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Difference between revisions of "40d:Creature token"
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m (→S: Added [SPHERE]'s parameter.) |
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− | Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment. | + | {{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. | ||
− | + | __NOTOC__ | |
+ | =Tokens= | ||
− | + | <div align="center"> | |
− | + | {{alphabetical TOC}} | |
− | + | </div> | |
− | |||
− | |||
− | |||
− | |||
− | |||
==A== | ==A== | ||
{| {{prettytable}} | {| {{prettytable}} | ||
Line 18: | Line 15: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 33: | Line 24: | ||
| ALL_ACTIVE | | ALL_ACTIVE | ||
| | | | ||
− | | | + | | 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 44: | Line 35: | ||
| AMBUSHPREDATOR | | AMBUSHPREDATOR | ||
| | | | ||
− | | Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too? | + | | Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?{{Verify}} |
|- | |- | ||
Line 62: | Line 53: | ||
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==B== | ==B== | ||
Line 75: | Line 70: | ||
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth. | | 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. | ||
|- | |- | ||
Line 85: | Line 87: | ||
| BENIGN | | BENIGN | ||
| | | | ||
− | | Determines whether creature can show up on "tame" maps (includes [[ | + | | 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 | + | | See [[Biome token]]s. |
|- | |- | ||
Line 109: | Line 111: | ||
|- | |- | ||
− | | [[ | + | | [[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 149: | 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 156: | Line 163: | ||
|- | |- | ||
− | | [[ | + | | BONE_SOLID_DENSITY |
− | | | + | | 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 | + | | Creature eats bones. This tag implies CARNIVORE. |
|- | |- | ||
| BUILDINGDESTROYER | | BUILDINGDESTROYER | ||
| value | | value | ||
− | | Allows a creature to destroy furniture and buildings. | + | | 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. |
− | + | See [[Building destroyer]] for full discussion. | |
− | [ | ||
− | | | + | |} |
− | |||
− | |||
− | |||
− | + | <div align="center"> | |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==C== | ==C== | ||
Line 199: | Line 209: | ||
| CAN_SPEAK | | CAN_SPEAK | ||
| | | | ||
− | | Can talk. | + | | Can talk. Note that it is not necessary for a creature to gain social skills. |
|- | |- | ||
Line 207: | Line 217: | ||
|- | |- | ||
− | | | + | | CANOPENDOORS |
| | | | ||
− | | | + | | Allows the creature to open doors. |
|- | |- | ||
− | | | + | | CARNIVORE |
| | | | ||
− | | | + | | Creature only eats meat. |
|- | |- | ||
Line 245: | 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 252: | Line 267: | ||
|- | |- | ||
− | | [[ | + | | CHEESE_SOLID_DENSITY |
− | | | + | | 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 272: | Line 292: | ||
* singular | * singular | ||
* plural | * plural | ||
− | | Gives the child a special name, | + | | 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 278: | Line 298: | ||
| CHITIN | | CHITIN | ||
| | | | ||
− | | When the creature is | + | | When the creature's skin is tanned, it becomes [[chitin]] instead of leather. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 298: | 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 311: | Line 323: | ||
|- | |- | ||
− | | | + | | 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 [[fishery|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 | | CURIOUSBEAST_EATER | ||
| | | | ||
− | | Allows a creature to eat edible items | + | | Allows a creature to steal and eat edible items from you. |
|- | |- | ||
− | | | + | | CURIOUSBEAST_GUZZLER |
| | | | ||
− | | Allows a creature to | + | | 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). |
+ | |} | ||
− | + | <div align="center"> | |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==D== | ==D== | ||
Line 365: | Line 374: | ||
| | | | ||
| Appears from the glowing pits in a group. | | 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."'' Also increases experience gain during adventure mode. | + | | [[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 375: | Line 389: | ||
| DIURNAL | | DIURNAL | ||
| | | | ||
− | | | + | | When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode. |
|- | |- | ||
