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Difference between revisions of "40d:Creature token"

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{{Old|0.23.130.23a}}
+
{{quality|Exceptional|21:17, 30 March 2011 (UTC)}}{{av}}
 +
Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment. This includes sentient creatures, but creature [[tokens]] should not be confused with [[entity token]]s.
  
Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.
+
__NOTOC__
 +
=Tokens=
  
Since the game is in the Alpha stage, consider everything '''tentative'''.
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
See [[Adding New Civilization]] for related modding information and examples.
 
 
__TOC__
 
=Tokens=
 
 
==A==
 
==A==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
| ADD_VERSION
 
| version
 
| In which version of the game said creature was introduced.
 
[ADD_VERSION:1069]
 
  
 
|-
 
|-
Line 29: Line 24:
 
| ALL_ACTIVE
 
| ALL_ACTIVE
 
|  
 
|  
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.
+
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.
  
 
|-
 
|-
 
| ALTTILE
 
| ALTTILE
| [[Character Table|CP437 ordinal]] or 'character'
+
| [[Main:Character Table|CP437 ordinal]] or 'character'
 
| If set, the creature will blink between its [TILE] and its [ALTTILE].
 
| If set, the creature will blink between its [TILE] and its [ALTTILE].
 
[ALTTILE:157] or [ALTTILE:'&']
 
[ALTTILE:157] or [ALTTILE:'&']
Line 40: Line 35:
 
| AMBUSHPREDATOR
 
| AMBUSHPREDATOR
 
|  
 
|  
|  
+
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?{{Verify}}
  
 
|-
 
|-
 
| AMPHIBIOUS
 
| AMPHIBIOUS
 
|  
 
|  
| Allows a creature to swim.
+
| Allows a creature to breathe with or without water.
  
 
|-
 
|-
 
| AQUATIC
 
| AQUATIC
 
|  
 
|  
| Implies AMPHIBIOUS.
+
| Allows a creature to breathe underwater, but causes it to "drown" out of water.
  
 
|-
 
|-
Line 58: Line 53:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==B==
 
==B==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 68: Line 68:
 
| BABY
 
| BABY
 
| age
 
| age
| Age at which a baby becomes a child.
+
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.
 
[BABY:1]
 
[BABY:1]
 +
 +
|-
 +
| BABYNAME
 +
|
 +
* singular
 +
* plural
 +
| Gives the baby a special name.
 +
 +
|-
 +
| BEACH_FREQUENCY
 +
| value
 +
| Whales and jellyfish have this. Controls the beaching frequency of the creature.
 +
[BEACH_FREQUENCY:10]
  
 
|-
 
|-
 
| BENIGN
 
| BENIGN
 
|  
 
|  
| Determines whether creature can show up on "tame" maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
+
| Determines whether creature can show up on "tame" maps (includes [[elephant]]s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
  
 
|-
 
|-
| BIOME_*
+
| BIOME:*
 
|  
 
|  
| See [[Biome Tokens|biome tokens]].
+
| See [[Biome token]]s.
  
 
|-
 
|-
Line 98: Line 111:
  
 
|-
 
|-
| BODY
+
| [[Body token|BODY]]
 
| parts[:...]
 
| parts[:...]
 
| Sets the body parts a creature has. Can supply as many as you want.
 
| Sets the body parts a creature has. Can supply as many as you want.
Line 104: Line 117:
  
 
|-
 
|-
| BODYGLOSS
+
| [[Bodygloss|BODYGLOSS]]
 
| gloss
 
| gloss
 
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.
 
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.
Line 112: Line 125:
 
| BOILING_POINT
 
| BOILING_POINT
 
| temperature
 
| temperature
| The temperature at which the creature boils into goo.
+
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]
  
 
|-
 
|-
Line 138: Line 151:
 
| temperature
 
| temperature
 
| The temperature at which point the creature's bones burst into flame.
 
| The temperature at which point the creature's bones burst into flame.
 +
 +
|-
 +
| BONE_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's bones when molten.
  
 
|-
 
|-
Line 143: Line 161:
 
| temperature
 
| temperature
 
| The temperature at which the creature's bones melt.
 
| The temperature at which the creature's bones melt.
 +
 +
|-
 +
| BONE_SOLID_DENSITY
 +
| density
 +
| Specifies the density of the creature's bones.
  
 
|-
 
|-
 
| BONE_SPEC_HEAT
 
| BONE_SPEC_HEAT
| temperature
+
| [[SPEC_HEAT|specific heat capacity]]
|  
+
| Amount of energy required for the creature's bones to heat up or cool down.
  
 
|-
 
|-
 
| BONECARN
 
| BONECARN
 
|  
 
|  
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).
+
| Creature eats bones. This tag implies CARNIVORE.
  
 
|-
 
|-
 
| BUILDINGDESTROYER
 
| BUILDINGDESTROYER
 
| value
 
| value
| Allows a creature to destroy furniture and buildings. (Giant Cave Spiders have this at 1, but most other creatures have it at 2. The difference between these values is unknown.)
+
| 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.
[BUILDINGDESTROYER:2]
+
See [[Building destroyer]] for full discussion.
  
|-
+
|}
| BUTCHERABLE_NONSTANDARD
 
|
 
| If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.
 
