[Climber|climbing]]. | ||
+ | |||
+ | |||
+ | '''valid gait flags:''' | ||
+ | * '''AGILITY'''<br> | ||
+ | Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat. | ||
+ | |||
+ | * '''STRENGTH'''<br> | ||
+ | Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat. | ||
+ | |||
+ | * '''LAYERS_SLOW'''<br> | ||
+ | Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer. | ||
− | + | * '''STEALTH_SLOWS:'''<percentage><br> | |
− | | | + | Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]]. |
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GENERAL_BABY_NAME}} |
| Creature | | Creature | ||
| | | | ||
− | * | + | *singular |
− | * | + | *plural |
− | + | | Like {{token|BABYNAME|c}}, but applied regardless of caste. | |
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GENERAL_CHILD_NAME}} |
| Creature | | Creature | ||
− | | | + | | |
− | | | + | *singular |
+ | *plural | ||
+ | | Like {{token|CHILDNAME|c}}, but applied regardless of caste. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | *value A |
+ | *value B | ||
+ | | Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable). | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GENERATED}} |
− | | | + | | Creature |
− | | | + | | |
− | | | + | | Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GETS_INFECTIONS_FROM_ROT}} |
| Caste | | Caste | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | | | + | | Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GETS_WOUND_INFECTIONS}} |
− | | | + | | Caste |
| | | | ||
− | | | + | | Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GLOWCOLOR}} |
− | | | + | | Creature |
− | | | + | | |
− | | | + | *foreground |
+ | *background | ||
+ | *brightness | ||
+ | | The colour of the creature's {{token|GLOWTILE|c}}. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GLOWTILE}} |
| Creature | | Creature | ||
− | | | + | | |
− | | | + | *ascii character |
+ | | If present, the being glows in the dark (generally used for Adventurer 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 {{token|CASTE_GLOWTILE|c}} instead. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GNAWER}} |
| Caste | | Caste | ||
− | | | + | | |
− | | The | + | *verb |
+ | | 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 (normally wood). | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GOBBLE_VERMIN_CLASS}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | *class |
+ | | The creature eats vermin of the specified class. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GOBBLE_VERMIN_CREATURE}} |
| Caste | | Caste | ||
− | | | + | | |
− | * | + | *creature |
− | | The creature | + | *caste |
− | + | | The creature eats a specified [[vermin]]. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GO_TO_END}} |
− | | | + | | Special |
− | | | + | | |
− | | | + | | When using tags from an existing creature, inserts new tags at the end of the creature. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GO_TO_START}} |
− | | | + | | Special |
− | | | + | | |
− | | | + | | When using tags from an existing creature, inserts new tags at the beginning of the creature. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GO_TO_TAG}} |
− | | | + | | Special |
| | | | ||
− | | | + | | When using tags from an existing creature, inserts new tags ''before'' the specified tag. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GOOD}} |
− | | | + | | Creature |
| | | | ||
− | | | + | | Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GRASSTRAMPLE}} |
− | | | + | | Caste |
− | | | + | | |
− | * | + | *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. | |
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GRAVITATE_BODY_SIZE}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | *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. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|GRAZER}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | *number |
− | + | | The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}. | |
|} | |} | ||
− | + | {{alphabetical TOC|style=margin: 1em auto;}} | |
− | {{alphabetical TOC}} | ||
− | |||
− | == | + | ==H== |
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
Line 972: | Line 1,073: | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|HABIT}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | *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 | ||
+ | *COLLECT_WEALTH. | ||
+ | These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|HABIT_NUM}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | *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.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL] | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|HAS_NERVES}} |
| Caste | | Caste | ||
| | | | ||
− | | The creature | + | | The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|HASSHELL}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature has a shell. Seemingly no longer used - holdover from previous versions. |
+ | |||
+ | |- | ||
+ | | {{text anchor|HIVE_PRODUCT}} | ||