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| DRINK_BOILING_POINT | | DRINK_BOILING_POINT | ||
| temperature | | temperature | ||
− | | The temperature at which | + | | The temperature at which an alcoholic drink made from the creature will boil. Creature drinks are not implemented in this version of Dwarf Fortress. |
|- | |- | ||
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| DRINK_FIXED_TEMP | | DRINK_FIXED_TEMP | ||
| temperature | | temperature | ||
− | | The temperature emitted by one unit of the creature's drink | + | | The temperature emitted by one unit of the creature's drink. |
|- | |- | ||
Line 406: | Line 420: | ||
| temperature | | temperature | ||
| The temperature at which the drink will set your fort ablaze. | | The temperature at which the drink will set your fort ablaze. | ||
+ | |||
+ | |- | ||
+ | | DRINK_LIQUID_DENSITY | ||
+ | | density | ||
+ | | Specifies the density of the creature's drink. | ||
|- | |- | ||
| DRINK_MELTING_POINT | | DRINK_MELTING_POINT | ||
| temperature | | temperature | ||
− | | | + | | The temperature at which the creature's drink melts or freezes. |
|- | |- | ||
− | | [[ | + | | DRINK_SOLID_DENSITY |
− | | | + | | density |
− | + | | Specifies the density of the creature's drink when frozen. | |
+ | |||
+ | |- | ||
+ | | DRINK_SPEC_HEAT | ||
+ | | [[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== | ||
Line 434: | Line 462: | ||
| EQUIPMENT_WAGON | | EQUIPMENT_WAGON | ||
| | | | ||
− | | Implies | + | | 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 |
|- | |- | ||
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| EVIL | | EVIL | ||
| | | | ||
− | | Determines whether creature can show up on "evil" maps (see [[ | + | | Determines whether creature can show up on "evil" maps (see [[Region#Surroundings]]). |
|- | |- | ||
Line 450: | Line 478: | ||
| | | | ||
* name | * name | ||
− | * | + | * fg (foreground color) |
− | * | + | * bg (background color) |
− | * | + | * br (color brightness) |
− | | Determines | + | | 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 460: | Line 488: | ||
| | | | ||
* name | * name | ||
− | * | + | * 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. | ||
|- | |- | ||
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| | | | ||
* name | * name | ||
− | * | + | * fg (foreground color) |
− | * | + | * bg (background color) |
− | * | + | * br (color brightness) |
− | | The extract gotten from the creature | + | | 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_COOKABLE | + | | EXTRACT_COLDDAM_POINT |
+ | | temperature | ||
+ | | The low temperature value at which the creature's extract starts to take damage. | ||
+ | |||
+ | |- | ||
+ | | EXTRACT_COOKABLE | ||
| | | | ||
| Extract is cookable. | | Extract is cookable. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| 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. | ||
|- | |- | ||
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|- | |- | ||
− | | | + | | EXTRACT_SOLID_DENSITY |
− | | | + | | 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. | ||
|- | |- | ||
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| EXTRAVISION | | EXTRAVISION | ||
| | | | ||
− | | Creature has | + | | Creature can see regardless of whether it has working eyes. |
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==F== | ==F== | ||
Line 578: | Line 621: | ||
| How much fat a creature produces 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 | + | | The creature shoots fireballs and narrow bursts of fire. |
|- | |- | ||
| FIREIMMUNE | | FIREIMMUNE | ||
| | | | ||
− | | The creature is immune to | + | | The creature is immune to FIREBREATH, steam, and being set on fire by magma. |
|- | |- | ||
| FIREIMMUNE_SUPER | | FIREIMMUNE_SUPER | ||
| | | | ||
− | | The creature is immune to DRAGONFIREBREATH. | + | | The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. |
|- | |- | ||
Line 621: | Line 669: | ||
|- | |- | ||
| FREQUENCY | | FREQUENCY | ||
− | | | + | | |
− | | Determines the | + | * 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. | |
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==G== | ==G== | ||
Line 661: | Line 713: | ||
| GNAWER | | GNAWER | ||
| | | | ||
− | | The creature | + | | 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 675: | Line 727: | ||
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==H== | ==H== | ||
Line 700: | Line 756: | ||
| HEATDAM_POINT | | HEATDAM_POINT | ||