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==C==
 
==C==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 176: Line 199:
 
| CAN_CIV
 
| CAN_CIV
 
|  
 
|  
| Can create civilizations.  This tag may activate hunger and thirst. Needs confirmation.
+
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}
  
 
|-
 
|-
Line 186: Line 209:
 
| CAN_SPEAK
 
| CAN_SPEAK
 
|  
 
|  
| Can talk.
+
| Can talk. Note that it is not necessary for a creature to gain social skills.
  
 
|-
 
|-
| CARNIVORE
+
| CANNOT_UNDEAD
 
|  
 
|  
| Creature only eats meat.
+
| Cannot become undead.
  
 
|-
 
|-
Line 197: Line 220:
 
|  
 
|  
 
| Allows the creature to open doors.
 
| Allows the creature to open doors.
 +
 +
|-
 +
| CARNIVORE
 +
|
 +
| Creature only eats meat.
  
 
|-
 
|-
Line 206: Line 234:
 
| CHEESE_BOILING_POINT
 
| CHEESE_BOILING_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which the creature's cheese (if any) boils away.
  
 
|-
 
|-
 
| CHEESE_COLDDAM_POINT
 
| CHEESE_COLDDAM_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which the creature's cheese (if any) starts taking cold damage.
  
 
|-
 
|-
 
| CHEESE_FIXED_TEMP
 
| CHEESE_FIXED_TEMP
 
| temperature
 
| temperature
 +
| The temperature emitted by one unit of the creature's cheese (if any).
  
 
|-
 
|-
 
| CHEESE_HEATDAM_POINT
 
| CHEESE_HEATDAM_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which the cheese made from the creature's milk starts taking heat damage.
  
 
|-
 
|-
 
| CHEESE_IGNITE_POINT
 
| CHEESE_IGNITE_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which the creature's cheese bursts into flame.
 +
 
 +
|-
 +
| CHEESE_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's cheese when molten.
  
 
|-
 
|-
 
| CHEESE_MELTING_POINT
 
| CHEESE_MELTING_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which the creature's cheese melts into goo.
 +
 
 +
|-
 +
| CHEESE_SOLID_DENSITY
 +
| density
 +
| Specifies the density of the creature's cheese.
  
 
|-
 
|-
 
| CHEESE_SPEC_HEAT
 
| CHEESE_SPEC_HEAT
| temperature
+
| [[SPEC_HEAT|specific heat capacity]]
|  
+
| Amount of energy required for the creature's cheese to heat up or cool down.
  
 
|-
 
|-
 
| CHEESE_VALUE
 
| CHEESE_VALUE
 
| value
 
| value
|  
+
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.
  
 
|-
 
|-
Line 253: Line 292:
 
* singular
 
* singular
 
* plural
 
* plural
| Gives the child a special name, eg "hippo calf" instead of "hippo child".
+
| Gives the child a special name, e.g. "hippo calf" instead of "hippo child".
 
[CHILDNAME:hippo calf:hippo calves]
 
[CHILDNAME:hippo calf:hippo calves]
  
Line 259: Line 298:
 
| CHITIN
 
| CHITIN
 
|  
 
|  
|  
+
| When the creature's skin is tanned, it becomes [[chitin]] instead of leather.
 
 
|-
 
| CRAFTSMAN_NAME
 
|
 
* singular
 
* plural
 
| Sets the name of the craftsman profession.
 
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
 
 
 
|-
 
| CREPUSCULAR
 
|
 
| Sets if the creature is active in twilight.
 
  
 
|-
 
|-
Line 279: Line 305:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| The minimum/maximum numbers of how many creatures per cluster.
+
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain [[fish|vermin fish]] use this token in combination with temperate ocean and river [[biome token]]s to perform seasonal migrations.
 
[CLUSTER_NUMBER:1:3]
 
[CLUSTER_NUMBER:1:3]
 +
 +
|-
 +
| COLDDAM_POINT
 +
| temperature
 +
| The minimum temperature limit before the creature starts taking damage from freezing.
  
 
|-
 
|-
Line 292: Line 323:
  
 
|-
 
|-
| COOKABLE_LIVE
+
| 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
  
 
|-
 
|-
| CREATURE
+
| COOKABLE_LIVE
| name
+
|  
| What the game looks for when generating creatures.
+
| Set this to allow the creature to be cooked in meals without first being [[fishery|cleaned]].
[CREATURE:DWARF]
 
  
 
|-
 
|-
| COLDDAM_POINT
+
| CREPUSCULAR
| temperature
+
|  
| The minimum temperature limit before the creature starts taking damage from freezing.
+
| 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.
  
