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Difference between revisions of "40d:Creature token"

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(Added old template, since I noticed a number of no-longer-existent tags listed here.)
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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>
  
__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. Not used anymore in the 3D version.
 
[ADD_VERSION:1069]
 
  
 
|-
 
|-
Line 27: 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 38: 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 56: 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 66: 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
 
| BEACH_FREQUENCY
 
| value
 
| value
| Whales and jellyfish have this.
+
| Whales and jellyfish have this. Controls the beaching frequency of the creature.
 
[BEACH_FREQUENCY:10]
 
[BEACH_FREQUENCY:10]
  
Line 78: Line 87:
 
| BENIGN
 
| BENIGN
 
|  
 
|  
| Determines whether creature can show up on "tame" maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
+
| Determines whether creature can show up on "tame" maps (includes [[elephant]]s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
  
 
|-
 
|-
 
| BIOME:*
 
| BIOME:*
 
|  
 
|  
| See [[Biome Tokens|biome tokens]].
+
| See [[Biome token]]s.
  
 
|-
 
|-
Line 102: 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 142: 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 149: 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. A creature can have this value at 1 or 2. When the value is 1, the creature can destroy buildings, but there is no effect on the creatures behaviour.  
+
| 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.
When the value is 2 the creature will actively seek out your constructions and destroy them. Megabeasts rely on this token for their pathing when attacking your fort.
+
See [[Building destroyer]] for full discussion.
[BUILDINGDESTROYER:2]
 
  
|-
+
|}
| 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 181: 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 191: 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 202: Line 220:
 
|  
 
|  
 
| Allows the creature to open doors.
 
| Allows the creature to open doors.
 +
 +
|-
 +
| CARNIVORE
 +
|
 +
| Creature only eats meat.
  
 
|-
 
|-
Line 226: 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 232: 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 239: 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.
  
 
|-
 
|-
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* singular
 
* singular
 
* plural
 
* plural
| Gives the child a special name, eg "hippo calf" instead of "hippo child".
+
| Gives the child a special name, e.g. "hippo calf" instead of "hippo child".
 
[CHILDNAME:hippo calf:hippo calves]
 
[CHILDNAME:hippo calf:hippo calves]
  
Line 265: Line 298:
 
| CHITIN
 
| CHITIN
 
|  
 
|  
| When the creature is butchered, it drops chitin, which functions as leather.
+
| When the creature's skin is tanned, it becomes [[chitin]] instead of leather.
 
 
|-
 
| CRAFTSMAN_NAME
 
|
 
* singular
 
* plural
 
| Sets the name of the craftsman profession.
 
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
 
 
 
|-
 
| CREPUSCULAR
 
|
 
| Sets if the creature is active in twilight.
 
  
 
|-
 
|-
Line 285: 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 298: 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, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT
+
| 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 350: 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 361: 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 413: 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 428: 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 434: 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 444: 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 459: 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 469: 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 489: 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 517: 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 541: 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 559: Line 619:
 
| FAT
 
| FAT
 
| value
 
| value
| How much fat a creature has when it is butchered.
+
| 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 600: 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 643: 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 653: 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 667: 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 678: Line 756:
 
| HEATDAM_POINT
 
| HEATDAM_POINT
 
| temperature
 
| temperature
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]
+
| The maximum temperature limit before the creature will start receiving damage from heat. [[Temperature scale|DF temperature scale]]
  
 
|-
 
|-
Line 691: Line 769:
  
 
|}
 
|}
 +
 +
<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 702: Line 785:
 
| temperature
 
| temperature
 
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]
 
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]
 
|-
 
| IMMOLATE
 
|
 
| means on fire but does what in DF? (perhaps something to do with sacrifice?)
 
  
 
|-
 
|-
Line 712: Line 790:
 
|
 
|
 
| The creature is immobile while on land
 
| The creature is immobile while on land
 +
 +
|-
 +
| IMMOLATE
 +
|
 +
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of [[wood]] or [[glass]]. Due to a bug, however, they will only escape from [[artifact]]s.
  
 
|-
 
|-
Line 721: Line 804:
 
| 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 736: 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]
 
  
 
|-
 
|-
 
| 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 cave rivers.
 
 
|-
 
| LARGE_CHASM
 
|
 
| In Fortress Mode, spawns from/near chasms.
 
 
|-
 
| LARGE_LAVA
 
|
 
| In Fortress Mode, spawns from/near 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). Also, they can be mentioned in the intro paragraph when starting a fortress("ere the wolves get hungry.")
+
| 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."
  
 
|-
 
|-
Line 779: Line 851:
 
| 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.
+
| 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.
+
| 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.
+
| 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.
+
| 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.
+
| 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.
+
| The temperature at which leather made from the creature's skins will melt away. Also affects severed body parts.
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]
+
| LEATHER_SOLID_DENSITY
| <u>not</u> a temperature
+
| density
|
+
| Specifies the density of leather made from the creature's skin.
 +
 