| temperature | | temperature | ||
− | | The maximum temperature limit before the creature will start | + | | The maximum temperature limit before the creature will start receiving damage from heat. [[Temperature scale|DF temperature scale]] |
|- | |- | ||
Line 713: | Line 769: | ||
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==I== | ==I== | ||
Line 725: | 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]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 737: | Line 792: | ||
|- | |- | ||
− | | INTELLIGENT | + | | 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 | ||
| | | | ||
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN. | | Implies CAN_CIV, CAN_SPEAK, CAN_LEARN. | ||
Line 744: | Line 804: | ||
| ITEMCORPSE | | ITEMCORPSE | ||
| | | | ||
− | * [[Item | + | * [[Item token]] |
* subtype | * subtype | ||
NO_SUBTYPE | NO_SUBTYPE | ||
− | * [[ | + | * [[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 | + | | 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:[[Item | + | [ITEMCORPSE:[[Item token|WOOD]]:NO_SUBTYPE:[[Material token|WOOD]]:USE_RACEGLOSS] |
|- | |- | ||
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| 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. | + | | 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== | ||
Line 774: | Line 837: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 803: | Line 851: | ||
| LAYERING | | LAYERING | ||
| value | | 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. | + | | 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. |
|- | |- | ||
− | | [[ | + | | LEATHER_SOLID_DENSITY |
− | | | + | | 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 | ||
| | | | ||
− | | | + | | 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 | ||
| | | | ||
− | | | + | | The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. |
|- | |- | ||
Line 858: | Line 916: | ||
| LITTERSIZE | | LITTERSIZE | ||
| | | | ||
− | * | + | * 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 873: | Line 931: | ||
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==M== | ==M== | ||
Line 884: | Line 946: | ||
| MAGICAL | | MAGICAL | ||
| | | | ||
− | | | + | | Makes the creature attract local wildlife in large numbers. May have more effects when magic is implemented. |
|- | |- | ||
Line 894: | 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 | ||
| | | | ||
− | * [[ | + | * [[Matgloss token]] |
* USE_RACEGLOSS | * USE_RACEGLOSS | ||
| | | | ||
Line 906: | Line 968: | ||
| MATUTINAL | | MATUTINAL | ||
| | | | ||
− | | | + | | When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode. |
|- | |- | ||
Line 913: | Line 975: | ||
* minimum | * minimum | ||
* maximum | * maximum | ||
− | | Sets the | + | | 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 924: | Line 986: | ||
| MEGABEAST | | MEGABEAST | ||
| | | | ||
− | | Appears on fortress territory in Fortress Mode occasionally | + | | Appears on fortress territory in Fortress Mode occasionally. |
|- | |- | ||
Line 939: | Line 1,001: | ||
| MISCHIEVIOUS | | MISCHIEVIOUS | ||
| | | | ||
− | | Will pull any levers it comes across | + | | Will pull any levers it comes across (requires confirmation). "They go on little missions to mess with various fortress buildings, not just levers." |
|- | |- | ||
Line 950: | 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 960: | 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. |
|- | |- | ||
Line 968: | Line 1,030: | ||
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==N== | ==N== | ||
Line 988: | Line 1,054: | ||
| NARROW | | 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. |
|- | |- | ||
Line 1,013: | 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 1,036: | Line 1,102: | ||
|- | |- | ||
− | | | + | | NOBLEED |
| | | | ||
− | | Creature doesn't | + | | Creature doesn't bleed. |
|- | |- | ||
− | | | + | | NOBONES |
| | | | ||
− | | Creature | + | | Creature will not drop bones on butcher, rot, or decay of severed body parts. |
|- | |- | ||
− | | | + | | NOBREATHE |
| | | | ||
− | | Creature | + | | Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. |
|- | |- | ||
| NOCTURNAL | | NOCTURNAL | ||
| | | | ||
− | | | + | | When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode. |
|- | |- | ||
Line 1,111: | Line 1,177: | ||
|- | |- | ||
− | | | + | | NOT_BUTCHERABLE |
| | | | ||
− | | Creature | + | | Creature can't be butchered. |
|- | |- | ||
− | | | + | | NOTHOUGHT |