 
|-
 
|-
| COMMON_DOMESTIC
+
| CURIOUSBEAST_EATER
 
|  
 
|  
| Allows the creature to be brought with immigrants.
+
| Allows a creature to steal and eat edible items from you.
  
 
|-
 
|-
| CURIOUSBEAST
+
| CURIOUSBEAST_GUZZLER
|
 
 
|  
 
|  
 +
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.
  
 
|-
 
|-
 
| CURIOUSBEAST_ITEM
 
| CURIOUSBEAST_ITEM
 
|  
 
|  
| Allows a creature to steal things (usually [[food]]?). Implies CURIOUSBEAST.
+
| Allows a creature to steal things (apparently the highest [[value]] it can find).  
 +
|}
  
|-
+
<div align="center">
| CURIOUSBEAST_GUZZLER
+
{{alphabetical TOC}}
|
+
</div>
| Will steal [[alcohol]]? Implies CURIOUSBEAST.
 
 
 
|}
 
  
 
==D==
 
==D==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 338: Line 367:
 
| DAMBLOCK
 
| DAMBLOCK
 
| value
 
| value
| How much natural armor a creature has.
+
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.
 
[DAMBLOCK:1]
 
[DAMBLOCK:1]
  
Line 344: Line 373:
 
| DEFENDER
 
| DEFENDER
 
|  
 
|  
| Appears from the glowing pits after the magma river.
+
| Appears from the glowing pits in a group.
 +
 
 +
|-
 +
| DENSITY
 +
| density
 +
| Specifies the density of the creature.
  
 
|-
 
|-
 
| DIFFICULTY
 
| DIFFICULTY
 
| number
 
| number
| [[Toady]]: ''"Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks."''
+
| [[Main:Toady|Toady]]: ''"Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks."'' Also increases experience gain during adventure mode.
 
[DIFFICULTY:2]
 
[DIFFICULTY:2]
  
Line 355: Line 389:
 
| DIURNAL
 
| DIURNAL
 
|  
 
|  
| Sets if the creature is active in day.
+
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.
  
 
|-
 
|-
 
| DRAGONFIREBREATH
 
| DRAGONFIREBREATH
 
|  
 
|  
| Creature breathes dragon level fire.
+
| Creature breathes fire in a cone.
  
 
|-
 
|-
 
| DRINK_BOILING_POINT
 
| DRINK_BOILING_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which an alcoholic drink made from the creature will boil. Creature drinks are not implemented in this version of Dwarf Fortress.
  
 
|-
 
|-
 
| DRINK_COLDDAM_POINT
 
| DRINK_COLDDAM_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which said drink will take cold damage.
  
 
|-
 
|-
 
| DRINK_FIXED_TEMP
 
| DRINK_FIXED_TEMP
 
| temperature
 
| temperature
 +
| The temperature emitted by one unit of the creature's drink.
  
 
|-
 
|-
 
| DRINK_HEATDAM_POINT
 
| DRINK_HEATDAM_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which aforementioned drink will take heat damage.
  
 
|-
 
|-
 
| DRINK_IGNITE_POINT
 
| DRINK_IGNITE_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which the drink will set your fort ablaze.
 +
 
 +
|-
 +
| DRINK_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's drink.
  
 
|-
 
|-
 
| DRINK_MELTING_POINT
 
| DRINK_MELTING_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which the creature's drink melts or freezes.
 +
 
 +
|-
 +
| DRINK_SOLID_DENSITY
 +
| density
 +
| Specifies the density of the creature's drink when frozen.
  
 
|-
 
|-
 
| DRINK_SPEC_HEAT
 
| DRINK_SPEC_HEAT
| temperature
+
| [[SPEC_HEAT|specific heat capacity]]
|  
+
| Amount of energy required for the drink to heat up or cool down.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==E==
 
==E==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 407: Line 457:
 
| ENDING
 
| ENDING
 
|  
 
|  
| Will show up after your fortress went 'Too Deep'. (confirm)
+
| Will show up as a leader (only one of them) in a group from the glowing pits.
  
 
|-
 
|-
 
| EQUIPMENT_WAGON
 
| EQUIPMENT_WAGON
 
|  
 
|  
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, RECKLESS, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.
+
| Implies 2 unknown flags<!-- 00, 01 -->, NOT_BUTCHERABLE, NOEXERT, NOPAIN, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NOBREATHE, NO_GENDER, NO_EAT, NO_DRINK, NO_SLEEP
  
 
|-
 
|-
Line 422: Line 472:
 
| EVIL
 
| EVIL
 
|  
 
|  
| Determines whether creature can show up on "evil" maps (see [[Creatures#Threat Matrix|Threat Matrix]]).
+
| Determines whether creature can show up on "evil" maps (see [[Region#Surroundings]]).
  
 
|-
 
|-
Line 428: Line 478:
 
|  
 
|  
 
* name
 
* name
* value
+
* fg (foreground color)
* ?
+
* bg (background color)
* ?
+
* br (color brightness)
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.
+
| Determines that something can be extracted from the creature, what it's called, and what [[color]] it is. Note, it appears that the extraction process is hard-coded into the game, and can't be altered from objects/raw.
 