 +
|-
 +
| LEATHER_SPEC_HEAT
 +
| [[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
 
|  
 
|  
| The creature will generate light, such as in adventurer mode at night.
+
| A vermin featuring this tag will remain visible to an adventurer, even at night (without being dimmed in color along with the surrounding terrain), and from a distance (even outside your sight radius).
  
 
|-
 
|-
 
| 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 834: Line 916:
 
| LITTERSIZE
 
| LITTERSIZE
 
|  
 
|  
* minumum
+
* minimum
 
* maximum
 
* maximum
 
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
 
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
Line 841: Line 923:
 
| 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 849: 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 859: 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.
  
 
|-
 
|-
Line 869: Line 956:
 
| 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 881: 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 888: 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 899: Line 986:
 
| MEGABEAST
 
| MEGABEAST
 
|  
 
|  
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.
+
| Appears on fortress territory in Fortress Mode occasionally.
  
 
|-
 
|-
Line 914: Line 1,001:
 
| 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 925: 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 935: 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 957: 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 982: Line 1,079:
 
| 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.
  
 
|-
 
|-
Line 1,005: Line 1,102:
  
 
|-
 
|-
| NOBREATHE
+
| NOBLEED
 
|  
 
|  
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.
+
| 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 1,042: Line 1,139:
 
| NOMEAT
 
| NOMEAT
 
|  
 
|  
| Creature will not drop meat on death.
+
| Creature will not drop meat on butcher.
  
 
|-
 
|-
Line 1,057: 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 1,080: 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.
  
 
|-
 
|-
Line 1,105: Line 1,211:
 
| PATTERNFLIER
 
| PATTERNFLIER
 
|  
 
|  
|  
+
| Flies in a semi-predictable pattern? {{verify}}
  
 
|-
 
|-
Line 1,124: Line 1,230:
 
* median
 
* median
 
* highest % chance
 
* highest % chance
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.
+
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality trait]]s for more info.
 
[PERSONALITY:IMAGINATION:0:55:100]
 
[PERSONALITY:IMAGINATION:0:55:100]
  
Line 1,135: 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).
  
 
|-
 
|-
Line 1,148: Line 1,254:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.
+
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
[POPULATION_NUMBER:42:42]
+
[POPULATION_NUMBER:10:30]
  
 
|-
 
|-
Line 1,166: 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 1,172: Line 1,279:
  
 
|-
 
|-
| RECKLESS
+
| REMAINS
|  
+
| <''singular''>:<''plural''>
| Will not flee battles.  Will fight to the death.
+
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.
  
 
|-
 
|-
Line 1,182: 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 1,189: 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 1,230: 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 1,236: Line 1,319:
 
|  
 
|  
 
| Appears as boss creature in quests.
 
| Appears as boss creature in quests.
 
|-
 
| SESSILE_LAND
 
|
 
| Cannot move on land.
 
  
 
|-
 
|-
Line 1,271: Line 1,349:
 
| temperature
 
| temperature
 
| Temperature at which silk made from this creature's webs bursts into flame.
 
| Temperature at which silk made from this creature's webs bursts into flame.
 +
 +
|-
 +
| SILK_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's webs when molten.
  
 
|-
 
|-
Line 1,278: Line 1,361:
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]
+
| SILK_SOLID_DENSITY
| <u>not</u> a temperature
+
| density
|
+
| Specifies the density of the creature's webs.
 +
 
 +
|-
 +
| SILK_SPEC_HEAT
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's silk to heat up or cool down.
  
 
|-
 
|-
 
| SIZE
 
| SIZE
 
| value
 
| value
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.
+
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast. Creatures with a size larger than 10 will prevent [[bridge]]s from raising or retracting and will cause a [[Dwarven Atom Smasher]] to deconstruct.
 
[SIZE:6]
 
[SIZE:6]
  
 
|-
 
|-
| SMALLAQUATIC_CAVERIVER
+
| SLOW_LEARNER
|
 
 
|  
 
|  
 +
| Presumably causes the creature to learn skills more slowly. Implies CAN_LEARN.
  
 
|-
 
|-
| SMALLAQUATIC_OCEAN
+
| SMALL_REMAINS
|
 
|
 
 
 
|-
 
| SMALLAQUATIC_RIVER
 
|
 
 
|  
 
|  
 +
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.
  
 
|-
 
|-
| SMALLAQUATIC_SWAMP
+
| SPEC_HEAT
|  
+
| [[SPEC_HEAT|specific heat capacity]]
|
+
| Amount of energy required for the creature to heat up or cool down.
 
+
[SPEC_HEAT:409]
 
 
|-
 
| SMALL_REMAINS
 
|  
 
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.
 
