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Difference between revisions of "40d:Creature token"

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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.
  
Since the game is in the Alpha stage, consider everything '''tentative'''.
+
__NOTOC__
 +
=Tokens=
  
{| id="toc"
+
<div align="center">
|
+
{{alphabetical TOC}}
* Tokens
+
</div>
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]]
 
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]
 
|}
 
__NOTOC__
 
  
=Tokens=
 
 
==A==
 
==A==
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 20: Line 17:
  
 
|-
 
|-
| ADD_VERSION
+
| {{text anchor|ALCOHOL_DEPENDENT}}
| version
 
| In which version of the game said creature was introduced. Not used anymore in the 3D version.
 
[ADD_VERSION:1069]
 
 
 
|-
 
| ALCOHOL_DEPENDENT
 
 
|  
 
|  
 
| Creature needs alcohol to get through the working day.
 
| Creature needs alcohol to get through the working day.
  
 
|-
 
|-
| ALL_ACTIVE
+
| {{text anchor|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
+
| {{text anchor|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:'&']
  
 
|-
 
|-
| AMBUSHPREDATOR
+
| {{text anchor|AMBUSHPREDATOR}}
 
|  
 
|  
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?
+
| Makes the creature start out hidden and remain near its original location until its prey draws near. When combined with {{token|WEBBER|c}}, causes them to lay gigantic webs near their spawn location, though only for creatures present during embark.
  
 
|-
 
|-
| AMPHIBIOUS
+
| {{text anchor|AMPHIBIOUS}}
 
|  
 
|  
 
| Allows a creature to breathe with or without water.
 
| Allows a creature to breathe with or without water.
  
 
|-
 
|-
| AQUATIC
+
| {{text anchor|AQUATIC}}
 
|  
 
|  
 
| Allows a creature to breathe underwater, but causes it to "drown" out of water.
 
| Allows a creature to breathe underwater, but causes it to "drown" out of water.
  
 
|-
 
|-
| ATTACK
+
| {{text anchor|ATTACK}}
 
|  
 
|  
 
| See the [[#Attacks|Attacks section]].
 
| See the [[#Attacks|Attacks section]].
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==B==
 
==B==
Line 71: Line 66:
  
 
|-
 
|-
| BABY
+
| {{text anchor|BABY}}
 
| age
 
| 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.
 
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.
Line 77: Line 72:
  
 
|-
 
|-
| BEACH_FREQUENCY
+
| {{text anchor|BABYNAME}}
 +
|
 +
* singular
 +
* plural
 +
| Gives the baby a special name.
 +
 
 +
|-
 +
| {{text anchor|BEACH_FREQUENCY}}
 
| value
 
| value
 
| Whales and jellyfish have this. Controls the beaching frequency of the creature.
 
| Whales and jellyfish have this. Controls the beaching frequency of the creature.
Line 83: Line 85:
  
 
|-
 
|-
| BENIGN
+
| {{text anchor|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:*
+
| {{text anchor|BIOME}}
 
|  
 
|  
| See [[Biome Tokens|biome tokens]].
+
| See [[Biome token]]s.
  
 
|-
 
|-
| BLOODTYPE
+
| {{text anchor|BLOODTYPE}}
 
| type
 
| type
 
| Sets the creatures' blood type (default red):
 
| Sets the creatures' blood type (default red):
Line 109: Line 111:
  
 
|-
 
|-
| [[Body_tokens|BODY]]
+
| {{text anchor|BODY}}
| parts[:...]
+
| [[Body token|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.
 
[BODY:HUMANOID:2EYES:2EARS]
 
[BODY:HUMANOID:2EYES:2EARS]
  
 
|-
 
|-
| [[Bodygloss|BODYGLOSS]]
+
| {{text anchor|BODYGLOSS}}
| gloss
+
| [[Bodygloss|gloss]]
 
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.
 
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.
 