[EXTRACT:cow's milk:7:0:1]
 
[EXTRACT:cow's milk:7:0:1]
  
Line 438: Line 488:
 
|  
 
|  
 
* name
 
* name
* value
+
* fg (foreground color)
* ?
+
* bg (background color)
* ?
+
* br (color brightness)
* ?
+
* ? (always 50 or 100)
 
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]
 
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]
 +
 +
In the future, the last number may be used to determine effectiveness or time to cure, however, as of 40d antidotes have no function.
  
 
|-
 
|-
 
| EXTRACT_BOILING_POINT
 
| EXTRACT_BOILING_POINT
 
| temperature
 
| temperature
|  
+
| The temperature value at which a unit of the creature's extract boils away.
  
 
|-
 
|-
Line 453: Line 505:
 
|  
 
|  
 
* name
 
* name
* value
+
* fg (foreground color)
* ?
+
* bg (background color)
* ?
+
* br (color brightness)
|  
+
| The extract gotten from the creature can be made into cheese.
 
[EXTRACT_CHEESE:cow cheese:6:0:1]
 
[EXTRACT_CHEESE:cow cheese:6:0:1]
 +
 +
|-
 +
| EXTRACT_COLDDAM_POINT
 +
| temperature
 +
| The low temperature value at which the creature's extract starts to take damage.
  
 
|-
 
|-
Line 463: Line 520:
 
|  
 
|  
 
| Extract is cookable.
 
| Extract is cookable.
 
|-
 
| EXTRACT_COLDDAM_POINT
 
| temperature
 
|
 
  
 
|-
 
|-
 
| EXTRACT_FIXED_TEMP
 
| EXTRACT_FIXED_TEMP
 
| temperature
 
| temperature
 +
| The temperature that the creature's extract generates on its own.
  
 
|-
 
|-
 
| EXTRACT_HEATDAM_POINT
 
| EXTRACT_HEATDAM_POINT
 
| temperature
 
| temperature
|  
+
| The high temperature value at which the creature's extract starts to take damage.
  
 
|-
 
|-
 
| EXTRACT_IGNITE_POINT
 
| EXTRACT_IGNITE_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).
 +
 
 +
|-
 +
| EXTRACT_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's extract.
  
 
|-
 
|-
 
| EXTRACT_MELTING_POINT
 
| EXTRACT_MELTING_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which the creature's extract melts into goo.
  
 
|-
 
|-
Line 508: Line 566:
 
|  
 
|  
 
[EXTRACT_SIZE:10]
 
[EXTRACT_SIZE:10]
 +
 +
|-
 +
| EXTRACT_SOLID_DENSITY
 +
| density
 +
| Specifies the density of the creature's extract when solidified.
  
 
|-
 
|-
 
| EXTRACT_SPEC_HEAT
 
| EXTRACT_SPEC_HEAT
| temperature
+
| [[SPEC_HEAT|specific heat capacity]]
|  
+
| Amount of energy required for the creature's extract to heat up or cool down.
 
 
  
 
|-
 
|-
Line 528: Line 590:
 
| EXTRACT_VALUE
 
| EXTRACT_VALUE
 
| value
 
| value
|  
+
| The value per unit of the creature's extract.
 
[EXTRACT_VALUE:20]
 
[EXTRACT_VALUE:20]
  
Line 534: Line 596:
 
| EXTRAVISION
 
| EXTRAVISION
 
|  
 
|  
| Creature has enhanced vision.
+
| Creature can see regardless of whether it has working eyes.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==F==
 
==F==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 547: Line 614:
 
| FANCIFUL
 
| FANCIFUL
 
|  
 
|  
| Unknown.
+
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.
  
 
|-
 
|-
 
| FAT
 
| FAT
 
| value
 
| value
| How much fat a creature has when it is butchered. And maybe affects warmth? (Requires confirmation)
+
| How much fat a creature produces when it is butchered.
 
[FAT:3]  
 
[FAT:3]  
 +
 +
|-
 +
| FEATURE_ATTACK_GROUP
 +
|
 +
| If a feature attack selects a creature with this flag, ''all'' creatures in its group will join in the attack, otherwise the creature will break off from its group and attack you on its own. In practice, this has little effect because map features have finite populations and tend to get depleted as soon as you discover them.
  
 
|-
 
|-
 
| FEMALE
 
| FEMALE
 
|  
 
|  
| The creature is always female.
+
| The creature is always female. Note that a civilization created using an all-female creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.
  
 
|-
 
|-
 
| FIREBREATH
 
| FIREBREATH
 
|  
 
|  
| The creature breathes fire.
+
| The creature shoots fireballs and narrow bursts of fire.
  