  
 
|-
 
|-
Line 1,325: Line 1,403:
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]
+
| SPEECH
| <u>not</u> a temperature
+
| filename
| [SPEC_HEAT:409]
+
| Sets what speech.txt to use when insulting the creature.
 +
[SPEECH:dwarf.txt]
  
 
|-
 
|-
| SPEECH
+
| SPEECH_FEMALE
 +
| filename
 +
| Sets speech text file used only by females to insult creatures. Not used natively.
 +
 
 +
|-
 +
| SPEECH_MALE
 
| filename
 
| filename
| Sets what speech.txt do use for the creature.
+
| Sets speech text file used only by males to insult creatures.
[SPEECH:dwarf.txt]
+
[SPEECH_MALE:human_male.txt]
  
 
|-
 
|-
 
| SPEED
 
| SPEED
 
| value
 
| value
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.
+
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.
 
[SPEED:400]
 
[SPEED:400]
 +
 +
|-
 +
| SPHERE
 +
| [[sphere]]
 +
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of [[glowing pit|hidden fun stuff]].
 +
 +
|-
 +
| STANDARD_FLESH
 +
|
 +
| Sets the following properties:
 +
 +
{|
 +
!  !! (creature) !! LEATHER !! BONE
 +
|-
 +
! SPEC_HEAT || 4181 || 1000 || 1000
 +
|-
 +
! HEATDAM_POINT || 10120 || 10300 || 11468
 +
|-
 +
! COLDDAM_POINT || 10020 || 9800 || 9800
 +
|-
 +
! IGNITE_POINT || 10180 || 10180 || NONE
 +
|-
 +
! MELTING_POINT || NONE || NONE || NONE
 +
|-
 +
! BOILING_POINT || NONE || NONE || NONE
 +
|-
 +
! FIXED_TEMP || NONE || NONE || NONE
 +
|-
 +
! SOLID_DENSITY || 1100 || 1900 || 1100
 +
|-
 +
! LIQUID_DENSITY || N/A || NONE || NONE
 +
|}
  
 
|-
 
|-
 
| STOUT
 
| STOUT
 
|  
 
|  
| Creature has a resistance to being knocked over.
+
| Clothing made for these creatures will appear as "stout" to other non-stout creatures of the same size (whose own clothing will appear as "narrow"). Example: dwarves versus goblins.
 +
 
 +
Unconfirmed: creature has a resistance to being knocked over.{{verify}}
  
 
|-
 
|-
| STANDARD_FLESH
+
| SWIM_SPEED
|
+
| value
|
+
| How fast the creature swims. Typically 2500 (0.38 times the default speed).
  
 
|-
 
|-
 
| SWIMS_INNATE
 
| SWIMS_INNATE
 
|
 
|
| The creature naturally knows how to swim, as opposed to swims_learned below.
+
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
  
 
|-
 
|-
 
| SWIMS_LEARNED
 
| SWIMS_LEARNED
 
|
 
|
| The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally.
+
| The creature must learn to swim. Requires [CAN_LEARN], obviously.
  
|-
+
|}
| SWIM_SPEED
 
| value
 
| How fast the creature swims.
 
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==T==
 
==T==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,377: Line 1,495:
 
| THICKWEB
 
| THICKWEB
 
|  
 
|  
| The creature's webs can catch larger creatures.
+
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]?
  
 
|-
 
|-
Line 1,384: Line 1,502:
 
| The graphical representation of the creature.
 
| The graphical representation of the creature.
 
[TILE:157] or [TILE:'&']
 
[TILE:157] or [TILE:'&']
 +
 +
|-
 +
| TRADE_CAPACITY
 +
| weight
 +
| How much the creature can carry when used by merchants.
 +
[TRADE_CAPACITY:2000]
  
 
|-
 
|-
Line 1,393: Line 1,517:
 
| TRANCES
 
| TRANCES
 
|  
 
|  
| Allows the creature to go into martial trances, and to create artifacts via moods.
+
| Allows the creature to go into martial trances.
  
 
|-
 
|-
Line 1,410: Line 1,534:
  
 
==U==
 
==U==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,420: Line 1,545:
 
| Creature swims under the water and can't be seen.
 
| Creature swims under the water and can't be seen.
 
|-
 
|-
|UTTERANCES
+
| UTTERANCES
 +
|
 +
| Changes the language of the creature into an unintelligible mess.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==V==
 
==V==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,434: Line 1,566:
 
|  
 
|  
 
|  
 
|  
 
|-
 
| VERMINHUNTER
 
|
 
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat).
 
  
 
|-
 
|-
 
| VERMIN_BITE
 
| VERMIN_BITE
 
|  
 
|  
* amount injected?
+
* amount injected or chance of injection?
 
* name
 
* name
 
* effect (USE_EXTRACT)
 
* effect (USE_EXTRACT)
 
| [VERMIN_BITE:10:bitten:USE_EXTRACT]
 
| [VERMIN_BITE:10:bitten:USE_EXTRACT]
 
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.
 