[BODYGLOSS:HOOF]
 
[BODYGLOSS:HOOF]
  
 
|-
 
|-
| BOILING_POINT
+
| {{text anchor|BOILING_POINT}}
 
| temperature
 
| temperature
 
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]
 
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]
  
 
|-
 
|-
| BONE_BOILING_POINT
+
| {{text anchor|BONE_BOILING_POINT}}
 
| temperature
 
| temperature
 
| The boiling point of the creature's bones.
 
| The boiling point of the creature's bones.
  
 
|-
 
|-
| BONE_COLDDAM_POINT
+
| {{text anchor|BONE_COLDDAM_POINT}}
 
| temperature
 
| temperature
 
| The low temperature at which the creature's bones start getting damaged.
 
| The low temperature at which the creature's bones start getting damaged.
  
 
|-
 
|-
| BONE_FIXED_TEMP
+
| {{text anchor|BONE_FIXED_TEMP}}
 
| temperature
 
| temperature
 
| The temperature that the creature's bones give off.
 
| The temperature that the creature's bones give off.
  
 
|-
 
|-
| BONE_HEATDAM_POINT
+
| {{text anchor|BONE_HEATDAM_POINT}}
 
| temperature
 
| temperature
 
| The high temperature where the bones start taking damage.
 
| The high temperature where the bones start taking damage.
  
 
|-
 
|-
| BONE_IGNITE_POINT
+
| {{text anchor|BONE_IGNITE_POINT}}
 
| 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_MELTING_POINT
+
| {{text anchor|BONE_LIQUID_DENSITY}}
 +
| density
 +
| Specifies the density of the creature's bones when molten.
 +
 
 +
|-
 +
| {{text anchor|BONE_MELTING_POINT}}
 
| temperature
 
| temperature
 
| The temperature at which the creature's bones melt.
 
| The temperature at which the creature's bones melt.
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]
+
| {{text anchor|BONE_SOLID_DENSITY}}
| <u>not</u> a temperature
+
| density
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}
+
| Specifies the density of the creature's bones.
  
 
|-
 
|-
| BONECARN
+
| {{text anchor|BONE_SPEC_HEAT}}
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's bones to heat up or cool down.
 +
 
 +
|-
 +
| {{text anchor|BONECARN}}
 
|  
 
|  
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.
+
| Creature eats bones. This tag implies {{token|CARNIVORE|c}}.
  
 
|-
 
|-
| BUILDINGDESTROYER
+
| {{text anchor|BUILDINGDESTROYER}}
 
| value
 
| value
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets onlyThey can't destroy homes during world gen as (semi)megabeasts. 
+
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the likeValue [2] targets anything not made with the {{k|b}} + {{k|C}} commands.
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.
+
See [[Building destroyer]] for full discussion.
[BUILDINGDESTROYER:2]
 
  
|-
+
|}
| BUTCHERABLE_NONSTANDARD
 
|
 
| (old) 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==
Line 187: Line 197:
  
 
|-
 
|-
| CAN_CIV
+
| {{text anchor|CAN_CIV}}
 
|  
 
|  
| Can create civilizations. This tag may activate hunger and thirst. {{verify}}
+
| Can create civilizations.
  
 
|-
 
|-
| CAN_LEARN
+
| {{text anchor|CAN_LEARN}}
 
|  
 
|  
 
| A creature with this tag can gain skill experience.
 
| A creature with this tag can gain skill experience.
  
 
|-
 
|-
| CAN_SPEAK
+
| {{text anchor|CAN_SPEAK}}
 
|  
 
|  
| Can talk.
+
| Can talk. Note that it is not necessary for a creature to gain social skills. This also activates hunger and thirst on fortress members.
  
 
|-
 
|-
| CANNOT_UNDEAD
+
| {{text anchor|CANNOT_UNDEAD}}
 
|  
 
|  
 
| Cannot become undead.
 
| Cannot become undead.
  
 
|-
 
|-
| CARNIVORE
+
| {{text anchor|CANOPENDOORS}}
 
|  
 
|  
| Creature only eats meat.
+
| Allows the creature to open doors.
  