 
|-
 
|-
 
| FIREIMMUNE
 
| FIREIMMUNE
 
|  
 
|  
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.
+
| The creature is immune to FIREBREATH, steam, and being set on fire by magma.
  
 
|-
 
|-
Line 583: Line 655:
 
| FIXED_TEMP
 
| FIXED_TEMP
 
| temperature
 
| temperature
|  
+
| The natural heat generated by the creature. [FIXED_TEMP:1-?]
  
 
|-
 
|-
Line 593: Line 665:
 
| FLIER
 
| FLIER
 
|  
 
|  
| Allows a creature to fly.
+
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
  
 
|-
 
|-
 
| FREQUENCY
 
| FREQUENCY
| time
+
|
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].
+
* number, max 100
[FREQUENCY:42]
+
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==G==
 
==G==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 612: Line 689:
 
| GENPOWER
 
| GENPOWER
 
| rate?
 
| rate?
| Not used anymore. Was related to magic.
+
| Not used anymore and can be removed safely. Was related to magic.
 
[GENPOWER:3]
 
[GENPOWER:3]
  
Line 636: Line 713:
 
| GNAWER
 
| GNAWER
 
|  
 
|  
|  
+
| The creature can and will gnaw its way out of wooden [[animal trap]]s and [[cage]]s using the specified verb. Due to a bug, however, they will only escape from [[artifact]]s.
  
 
|-
 
|-
Line 646: Line 723:
 
| GRASSTRAMPLE
 
| GRASSTRAMPLE
 
| amount
 
| amount
| Determines how much grass is trampled when they walk on it.
+
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.  
 
[GRASSTRAMPLE:42]
 
[GRASSTRAMPLE:42]
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==H==
 
==H==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 660: Line 742:
 
| HAS_RACEGLOSS
 
| HAS_RACEGLOSS
 
| gloss
 
| gloss
| Links a material glossary to the entity, located in the file "matgloss_[name].txt"; in this example, matgloss_wood.txt
+
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.
 
[HAS_RACEGLOSS:WOOD]
 
[HAS_RACEGLOSS:WOOD]
 +
[HAS_RACEGLOSS:STONE]
 +
[HAS_RACEGLOSS:METAL]
 +
[HAS_RACEGLOSS:PLANT]
  
 
|-
 
|-
Line 671: Line 756:
 
| HEATDAM_POINT
 
| HEATDAM_POINT
 
| temperature
 
| temperature
| The maximum temperature limit before the creature will start recieving damage from heat.
+
| The maximum temperature limit before the creature will start receiving damage from heat. [[Temperature scale|DF temperature scale]]
  
 
|-
 
|-
 
| HOMEOTHERM
 
| HOMEOTHERM
 
| value
 
| value
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live.
+
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]
  
 
|-
 
|-
 
| HORN
 
| HORN
 
|  
 
|  
|  
+
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==I==
 
==I==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 694: Line 784:
 
| IGNITE_POINT
 
| IGNITE_POINT
 
| temperature
 
| temperature
 +
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]
 +
 +
|-
 +
| IMMOBILE_LAND
 +
|
 +
| The creature is immobile while on land
 +
 +
|-
 +
| IMMOLATE
 
|  
 
|  
 +
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of [[wood]] or [[glass]]. Due to a bug, however, they will only escape from [[artifact]]s.
  
 
|-
 
|-
 
| INTELLIGENT
 
| INTELLIGENT
 
|  
 
|  
| Implies CAN_CIV, CAN_SPEAK, CAN_TALK.
+
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.
  
 
|-
 
|-
 
| ITEMCORPSE
 
| ITEMCORPSE
 
|  
 
|  
* [[Item Tokens|item token]]
+
* [[Item token]]
 
* subtype
 
* subtype
 
NO_SUBTYPE
 
NO_SUBTYPE
* [[Material_Tokens|material token]]
+
* [[Matgloss token]]
 
* NO_RACEGLOSS
 
* NO_RACEGLOSS
 
USE_RACEGLOSS
 
USE_RACEGLOSS
 
USE_SHARPSTONE
 
USE_SHARPSTONE
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. "IRON" if the corpse type is "STATUE").  USE_RACEGLOSS applies if the creature has a material glossary assigned by the "HAS_RACEGLOSS:" flag and will select neccesary adjectives and material from that glossary.
+
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc.).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. "IRON" if the corpse type is "STATUE").  USE_RACEGLOSS applies if the creature has a material glossary assigned by the "HAS_RACEGLOSS:" flag and will select necessary adjectives and material from that glossary.
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]
+
[ITEMCORPSE:[[Item token|WOOD]]:NO_SUBTYPE:[[Material token|WOOD]]:USE_RACEGLOSS]
  
 
|-
 
|-
Line 719: Line 819:
 
| The quality of an item-type corpse left behind; 5 is masterpiece-level.
 
| The quality of an item-type corpse left behind; 5 is masterpiece-level.
 