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.
 
|-
 
| VERMIN_CAVERIVER
 
|
 
| The creature randomly appears near the cave river.
 
 
|-
 
| VERMIN_CHASM
 
|
 
| The creature randomly appears near the chasm.
 
  
 
|-
 
|-
 
| VERMIN_EATER
 
| VERMIN_EATER
 
|  
 
|  
| The creature can be eaten.
+
| The creature can eat your food.
  
 
|-
 
|-
| VERMIN_FLIES
+
| VERMIN_FISH
|
+
|  
| The vermin can fly around in the air, and tends to hop up and down Z-levels in the sky.
+
| The creature can be [[fishing|fished]] out of bodies of water.
  
 
|-
 
|-
 
| VERMIN_GROUNDER
 
| VERMIN_GROUNDER
 
|  
 
|  
| The creature can be picked up if you stand over it. (Requires confirmation)
+
| The creature lives on the ground (or in the air).
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)
 
  
 
|-
 
|-
Line 1,481: Line 1,597:
  
 
|-
 
|-
| VERMIN_LAVA
+
| VERMIN_MICRO
 
|
 
|
| The creature randomly appears near the magma river.
+
| This makes the creature move in a swarm of creatures of the same race as it.
  
 
|-
 
|-
Line 1,498: Line 1,614:
 
| VERMIN_NOTRAP
 
| VERMIN_NOTRAP
 
|  
 
|  
| The creature cannot be caught by trappers or animal traps.
+
| The creature cannot be caught by trappers or animal traps.  ''However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers.  This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal.'' (speculation by [[User:Flippantelf|Flippantelf]] 04:45, 15 June 2009 (UTC))
 +
 
 +
|-
 +
| VERMIN_ROTTER
 +
|
 +
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.
  
 
|-
 
|-
Line 1,511: Line 1,632:
  
 
|-
 
|-
| VERMIN_SWAMPER
+
| VERMINHUNTER
|
+
|  
| The creature randomly appears near the swamps.
+
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses its own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.
  
 
|-
 
|-
 
| VESPERTINE
 
| VESPERTINE
 
|  
 
|  
| Sets if the creature is active in evening.
+
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
  
 
|-
 
|-
Line 1,526: Line 1,647:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==W==
 
==W==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,547: Line 1,673:
 
|  
 
|  
 
| The creature will not get caught in webs.
 
| The creature will not get caught in webs.
 +
 +
|}
 +
 +
==X==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
 +
|-
 +
| X_NAME
 +
|
 +
* singular
 +
* plural
 +
| Sets the name of profession X. 
 +
ex:  [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
 +
 +
From the [[Main:string dump|string dump]](v40d), permissible tags seem to be:
 +
 +
CRAFTSMAN_NAME, FISHERMAN_NAME
 +
 +
HAMMERMAN_NAME, SPEARMAN_NAME, CROSSBOWMAN_NAME, AXEMAN_NAME,
 +
 +
SWORDSMAN_NAME, MACEMAN_NAME, PIKEMAN_NAME, BOWMAN_NAME
  
 
|}
 
|}
  
 
=Attacks=
 
=Attacks=
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
!width="50"|Tag
 
!width="50"|Tag
 
!width="225"|What It Does
 
!width="225"|What It Does
Line 1,571: Line 1,723:
 
|BYTYPE:GRASP
 
|BYTYPE:GRASP
 
BYTOKEN:TAIL_STINGER
 
BYTOKEN:TAIL_STINGER
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for "type" are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].
+
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for "type" are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body token]].
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.
+
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[#B|BODY]] token.
  
 
|-
 
|-
Line 1,588: Line 1,740:
 
|-
 
|-
 
|[ATTACKFLAG_WITH]
 
|[ATTACKFLAG_WITH]
|Allows the creature to use weapons with the attack if they have one in a limb that can hold items.
+
|Attacks in combat inform which body part was used in the attack. Not mutually exclusive with _CANLATCH
 +
or SPECIALATTACK_ "Ratman punches Blargg with his right hand."
  
 
|-
 
|-
 
|[ATTACKFLAG_CANLATCH]
 
|[ATTACKFLAG_CANLATCH]
|Allows the creature to latch on with the attack. "Crocodile latches on Blargg's head firmly."
+
|Allows the creature to latch on with the attack. Not mutually exclusive with _WITH
 +
or SPECIALATTACK_ "Crocodile latches on Blargg's head firmly."
  