+ | | Creature | ||
+ | | | ||
+ | *number | ||
+ | *[[time]] | ||
+ | *[[item token]]s | ||
+ | | What product is harvested from [[Beekeeping industry|beekeeping]]. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|HOMEOTHERM}} |
| Caste | | Caste | ||
− | | | + | | |
− | * | + | *number or NONE |
− | + | | Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature. | |
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|HUNTS_VERMIN}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves. |
+ | |||
|} | |} | ||
− | + | {{alphabetical TOC|style=margin: 1em auto;}} | |
− | {{alphabetical TOC}} | ||
− | |||
− | == | + | ==I== |
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
Line 1,023: | Line 1,145: | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|IMMOBILE}} |
| Caste | | Caste | ||
− | | | + | | |
− | | Found on | + | | The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE; no breeding will happen). |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|IMMOBILE_LAND}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|IMMOLATE}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma). |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|INTELLIGENT}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ITEMCORPSE}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | * [[item token]] |
+ | * [[material token]] | ||
+ | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ITEMCORPSE_QUALITY}} |
− | | | + | | Caste |
− | | | + | | |
− | | | + | * number |
+ | | The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece. | ||
+ | |} | ||
− | + | {{alphabetical TOC|style=margin: 1em auto;}} | |
− | |||
− | |||
− | |||
− | |||
− | + | ==L== | |
− | | {{ | + | {| {{prettytable}} |
− | | | + | |- bgcolor="#ddd" |
− | | | + | ! width="20%" | Token |
− | + | ! width="10%" | Type | |
− | + | ! width="20%" | Arguments | |
− | | | + | ! width="50%" | Description |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LAIR}} |
| Caste | | Caste | ||
| | | | ||
− | * | + | *type |
− | * | + | *probability |
− | | | + | | Found on megabeasts, semimegabeasts, and night creatures. 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 | ||
+ | *LABYRINTH | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LAIR_CHARACTERISTIC}} |
| Caste | | Caste | ||
− | | | + | | |
− | | The | + | *characteristic |
+ | *probability | ||
+ | | Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LAIR_HUNTER}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | This creature will actively hunt adventurers in its lair. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LAIR_HUNTER_SPEECH}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | *speech file |
+ | | What this creature says while hunting adventurers in its lair. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LARGE_PREDATOR}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." | |
− | + | A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled. | |
− | | | ||
− | + | Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart. | |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LARGE_ROAMING}} |
| Creature | | Creature | ||
| | | | ||
− | | | + | | This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number. |
− | |||
− | |||
− | |||
− | {{ | ||
− | |||
− | + | This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}. | |
− | {| {{ | ||
− | | | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LAYS_EGGS}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | | Creature lays [[egg]]s instead of giving birth to live young. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LAYS_UNUSUAL_EGGS}} |
| Caste | | Caste | ||
− | | | + | | |
− | | Creature | + | * [[item token]] |
+ | * [[material token]] | ||
+ | | Creature lays the specified item instead of regular eggs. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LIGAMENTS}} |
| Caste | | Caste | ||
− | | | + | | |
− | | The creature is | + | * [[material token]] |
+ | *healing rate | ||
+ | | The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb. | ||
− | |- | + | |- |
− | | {{text anchor| | + | | {{text anchor|LIGHT_GEN}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | A vermin featuring this tag will remain visible to an adventurer even at night. | |
− | | | ||
− | |||
− | + | Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode. | |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LIKES_FIGHTING}} |
| Caste | | Caste | ||
− | | | + | | |
− | + | | The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}. | |
− | |||
− | | | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LISP}} |
| Caste | | Caste | ||
| | | | ||
− | | | + | | Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LITTERSIZE}} |
| Caste | | Caste | ||
− | | | + | | |
− | | | + | * minimum |
+ | * maximum | ||
+ | | Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LOCAL_POPS_CONTROLLABLE}} |
− | | | + | | Creature |
− | | | + | | |
− | | | + | | Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|LOCAL_POPS_PRODUCE_HEROES}} |
− | | |