[ITEMCORPSE_QUALITY:5]
 
[ITEMCORPSE_QUALITY:5]
 
|-
 
| IMMOLATE
 
|
 
|
 
  
 
|-
 
|-
 
| IVORY
 
| IVORY
 
|  
 
|  
|  
+
| Creature will produce ivory when butchered. Currently doesn't work. May turn up with merchants as a trade good.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==L==
 
==L==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
| LARGE_CAVERIVER
 
|
 
| In Fortress Mode, spawns from/near the cave river.
 
 
|-
 
| LARGE_CHASM
 
|
 
| In Fortress Mode, spawns from/near the chasm.
 
 
|-
 
| LARGE_LAVA
 
|
 
| In Fortress Mode, spawns from/near the magma.
 
  
 
|-
 
|-
 
| LARGE_PREDATOR
 
| 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).
+
| 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
 
| LARGE_ROAMING
 
|  
 
|  
| In Fortress Mode, spawns outdoors.
+
| In Fortress Mode, spawns outdoors and is not a vermin creature.
  
 
|-
 
|-
 
| LAYERING
 
| LAYERING
 
| value
 
| value
| How well-protected the creature is from low temperatures.
+
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all. Tropical animals have this at 100. Tundra creatures, 200 or 300; humans 10, dwarves 50.
  
 
|-
 
|-
 
| LEATHER_BOILING_POINT
 
| LEATHER_BOILING_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which leather made from the creature's skins will boil away. Also affects severed body parts.
  
 
|-
 
|-
 
| LEATHER_COLDDAM_POINT
 
| LEATHER_COLDDAM_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.
  
 
|-
 
|-
 
| LEATHER_FIXED_TEMP
 
| LEATHER_FIXED_TEMP
 
| temperature
 
| temperature
 +
| The temperature that leather made from the creature's skins generates. Also affects severed body parts.
  
 
|-
 
|-
 
| LEATHER_HEATDAM_POINT
 
| LEATHER_HEATDAM_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.
  
 
|-
 
|-
 
| LEATHER_IGNITE_POINT
 
| LEATHER_IGNITE_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which leather made from the creature's skins will burst into flames. Also affects severed body parts.
 +
 
 +
|-
 +
| LEATHER_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of leather made from the creature's skin when molten.
  
 
|-
 
|-
 
| LEATHER_MELTING_POINT
 
| LEATHER_MELTING_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which leather made from the creature's skins will melt away. Also affects severed body parts.
 +
 
 +
|-
 +
| LEATHER_SOLID_DENSITY
 +
| density
 +
| Specifies the density of leather made from the creature's skin.
  
 
|-
 
|-
 
| LEATHER_SPEC_HEAT
 
| LEATHER_SPEC_HEAT
| temperature
+
| [[SPEC_HEAT|specific heat capacity]]
|  
+
| Amount of energy required for the creature's leather to heat up or cool down. Also affects severed body parts.
  
 
|-
 
|-
 
| LIGHT_GEN
 
| LIGHT_GEN
 
|  
 
|  
|  
+
| A vermin featuring this tag will remain visible to an adventurer, even at night (without being dimmed in color along with the surrounding terrain), and from a distance (even outside your sight radius).
  
 
|-
 
|-
 
| LIKES_FIGHTING
 
| LIKES_FIGHTING
 
|  
 
|  
| Determines whether creature "takes pleasure in slaughter" (after killing something in battle).
+
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.
  
 
|-
 
|-
Line 820: Line 916:
 
| LITTERSIZE
 
| LITTERSIZE
 
|  
 
|  
* minumum?
+
* minimum
* maximum?
+
* maximum
|  
+
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
  
 
|-
 
|-
 
| LOCKPICKER
 
| LOCKPICKER
 
|  
 
|  
| Lets a creature open doors that are set to forbidden in Fortress Mode.
+
| Lets a creature open doors that are set to forbidden in Fortress Mode. Implies [TRAPAVOID]
  
 
|-
 
|-
Line 835: Line 931:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==M==
 
==M==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 845: Line 946:
 
| MAGICAL
 
| MAGICAL
 
|  
 
|  
| Allows a creature to use magic? (Requires confirmation)
+
| Makes the creature attract local wildlife in large numbers.  May have more effects when magic is implemented.
  
 
|-
 
|-
 
| MAGMA_VISION
 
| MAGMA_VISION
 
|
 
|
|???
+
|Creature's able to see while covered in magma.
  
 
|-
 
|-
 
| MALE
 
| MALE
 
|  
 
|  
| The creature is always male.
+
| The creature is always male. Note that a civilization created using an all-male creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.
  
 
|-
 
|-
 
| MATERIAL
 
| MATERIAL
 
|  
 
|  
* [[Material Tokens|Material token]]
+
* [[Matgloss token]]
 
* USE_RACEGLOSS
 
* USE_RACEGLOSS
 
|  
 
|  
Line 867: Line 968:
 
| MATUTINAL
 
| MATUTINAL
 
|  
 
|  
| Sets if the creature is active in dawn.
+
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
  
 
|-
 
|-
Line 874: Line 975:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.
+
| Sets the Minimum and Maximum age at which a creature will die from old age. Used in world generating and Fortress Mode.
 