 
|-
 
|-
 
|[SPECIALATTACK_INJECT_EXTRACT:50:100]
 
|[SPECIALATTACK_INJECT_EXTRACT:50:100]
|The creature injects an amount of its extract into a victim upon successfully using this attack. The significance of the amount is unknown (but probably determines duration before the extract wears off).
+
|The creature injects an amount of its extract into a victim upon successfully using this attack. 50:100 is potency. This is an average extract if it's a poison it will take time to affect the target, then wears off some time after full effect, a slow poison would be 1:100, 100:100 is instant or very fast working poison (haven't tried 0 yet, going to further experiment with the max value)
  
 
|-
 
|-
 
|[SPECIALATTACK_SUCK_BLOOD:50:100]
 
|[SPECIALATTACK_SUCK_BLOOD:50:100]
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)
+
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn? / Effectiveness?)
 +
<small>! It seems to only make the target creature bleed/heavy bleed. further testing</small>]
 
|}
 
|}
  
[[Category:Modding]]
+
If not specified, the following default values will be used for the various temperature/density properties. Values initialized by STANDARD_FLESH (for creature, LEATHER, and BONE) are all initialized to NONE.
 +
 
 +
{| {{prettytable}}
 +
|- style='background-color:#ddd'
 +
! !! SILK !! EXTRACT !! CHEESE !! DRINK
 +
|-
 +
| SPEC_HEAT || 1000 || 4181 || 2000 || 2440
 +
|-
 +
| HEATDAM_POINT || 10400 || NONE || 10800 || NONE
 +
|-
 +
| COLDDAM_POINT || 9800 || NONE || 9950 || NONE
 +
|-
 +
| IGNITE_POINT || 10400 || NONE || NONE || 10800
 +
|-
 +
| MELTING_POINT || NONE || 9950 || 10150 || 9850
 +
|-
 +
| BOILING_POINT || NONE || 10200 || NONE || 10150
 +
|-
 +
| FIXED_TEMP || NONE || NONE || NONE || NONE
 +
|-
 +
| SOLID_DENSITY || 1353 || 1200 || 1200 || 1200
 +
|-
 +
| LIQUID_DENSITY || NONE || 1200 || 1200 || 1200
 +
|}
 +
 
 +
 
 +
{{Category|Modding}}
 +
{{Category|Tokens}}

Latest revision as of 19:22, 25 September 2024

This article is about an older version of DF.

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


Tokens[edit]

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

A[edit]

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

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

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

B[edit]

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

[BABY:1]

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

[BEACH_FREQUENCY:10]

BENIGN Determines whether creature can show up on "tame" maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
BIOME:* See Biome tokens.
BLOODTYPE type Sets the creatures' blood type (default red):
  • R - Red blood
  • G - Green blood
  • B - Blue blood
  • M - Magenta blood
  • C - Cyan blood
  • Y - Yellow pus
  • W - White ichor
  • 0 - Black goo
  • VOMIT
  • SLIME

[BLOODTYPE:0]

BODY parts[:...] Sets the body parts a creature has. Can supply as many as you want.

[BODY:HUMANOID:2EYES:2EARS]

BODYGLOSS gloss A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.

[BODYGLOSS:HOOF]

BOILING_POINT temperature The temperature at which the creature boils into goo. DF temperature scale
BONE_BOILING_POINT temperature The boiling point of the creature's bones.
BONE_COLDDAM_POINT temperature The low temperature at which the creature's bones start getting damaged.
BONE_FIXED_TEMP temperature The temperature that the creature's bones give off.
BONE_HEATDAM_POINT temperature The high temperature where the bones start taking damage.
BONE_IGNITE_POINT temperature The temperature at which point the creature's bones burst into flame.
BONE_LIQUID_DENSITY density Specifies the density of the creature's bones when molten.
BONE_MELTING_POINT temperature The temperature at which the creature's bones melt.
BONE_SOLID_DENSITY density Specifies the density of the creature's bones.
BONE_SPEC_HEAT specific heat capacity Amount of energy required for the creature's bones to heat up or cool down.
BONECARN Creature eats bones. This tag implies CARNIVORE.
BUILDINGDESTROYER value Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands.

See Building destroyer for full discussion.

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

C[edit]

Token Arguments Description
CAN_CIV Can create civilizations. This tag may activate hunger and thirst. [Verify]
CAN_LEARN A creature with this tag can gain skill experience.
CAN_SPEAK Can talk. Note that it is not necessary for a creature to gain social skills.
CANNOT_UNDEAD Cannot become undead.
CANOPENDOORS Allows the creature to open doors.
CARNIVORE Creature only eats meat.
CAVE_ADAPT Gives the creature a bonus in caves. Also causes Cave adaptation.
CHEESE_BOILING_POINT temperature The temperature at which the creature's cheese (if any) boils away.
CHEESE_COLDDAM_POINT temperature The temperature at which the creature's cheese (if any) starts taking cold damage.
CHEESE_FIXED_TEMP temperature The temperature emitted by one unit of the creature's cheese (if any).
CHEESE_HEATDAM_POINT temperature The temperature at which the cheese made from the creature's milk starts taking heat damage.
CHEESE_IGNITE_POINT temperature The temperature at which the creature's cheese bursts into flame.
CHEESE_LIQUID_DENSITY density Specifies the density of the creature's cheese when molten.
CHEESE_MELTING_POINT temperature The temperature at which the creature's cheese melts into goo.
CHEESE_SOLID_DENSITY density Specifies the density of the creature's cheese.
CHEESE_SPEC_HEAT specific heat capacity Amount of energy required for the creature's cheese to heat up or cool down.
CHEESE_VALUE value The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.
CHILD age Age at which a child becomes an adult.

