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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 145: Line 163:
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]
+
| BONE_SOLID_DENSITY
| <u>not</u> a temperature
+
| density
|
+
| Specifies the density of the creature's bones.
 +
 
 +
|-
 +
| BONE_SPEC_HEAT
 +
| [[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 221: Line 249:
 
| CHEESE_HEATDAM_POINT
 
| CHEESE_HEATDAM_POINT
 
| temperature
 
| temperature
| The temperature at which the cheese made from the creature's milk starts taking damage.
+
| The temperature at which the cheese made from the creature's milk starts taking heat damage.
  
 
|-
 
|-
Line 227: Line 255:
 
| temperature
 
| temperature
 
| The temperature at which the creature's cheese bursts into flame.
 
| The temperature at which the creature's cheese bursts into flame.
 +
 +
|-
 +
| CHEESE_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's cheese when molten.
  
 
|-
 
|-
Line 234: Line 267:
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]
+
| CHEESE_SOLID_DENSITY
| <u>not</u> a temperature
+
| density
|
+
| Specifies the density of the creature's cheese.
 +
 
 +
|-
 +
| CHEESE_SPEC_HEAT
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's cheese to heat up or cool down.
  
 
|-
 
|-
Line 254: 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 260: Line 298:
 
| CHITIN
 
| CHITIN
 
|  
 
|  
| When the creature is butchered, it drops chitin, which is similar in function to turtle shells.
+
| 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 280: Line 305:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| The minimum/maximum numbers of how many creatures per spawned cluster.
+
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain [[fish|vermin fish]] use this token in combination with temperate ocean and river [[biome token]]s to perform seasonal migrations.
 
[CLUSTER_NUMBER:1:3]
 
[CLUSTER_NUMBER:1:3]
 +
 +
|-
 +
| COLDDAM_POINT
 +
| temperature
 +
| The minimum temperature limit before the creature starts taking damage from freezing.
  
 
|-
 
|-
Line 293: Line 323:
  
 
|-
 
|-
| COOKABLE_LIVE
+
| COMMON_DOMESTIC
 
|  
 
|  
| Set this to allow the creature to be cooked in meals without having to butcher it first.
+
| 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 and when creating a new fortress.
+
| 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).  
 
+
|}
|-
 
| CURIOUSBEAST_GUZZLER
 
|
 
| Will steal [[alcohol]]? Implies CURIOUSBEAST.
 
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==D==
 
==D==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 345: 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 356: 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.
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]
+
| DRINK_SPEC_HEAT
| <u>not</u> a 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 408: 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 423: 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 429: 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 439: 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.
  
 
|-
 
|-
Line 454: Line 505:
 
|  
 
|  
 
* name
 
* name
* value
+
* fg (foreground color)
* ?
+
* bg (background color)
* ?
+
* br (color brightness)
| The extract gotten from the creature is a unit of cheese.
+
| The extract gotten from the creature can be made into cheese.
 
[EXTRACT_CHEESE:cow cheese:6:0:1]
 
[EXTRACT_CHEESE:cow cheese:6:0:1]
 +
 +
|-
 +
| EXTRACT_COLDDAM_POINT
 +
| temperature
 +
| The low temperature value at which the creature's extract starts to take damage.
  
 
|-
 
|-
Line 464: Line 520:
 
|  
 
|  
 
| Extract is cookable.
 
| Extract is cookable.
 
|-
 
| EXTRACT_COLDDAM_POINT
 
| temperature
 
| The low temperature value at which the creature's extract starts to take damage.
 
  
 
|-
 
|-
Line 484: Line 535:
 
| temperature
 
| temperature
 
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).
 
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).
 +
 +
|-
 +
| EXTRACT_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's extract.
  
 
|-
 
|-
Line 512: Line 568:
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]
+
| EXTRACT_SOLID_DENSITY
| <u>not</u> a temperature
+
| density
|  
+
| Specifies the density of the creature's extract when solidified.
  
 +
|-
 +
| EXTRACT_SPEC_HEAT
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's extract to heat up or cool down.
  
 
|-
 
|-
Line 536: Line 596:
 
| EXTRAVISION
 
| EXTRAVISION
 
|  
 
|  
| Creature has enhanced vision (longer vision range, ie. at night).
+
| 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 554: Line 619:
 
| 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 585: Line 655:
 
| FIXED_TEMP
 
| FIXED_TEMP
 
| temperature
 
| temperature
| The natural heat generated by the creature.  
+
| The natural heat generated by the creature. [FIXED_TEMP:1-?]
  
 
|-
 
|-
Line 595: 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 614: 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 638: Line 713:
 
| GNAWER
 
| GNAWER
 
|  
 
|  
| The creature chews on food storage containers.
+
| The creature can and will gnaw its way out of wooden [[animal trap]]s and [[cage]]s using the specified verb. Due to a bug, however, they will only escape from [[artifact]]s.
  
 
|-
 
|-
Line 648: Line 723:
 
| GRASSTRAMPLE
 
| GRASSTRAMPLE
 
| amount
 
| amount
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.  
+
| 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 662: 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 673: 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 696: Line 784:
 
| IGNITE_POINT
 
| IGNITE_POINT
 
| temperature
 
| temperature
| The temperature at which the creature will burst into flames.
+
| 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 721: 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
 </