[MAXAGE:150:170]
 
[MAXAGE:150:170]
  
Line 885: Line 986:
 
| MEGABEAST
 
| MEGABEAST
 
|  
 
|  
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.
+
| Appears on fortress territory in Fortress Mode occasionally.
  
 
|-
 
|-
 
| MELTING_POINT
 
| MELTING_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which the creature will melt into goo.
  
 
|-
 
|-
 
| MILKABLE
 
| MILKABLE
 
| frequency?
 
| frequency?
| Allows the creature to be milked.
+
| Allows the creature to be milked. Currently only works with vermin creatures.
  
 
|-
 
|-
 
| MISCHIEVIOUS
 
| MISCHIEVIOUS
 
|  
 
|  
| Will pull any levers it comes across. (requires confirmation)
+
| Will pull any levers it comes across (requires confirmation). "They go on little missions to mess with various fortress buildings, not just levers."
  
 
|-
 
|-
Line 911: Line 1,012:
 
| MOUNT
 
| MOUNT
 
|  
 
|  
| Allows the creature to be mounted.
+
| Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.
  
 
|-
 
|-
Line 921: Line 1,022:
 
| MULTIPLE_LITTER_RARE
 
| MULTIPLE_LITTER_RARE
 
|  
 
|  
| Makes litters with more than one offspring rare.
+
| Makes litters with more than one offspring extremely rare, only happening with a 1/500 chance.
 +
 
 +
|-
 +
| MUNDANE
 +
|
 +
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==N==
 
==N==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 943: Line 1,054:
 
| NARROW
 
| NARROW
 
|  
 
|  
| The creature can only wear things that have the narrow tag on it.
+
| Clothing made for these creatures will appear as "narrow" to other non-narrow creatures of the same size (whose own clothing will appear as "stout"). Example: elves versus humans.
  
 
|-
 
|-
Line 954: Line 1,065:
 
|  
 
|  
 
| Will not show up during the Autumn season.
 
| Will not show up during the Autumn season.
 +
 +
|-
 +
| NO_DRINK
 +
|
 +
| Creature does not need to drink.
 +
 +
|-
 +
| NO_EAT
 +
|
 +
| Creature does not need to eat.
  
 
|-
 
|-
 
| NO_GENDER
 
| NO_GENDER
 
|  
 
|  
| No gender will be selected for the creature.
+
| No gender will be selected for the creature. Note that a civilization created using a genderless creature will have no population, as they don't have breeding couples.
 +
 
 +
|-
 +
| NO_SLEEP
 +
|
 +
| Creature does not need to sleep.  
  
 
|-
 
|-
Line 976: Line 1,102:
  
 
|-
 
|-
| NOBREATHE
+
| NOBLEED
 
|  
 
|  
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown.
+
| Creature doesn't bleed.
  
 
|-
 
|-
| NOBLEED
+
| NOBONES
 
|  
 
|  
| Creature doesn't bleed.
+
| Creature will not drop bones on butcher, rot, or decay of severed body parts.
  
 
|-
 
|-
| NOBONES
+
| NOBREATHE
 
|  
 
|  
| Creature will not drop bones on death.
+
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.
  
 
|-
 
|-
 
| NOCTURNAL
 
| NOCTURNAL
 
|  
 
|  
| Sets if the creature is active in night.
+
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.
  
 
|-
 
|-
Line 1,008: Line 1,134:
 
| NOFEAR
 
| NOFEAR
 
|  
 
|  
| Creature doesn't feel fear.
+
| Creature doesn't feel fear and will never run away from battle.
  
 
|-
 
|-
 
| NOMEAT
 
| NOMEAT
 
|  
 
|  
| Creature will not drop meat on death.
+
| Creature will not drop meat on butcher.
  
 
|-
 
|-
Line 1,028: Line 1,154:
 
| NOSKIN
 
| NOSKIN
 
|  
 
|  
| Creature will not drop skin on death.
+
| Creature will not drop skin on butcher.
  
 
|-
 
|-
 
| NOSKULL
 
| NOSKULL
 
|  
 
|  
| Creature will not drop skull on death.
+
| Creature will not drop skull on butcher, rot, or decay of severed head.
  
 
|-
 
|-
Line 1,051: Line 1,177:
  
 
|-
 
|-
| NOTHOUGHT
+
| NOT_BUTCHERABLE
 
|  
 
|  
| Creature doesn't think, or doesn't require a [BRAIN] body part.
+
| Creature can't be butchered.
  
 
|-
 
|-
| NOT_BUTCHERABLE
+
| NOTHOUGHT
 
|  
 
|  
| Creature can't be butchered.
+
| Creature doesn't think, or doesn't require a [BRAIN] body part.
 +
|}
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==P==
 