[CHILD:12]

CHILDNAME
  • singular
  • plural
Gives the child a special name, e.g. "hippo calf" instead of "hippo child".

[CHILDNAME:hippo calf:hippo calves]

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

[CLUSTER_NUMBER:1:3]

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

[COLOR:3:0:0]

COMMON_DOMESTIC Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT
COOKABLE_LIVE Set this to allow the creature to be cooked in meals without first being cleaned.
CREPUSCULAR When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
CURIOUSBEAST_EATER Allows a creature to steal and eat edible items from you.
CURIOUSBEAST_GUZZLER Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.
CURIOUSBEAST_ITEM Allows a creature to steal things (apparently the highest value it can find).
Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

D[edit]

Token Arguments Description
DAMBLOCK value How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.

[DAMBLOCK:1]

DEFENDER Appears from the glowing pits in a group.
DENSITY density Specifies the density of the creature.
DIFFICULTY number Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.

[DIFFICULTY:2]

DIURNAL When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.
DRAGONFIREBREATH Creature breathes fire in a cone.
DRINK_BOILING_POINT temperature The temperature at which an alcoholic drink made from the creature will boil. Creature drinks are not implemented in this version of Dwarf Fortress.
DRINK_COLDDAM_POINT temperature The temperature at which said drink will take cold damage.
DRINK_FIXED_TEMP temperature The temperature emitted by one unit of the creature's drink.
DRINK_HEATDAM_POINT temperature The temperature at which aforementioned drink will take heat damage.
DRINK_IGNITE_POINT temperature The temperature at which the drink will set your fort ablaze.
DRINK_LIQUID_DENSITY density Specifies the density of the creature's drink.
DRINK_MELTING_POINT temperature The temperature at which the creature's drink melts or freezes.
DRINK_SOLID_DENSITY density Specifies the density of the creature's drink when frozen.
DRINK_SPEC_HEAT specific heat capacity Amount of energy required for the drink to heat up or cool down.
Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

E[edit]

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

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

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

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

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

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

EXTRACT_COLDDAM_POINT temperature The low temperature value at which the creature's extract starts to take damage.
EXTRACT_COOKABLE Extract is cookable.
EXTRACT_FIXED_TEMP temperature The temperature that the creature's extract generates on its own.
EXTRACT_HEATDAM_POINT temperature The high temperature value at which the creature's extract starts to take damage.
EXTRACT_IGNITE_POINT temperature The temperature at which the creature's extract bursts into flame (NOT the container it's in).
EXTRACT_LIQUID_DENSITY density Specifies the density of the creature's extract.
EXTRACT_MELTING_POINT temperature The temperature at which the creature's extract melts into goo.
EXTRACT_PARALYZE (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off. Can be delivered by SPECIALATTACK_INJECT_EXTRACT.
EXTRACT_PARALYZE_INTERMITTENT (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off. Can be delivered by SPECIALATTACK_INJECT_EXTRACT.
EXTRACT_PERMANENT (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.
EXTRACT_SIZE size

[EXTRACT_SIZE:10]

EXTRACT_SOLID_DENSITY density Specifies the density of the creature's extract when solidified.
EXTRACT_SPEC_HEAT specific heat capacity Amount of energy required for the creature's extract to heat up or cool down.
EXTRACT_STUN (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off. Can be delivered by SPECIALATTACK_INJECT_EXTRACT.
EXTRACT_STUN_INTERMITTENT (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals. Can be delivered by SPECIALATTACK_INJECT_EXTRACT.
EXTRACT_VALUE value The value per unit of the creature's extract.

[EXTRACT_VALUE:20]

EXTRAVISION Creature can see regardless of whether it has working eyes.
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F[edit]

Token Arguments Description
FANCIFUL Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.
FAT value How much fat a creature produces when it is butchered.

[FAT:3]

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

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

[GENPOWER:3]

GLOWCOLOR
  • fg
  • bg
  • br
The colour of the GLOWTILE of the creature (see below).

[GLOWCOLOR:4:0:1]

GLOWTILE ascii

'character'

If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect.

[GLOWTILE:'"']

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

[GRASSTRAMPLE:42]

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H[edit]

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

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

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

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

NO_SUBTYPE

USE_RACEGLOSS USE_SHARPSTONE

Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc.). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. "IRON" if the corpse type is "STATUE"). USE_RACEGLOSS applies if the creature has a material glossary assigned by the "HAS_RACEGLOSS:" flag and will select necessary adjectives and material from that glossary.

[ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]

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

[ITEMCORPSE_QUALITY:5]

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

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

Token Arguments Description
MAGICAL Makes the creature attract local wildlife in large numbers. May have more effects when magic is implemented.
MAGMA_VISION Creature's able to see while covered in magma.
MALE The creature is always male. Note that a civilization created using an all-male creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.
MATERIAL
MATUTINAL When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
MAXAGE
  • minimum
  • maximum
Sets the Minimum and Maximum age at which a creature will die from old age. Used in world generating and Fortress Mode.

[MAXAGE:150:170]

MEANDERER Gives a creature random movement.
MEGABEAST Appears on fortress territory in Fortress Mode occasionally.
MELTING_POINT temperature The temperature at which the creature will melt into goo.
MILKABLE frequency? Allows the creature to be milked. Currently only works with vermin creatures.
MISCHIEVIOUS Will pull any levers it comes across (requires confirmation). "They go on little missions to mess with various fortress buildings, not just levers."
MODVALUE number Multiplies the value of items made from the creature by the number in the tag.

[MODVALUE:2]

MOUNT Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.
MOUNT_EXOTIC You need the Dungeon master noble to mount the creature.
MULTIPLE_LITTER_RARE Makes litters with more than one offspring extremely rare, only happening with a 1/500 chance.
MUNDANE Marks if the creature is an actual real-life creature. Only used for age-names at present.
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N[edit]

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

[NAME:dwarf:dwarves:dwarven]

NARROW Clothing made for these creatures will appear as "narrow" to other non-narrow creatures of the same size (whose own clothing will appear as "stout"). Example: elves versus humans.
NATURAL Animal
NO_AUTUMN Will not show up during the Autumn season.
NO_DRINK Creature does not need to drink.
NO_EAT Creature does not need to eat.
NO_GENDER No gender will be selected for the creature. Note that a civilization created using a genderless creature will have no population, as they don't have breeding couples.
NO_SLEEP Creature does not need to sleep.
NO_SPRING Will not show up during the Spring season.
NO_SUMMER Will not show up during the Summer season.
NO_WINTER Will not show up during the Winter season.
NOBLEED Creature doesn't bleed.
NOBONES Creature will not drop bones on butcher, rot, or decay of severed body parts.
NOBREATHE Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.
NOCTURNAL When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.
NOEMOTION The creature has no emotions, and does not rage.
NOEXERT Creature can't become tired or over-exerted.
NOFEAR Creature doesn't feel fear and will never run away from battle.
NOMEAT Creature will not drop meat on butcher.
NONAUSEA Creature can't vomit.
NOPAIN Creature doesn't feel pain.
NOSKIN Creature will not drop skin on butcher.
NOSKULL Creature will not drop skull on butcher, rot, or decay of severed head.
NOSMELLYROT Creatures' corpse does not create miasma.
NOSTUCKINS Weapons can't be stuck in creature.
NOSTUN Creature can't be stunned.
NOT_BUTCHERABLE Creature can't be butchered.
NOTHOUGHT Creature doesn't think, or doesn't require a [BRAIN] body part.
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P[edit]

Token Arguments Description
PACK_ANIMAL Allows the creature to be used as a pack animal. Currently only used by merchants.
PARALYZEIMMUNE The creature is immune to all paralyzing special attacks.
PATTERNFLIER Flies in a semi-predictable pattern? [Verify]
PEARL Creature will generate pearls.
PENETRATEPOWER value Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.
PERSONALITY
  • token
  • lowest % chance
  • median
  • highest % chance
Determines chance of personality traits. Standard is 0:50:100. See Personality traits for more info.

[PERSONALITY:IMAGINATION:0:55:100]

PET Allows the creature to be tamed.
PET_EXOTIC You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming).
PETVALUE value How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.

[PETVALUE:42]

POPULATION_NUMBER
  • minimum
  • maximum
The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.

[POPULATION_NUMBER:10:30]

POWER Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.
PREFSTRING object Sets what other creatures like about this creature. "Blarghh likes dwarves for their beards."

[PREFSTRING:beards] Multiple entries will be chosen from at random.

R[edit]

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

[REMAINS_COLOR:6:0:0]

REMAINS_UNDETERMINED
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S[edit]

Token Arguments Description
SAVAGE Allows creature to show up on (and limits it to) "savage" maps.
SEMIMEGABEAST Appears as boss creature in quests.
SEVERONBREAKS Limbs and body parts sever on breakage.
SILK_BOILING_POINT temperature Temperature at which silk made from this creature's webs boils away.
SILK_COLDDAM_POINT temperature Temperature at which silk made from this creature's webs takes damage.
SILK_FIXED_TEMP temperature Temperature generated by the creature's web silk.
SILK_HEATDAM_POINT temperature Temperature at which silk made from this creature's webs takes damage.
SILK_IGNITE_POINT temperature Temperature at which silk made from this creature's webs bursts into flame.
SILK_LIQUID_DENSITY density Specifies the density of the creature's webs when molten.
SILK_MELTING_POINT temperature Temperature at which silk made from this creature's webs melts away.
SILK_SOLID_DENSITY density Specifies the density of the creature's webs.
SILK_SPEC_HEAT specific heat capacity Amount of energy required for the creature's silk to heat up or cool down.
SIZE value How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants. Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast. Creatures with a size larger than 10 will prevent bridges from raising or retracting and will cause a Dwarven Atom Smasher to deconstruct.