| | | | ||
− | | Creature | + | | Creature doesn't think, or doesn't require a [BRAIN] body part. |
+ | |} | ||
− | + | <div align="center"> | |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==P== | ==P== | ||
Line 1,128: | Line 1,197: | ||
! 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 1,156: | Line 1,230: | ||
* median | * median | ||
* highest % chance | * highest % chance | ||
− | | Determines chance of personality traits. Standard is 0:50:100. See [[Personality | + | | 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 1,180: | Line 1,254: | ||
* minimum | * minimum | ||
* maximum | * maximum | ||
− | | The minimum/maximum numbers of how many of these creatures | + | | The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. |
− | [POPULATION_NUMBER: | + | [POPULATION_NUMBER:10:30] |
|- | |- | ||
Line 1,224: | Line 1,298: | ||
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==S== | ==S== | ||
Line 1,235: | Line 1,313: | ||
| SAVAGE | | SAVAGE | ||
| | | | ||
− | | | + | | Allows creature to show up on (and limits it to) "savage" maps. |
|- | |- | ||
Line 1,241: | Line 1,319: | ||
| | | | ||
| Appears as boss creature in quests. | | Appears as boss creature in quests. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,276: | 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 1,283: | Line 1,361: | ||
|- | |- | ||
− | | [[ | + | | SILK_SOLID_DENSITY |
− | | | + | | 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] | ||
Line 1,296: | Line 1,379: | ||
| SLOW_LEARNER | | SLOW_LEARNER | ||
| | | | ||
− | | Presumably | + | | 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 |
− | | | + | | [[SPEC_HEAT|specific heat capacity]] |
− | + | | Amount of energy required for the creature to heat up or cool down. | |
− | + | [SPEC_HEAT:409] | |
− | |||
− | |||
− | |||
− | | | ||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,332: | Line 1,401: | ||
| Sets a special name for certain instances. | | Sets a special name for certain instances. | ||
[SPECNAME:MALE:bull:bulls:bull] | [SPECNAME:MALE:bull:bulls:bull] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| SPEECH | | SPEECH | ||
| filename | | filename | ||
− | | Sets what speech.txt to use | + | | Sets what speech.txt to use when insulting the creature. |
[SPEECH:dwarf.txt] | [SPEECH:dwarf.txt] | ||
+ | |||
+ | |- | ||
+ | | SPEECH_FEMALE | ||
+ | | filename | ||
+ | | Sets speech text file used only by females to insult creatures. Not used natively. | ||
|- | |- | ||
| SPEECH_MALE | | SPEECH_MALE | ||
| filename | | filename | ||
− | | | + | | Sets speech text file used only by males to insult creatures. |
[SPEECH_MALE:human_male.txt] | [SPEECH_MALE:human_male.txt] | ||
Line 1,354: | Line 1,422: | ||
| SPEED | | SPEED | ||
| value | | value | ||
− | | Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and | + | | 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] | ||
Line 1,360: | Line 1,428: | ||
| SPHERE | | SPHERE | ||
| [[sphere]] | | [[sphere]] | ||
− | | Sets what religious spheres the creature is aligned to, for purposes of being | + | | 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 | ||
| | | | ||
− | | | + | | 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). |
|- | |- | ||
Line 1,382: | Line 1,479: | ||
| The creature must learn to swim. Requires [CAN_LEARN], obviously. | | The creature must learn to swim. Requires [CAN_LEARN], obviously. | ||
− | | | + | |} |
− | |||
− | |||
− | |||
− | + | <div align="center"> | |
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==T== | ==T== | ||
Line 1,399: | 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 1,454: | Line 1,550: | ||
|} | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==V== | ==V== | ||
Line 1,466: | Line 1,566: | ||
| | | | ||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| VERMIN_BITE | | VERMIN_BITE | ||
| | | | ||
− | * amount injected? | + | * amount injected or chance of injection? |
* name | * name | ||
* effect (USE_EXTRACT) | * effect (USE_EXTRACT) | ||
Line 1,485: | Line 1,580: | ||
| | | | ||
| The creature can eat your food. | | The creature can eat your food. | ||
+ | |||
+ | |- | ||
+ | | VERMIN_FISH | ||
+ | | | ||
+ | | The creature can be [[fishing|fished]] out of bodies of water. | ||
|- | |- | ||
| VERMIN_GROUNDER | | VERMIN_GROUNDER | ||
| | | | ||
− | | The creature | + | | The creature lives on the ground (or in the air). |
− | |||
|- | |- | ||