==P==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
 +
|-
 +
| PACK_ANIMAL
 +
|
 +
| Allows the creature to be used as a pack animal. Currently only used by merchants.
  
 
|-
 
|-
 
| PARALYZEIMMUNE
 
| PARALYZEIMMUNE
 
|  
 
|  
|  
+
| The creature is immune to all paralyzing special attacks.
  
 
|-
 
|-
 
| PATTERNFLIER
 
| PATTERNFLIER
 
|  
 
|  
|  
+
| Flies in a semi-predictable pattern? {{verify}}
  
 
|-
 
|-
Line 1,086: Line 1,221:
 
| PENETRATEPOWER
 
| PENETRATEPOWER
 
| value
 
| value
|  
+
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.
  
 
|-
 
|-
 
| PERSONALITY
 
| PERSONALITY
 
|
 
|
* token?
+
* token
* value
+
* lowest % chance
* value
+
* median
* value
+
* highest % chance
| Determines special personality traits?
+
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality trait]]s for more info.
 
[PERSONALITY:IMAGINATION:0:55:100]
 
[PERSONALITY:IMAGINATION:0:55:100]
  
Line 1,106: Line 1,241:
 
| PET_EXOTIC
 
| PET_EXOTIC
 
|  
 
|  
| You need the [[Dungeon master]] noble to tame the creature.
+
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).
  
 
|-
 
|-
 
| PETVALUE
 
| PETVALUE
 
| value
 
| value
| How valuable a tamed animal/pet is.
+
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.
 
[PETVALUE:42]
 
[PETVALUE:42]
  
Line 1,119: Line 1,254:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.
+
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
[POPULATION_NUMBER:42:42]
+
[POPULATION_NUMBER:10:30]
 +
 
 +
|-
 +
| POWER
 +
|
 +
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.
  
 
|-
 
|-
Line 1,132: Line 1,272:
  
 
==R==
 
==R==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,138: Line 1,279:
  
 
|-
 
|-
| RECKLESS
+
| REMAINS
|  
+
| <''singular''>:<''plural''>
| Will not flee battles (?).
+
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.
  
 
|-
 
|-
Line 1,148: Line 1,289:
 
* bg
 
* bg
 
* br
 
* br
| [REMAINS_COLOR:6:0:0]
+
| The color of the creature's remains. Used by treants.
  
 +
[REMAINS_COLOR:6:0:0]
 
|-
 
|-
 
| REMAINS_UNDETERMINED
 
| REMAINS_UNDETERMINED
Line 1,155: Line 1,297:
 
|  
 
|  
  
|-
+
|}
| RIVERATTACK
 
|
 
* 1st minimum
 
* 1st maximum
 
* 2nd minimum
 
* 2nd maximum
 
* 3rd minimum
 
* 3rd maximum
 
| Number of groups (of RIVERATTACK_GROUP size) that appear during attacks. Each pair of min/max numbers is used at a different time, starting with the first pair and moving to the 2nd and 3rd pair later in the game.
 
[RIVERATTACK:1:1:1:2:1:3]
 
  
|-
+
<div align="center">
| RIVERATTACK_CANUSEWELL
+
{{alphabetical TOC}}
|
+
</div>
| Allows the creature to ambush through wells.
 
 
 
|-
 
| RIVERATTACK_GROUP
 
|
 
* minimum
 
* maximum
 
| Number (min/max) of creatures that appear in each group when attacking from river, chasm, or lava.
 
[RIVERATTACK_GROUP:1:2]
 
 
 
|-
 
| RIVERATTACK_RESIDENT
 
|
 
| Unknown.
 
 
 
|}
 
  
 
==S==
 
==S==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,196: Line 1,313:
 
| SAVAGE
 
| SAVAGE
 
|  
 
|  
| Determines whether creature can show up on "savage" maps.
+
| Allows creature to show up on (and limits it to) "savage" maps.
  
 
|-
 
|-
Line 1,202: Line 1,319:
 
|  
 
|  
 
| Appears as boss creature in quests.
 
| Appears as boss creature in quests.
 
|-
 
| SESSILE_LAND
 
|
 
| Cannot move on land?
 
  
 
|-
 
|-
Line 1,216: Line 1,328:
 
| SILK_BOILING_POINT
 
| SILK_BOILING_POINT
 
| temperature
 
| temperature
|  
+
| Temperature at which silk made from this creature's webs boils away.
  
 
|-
 
|-
 
| SILK_COLDDAM_POINT
 
| SILK_COLDDAM_POINT
 
| temperature
 
| temperature
|  
+
| Temperature at which silk made from this creature's webs takes damage.
  
 
|-
 
|-
 
| SILK_FIXED_TEMP
 
| SILK_FIXED_TEMP
 
| temperature
 
| temperature
 +
| Temperature generated by the creature's web silk.
  
 
|-
 
|-