[SIZE:6]

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

[SPEC_HEAT:409]

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

[SPECNAME:MALE:bull:bulls:bull]

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

[SPEECH:dwarf.txt]

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

[SPEECH_MALE:human_male.txt]

SPEED value Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed for more information.

[SPEED:400]

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

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

SWIM_SPEED value How fast the creature swims. Typically 2500 (0.38 times the default speed).
SWIMS_INNATE The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
SWIMS_LEARNED The creature must learn to swim. Requires [CAN_LEARN], obviously.
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T[edit]

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

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

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

[TRADE_CAPACITY:2000]

TRAINABLE Allows a tame creature to be trained into a "War" or "Hunting" variation by way of Kennels.
TRANCES Allows the creature to go into martial trances.
TRAPAVOID The creature is immune to traps.
TRIGGERABLE_GROUP
  • minimum?
  • maximum?
[TRIGGERABLE_GROUP:5:50]

U[edit]

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

Token Arguments Description
VEGETATION
VERMIN_BITE
  • amount injected or chance of injection?
  • name
  • effect (USE_EXTRACT)
[VERMIN_BITE:10:bitten:USE_EXTRACT]

On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender. Used by (tiny) cave spiders to inject their venom into the occasional dwarf.

VERMIN_EATER The creature can eat your food.
VERMIN_FISH The creature can be fished out of bodies of water.
VERMIN_GROUNDER The creature lives on the ground (or in the air).
VERMIN_HATEABLE Some dwarves will hate the creature and get unhappy thoughts when around it.
VERMIN_MICRO This makes the creature move in a swarm of creatures of the same race as it.
VERMIN_NOFISH The creature cannot be caught by fishing.
VERMIN_NOROAM The creature will not be observed randomly roaming about the map.
VERMIN_NOTRAP The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf 04:45, 15 June 2009 (UTC))
VERMIN_ROTTER Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.
VERMIN_SOIL The creature randomly appears near dirt or mud.
VERMIN_SOIL_COLONY The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
VERMINHUNTER A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses its own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.
VESPERTINE When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
VIEWRANGE value How far the creature can see?
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W[edit]

Token Arguments Description
WAGON_PULLER Allows the creature to pull caravan wagons.
WEBBER The creature will create webs. It also seems to make creatures flying. More testing is needed.
WEBIMMUNE The creature will not get caught in webs.

X[edit]

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

ex: [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]

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

CRAFTSMAN_NAME, FISHERMAN_NAME

HAMMERMAN_NAME, SPEARMAN_NAME, CROSSBOWMAN_NAME, AXEMAN_NAME,

SWORDSMAN_NAME, MACEMAN_NAME, PIKEMAN_NAME, BOWMAN_NAME

Attacks[edit]

Tag What It Does
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]

Format: [ATTACK:priority:(BYTYPE:type || BYTOKEN:bodypart):"verb":"conjugate verb":min dmg:max dmg:dmg type]([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:min:max])

Sets what natural attacks a creature has.
MAIN

SECOND

MAIN: Sets the attack to act as the creatures' main attack.

SECOND: The creature will only use this attack if it can't use the MAIN attack(s).

BYTYPE:GRASP

BYTOKEN:TAIL_STINGER

BYTYPE: Sets what body part type to use for the attack. Possible values for "type" are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like. See Body token.

BYTOKEN: Sets the explicit body part ID to use for the attack. The token must exist as part of the creature's BODY token.

punch:punches Sets the verb for the attack.
1:2 Sets the Min Max for the damage.
BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD Sets the damage type for the attack.
[ATTACKFLAG_WITH] Attacks in combat inform which body part was used in the attack. Not mutually exclusive with _CANLATCH

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

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

or SPECIALATTACK_ "Crocodile latches on Blargg's head firmly."

[SPECIALATTACK_INJECT_EXTRACT:50:100] The creature injects an amount of its extract into a victim upon successfully using this attack. 50:100 is potency. This is an average extract if it's a poison it will take time to affect the target, then wears off some time after full effect, a slow poison would be 1:100, 100:100 is instant or very fast working poison (haven't tried 0 yet, going to further experiment with the max value)
[SPECIALATTACK_SUCK_BLOOD:50:100] When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn? / Effectiveness?)

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

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

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