 
|-
 
|-
| CANOPENDOORS
+
| {{text anchor|CARNIVORE}}
 
|  
 
|  
| Allows the creature to open doors.
+
| Creature only eats meat.
  
 
|-
 
|-
| CAVE_ADAPT
+
| {{text anchor|CAVE_ADAPT}}
 
|  
 
|  
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].
+
| Causes the creature to develop [[Cave adaptation]].
  
 
|-
 
|-
| CHEESE_BOILING_POINT
+
| {{text anchor|CHEESE_BOILING_POINT}}
 
| temperature
 
| temperature
 
| The temperature at which the creature's cheese (if any) boils away.
 
| The temperature at which the creature's cheese (if any) boils away.
  
 
|-
 
|-
| CHEESE_COLDDAM_POINT
+
| {{text anchor|CHEESE_COLDDAM_POINT}}
 
| temperature
 
| temperature
 
| The temperature at which the creature's cheese (if any) starts taking cold damage.
 
| The temperature at which the creature's cheese (if any) starts taking cold damage.
  
 
|-
 
|-
| CHEESE_FIXED_TEMP
+
| {{text anchor|CHEESE_FIXED_TEMP}}
 
| temperature
 
| temperature
 
| The temperature emitted by one unit of the creature's cheese (if any).
 
| The temperature emitted by one unit of the creature's cheese (if any).
  
 
|-
 
|-
| CHEESE_HEATDAM_POINT
+
| {{text anchor|CHEESE_HEATDAM_POINT}}
 
| temperature
 
| temperature
 
| The temperature at which the cheese made from the creature's milk starts taking heat damage.
 
| The temperature at which the cheese made from the creature's milk starts taking heat damage.
  
 
|-
 
|-
| CHEESE_IGNITE_POINT
+
| {{text anchor|CHEESE_IGNITE_POINT}}
 
| 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_MELTING_POINT
+
| {{text anchor|CHEESE_LIQUID_DENSITY}}
 +
| density
 +
| Specifies the density of the creature's cheese when molten.
 +
 
 +
|-
 +
| {{text anchor|CHEESE_MELTING_POINT}}
 
| temperature
 
| temperature
 
| The temperature at which the creature's cheese melts into goo.
 
| The temperature at which the creature's cheese melts into goo.
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]
+
| {{text anchor|CHEESE_SOLID_DENSITY}}
| <u>not</u> a temperature
+
| density
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}
+
| Specifies the density of the creature's cheese.
 +
 
 +
|-
 +
| {{text anchor|CHEESE_SPEC_HEAT}}
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's cheese to heat up or cool down.
  
 
|-
 
|-
| CHEESE_VALUE
+
| {{text anchor|CHEESE_VALUE}}
 
| value
 
| value
 
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.
 
| 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
+
| {{text anchor|CHILD}}
 
| age
 
| age
 
| Age at which a child becomes an adult.
 
| Age at which a child becomes an adult.
Line 268: Line 288:
  
 
|-
 
|-
| CHILDNAME
+
| {{text anchor|CHILDNAME}}
 
|  
 
|  
 
* 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]
  
 
|-
 
|-
| CHITIN
+
| {{text anchor|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
+
| {{text anchor|CLUSTER_NUMBER}}
|
 
* singular
 
* plural
 
| Sets the name of the craftsman profession.
 
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
 
 
 
|-
 
| CREPUSCULAR
 
|
 
| Sets if the creature is active in twilight.
 
 
 
|-
 
| CLUSTER_NUMBER
 
 
|  
 
|  
 
* 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]
  
 
|-
 
|-
| COLOR
+
| {{text anchor|COLDDAM_POINT}}
 +
| temperature
 +
| The minimum temperature limit before the creature starts taking damage from freezing.
 +
 
 +
|-
 +
| {{text anchor|COLOR}}
 
|
 
|
 
* fg (foreground)
 
* fg (foreground)
Line 311: Line 323:
  
 
|-
 
|-
| COOKABLE_LIVE
+
| {{text anchor|COMMON_DOMESTIC}}
 
|  
 
|  
| Set this to allow the creature to be cooked in meals without having t