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Difference between revisions of "v0.31:Entity token"
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| PROGRESS_TRIGGER_POPULATION | | PROGRESS_TRIGGER_POPULATION | ||
| level | | level | ||
− | | 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. 0 corresponds to no population requirement necessary for interaction. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. | + | | 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. 0 corresponds to no population requirement necessary for interaction. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking. |
|- | |- |
Revision as of 21:47, 18 December 2010
This article is about an older version of DF. |
These tokens define entities, or civilizations, in entity_*.txt files.
Gameplay
Token | Arguments | Description |
---|---|---|
ADVENTURE_TIER | order | Allows adventure mode. Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively. It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers are in descending order. So you should put a new adventure entity above the Dwarves. Not at the end of the file.
[ADVENTURE_TIER:4] |
INDIV_CONTROLLABLE | Allows the "Play Now!" option adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. | |
CIV_CONTROLLABLE | Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, than in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab). At least one civilization must have this token. | |
CREATURE | creature | The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.
[CREATURE:DWARF] |
Placement
Token | Arguments | Description |
---|---|---|
BIOME_SUPPORT |
|
Frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there.
[BIOME_SUPPORT:ANY_GRASSLAND:4] |
START_BIOME | Template:L | Birth of the civilization can be performed on this biome.
[START_BIOME:MOUNTAIN] |
DEFAULT_SITE_TYPE | site type | Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, (in 40d also RUIN)
[DEFAULT_SITE_TYPE:CAVE_DETAILED] |
LIKES_SITE | site type | Most residents will try to move to this site type, unless already at one.
[LIKES_SITE:CAVE_DETAILED] |
TOLERATES_SITE | site type | Some residents will try to move to this site type, unless already at one.
[TOLERATES_SITE:CITY] |
WORLD_CONSTRUCTION | construction | Controls which constructions the civ will build on the world map.
[WORLD_CONSTRUCTION:BRIDGE] |
Population
Token | Arguments | Description |
---|---|---|
START_GROUP_NUMBER | number | Number of breeding couples to start with per entity. Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not be very likely to survive. As of 40d, although many had problems getting such civilizations to survive, there are those who have demonstrably and repeatedly done so. Presumably if the civ-stating code can't place breeding couples, it doesn't start the civ. However, because the children never grow up, the civ is limited to its original individuals).
[START_GROUP_NUMBER:10] |
MAX_POP_NUMBER | number | Max population *per entity*, multiply this by max starting civ to get the total population of the species.
[MAX_POP_NUMBER:500] |
MAX_SITE_POP_NUMBER | number | Max population per individual site.
[MAX_SITE_POP_NUMBER:200] |
MAX_STARTING_CIV_NUMBER | number | Max number of entities to spawn at world generation.
[MAX_STARTING_CIV_NUMBER:3] |
Flavor
Token | Arguments | Description |
---|---|---|
PERMITTED_BUILDING | building name | The named, custom building can be built by a civilization in Fortress Mode.
[PERMITTED_BUILDING:SOAP_MAKER] |
PERMITTED_JOB | Template:L | Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play.
[PERMITTED_JOB:MINER] |
PERMITTED_REACTION | reaction name | Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.
[PERMITTED_REACTION:TAN_A_HIDE] |
CURRENCY_BY_YEAR | Causes the civ's currency to be numbered with the year it was minted. | |
CURRENCY |
|
What kind of metals the civ uses for coin minting as well as the value of the coin.
[CURRENCY:SILVER:5] |
ART_FACET_MODIFIER |
|
OWN_RACE, FANCIFUL, EVIL, GOOD
Number goes from 0 to 25600 where 256 is the default. [ART_FACET_MODIFIER:OWN_RACE:512] |
ART_IMAGE_ELEMENT_MODIFIER |
|
CREATURE, PLANT, TREE, SHAPE, ITEM
0-25600 Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork. [ART_IMAGE_ELEMENT_MODIFIER:TREE:512] |
ITEM_IMPROVEMENT_MODIFIER |
|
ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600
Determines the chance of the entity using that particular artwork method, such as "encircled with bands" or "menaces with spikes". [ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens. |
TRANSLATION | language | What language raw the entity uses.
[TRANSLATION:DWARF] |
CULL_SYMBOL |
|
ALL, CIV, SITE
Causes the entity to not use the words in these SYM sets. [CULL_SYMBOL:ALL:UGLY] |
SELECT_SYMBOL |
|
Causes the entity to more often use these symbols in the particular SYM set.
[SELECT_SYMBOL:ALL:PEACE] |
FRIENDLY_COLOR | see Template:L |
The color of this entity's civilization settlements in the world gen and embark screens [FRIENDLY_COLOR:1:0:1] |
Religion
Token | Arguments | Description |
---|---|---|
RELIGION | type | REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Currently hardcoded to only be associated with rivers and nature.
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well. [RELIGION:PANTHEON] |
RELIGION_SPHERE | sphere | Can by any available Template:L. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.
[RELIGION_SPHERE:FORTRESSES] |
SPHERE_ALIGNMENT |
|
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon. [SPHERE_ALIGNMENT:TREES:512] |
Leadership
Token | Arguments | Description |
---|---|---|
POSITION | string | Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see Template:L. |
LAND_HOLDER_TRIGGER |
|
Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress. |
VARIABLE_POSITIONS | Position responsibility or ALL | Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). |
Behavior
Token | Arguments | Description |
---|---|---|
Template:L |
|
Sets the civ's view of certain behaviors, from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] |
WILL_ACCEPT_TRIBUTE | Makes the civ's traders accept offered goods. | |
WANDERER, BEAST_HUNTER, SCOUT | The civ will send out these sorts of adventurers in worldgen. | |
ABUSE_BODIES | The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople. | |
ACTIVE_SEASON | season | the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.
[ACTIVE_SEASON:AUTUMN] |
AMBUSHER | When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. | |
AT_PEACE_WITH_WILDLIFE | Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing. | |
BABYSNATCHER | Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during history gen, allowing them to become part of the civ if they do not escape.
Note: If playable civ in Fortress Mode has this tag (ie. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will trade with you. | |
DIPLOMAT | Presumably causes the civilization to send a diplomat once your fortress reaches a certain state. | |
DIPLOMAT_BODYGUARDS | Effect unknown. | |
INVADERS_IGNORE_NEUTRALS | ||
ITEM_THIEF | Sends thieves to steal items. This will also occur in history generation, and thieves will have the "thief" profession. Items stolen in history gen will be scattered around that creature's home. | |
MERCHANT_BODYGUARDS | Merchants have bodyguards and wagons. Wagons allow for a lot more variety in their goods. | |
MERCHANT_NOBILITY | Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions. | |
PROGRESS_TRIGGER_POPULATION | level | 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. 0 corresponds to no population requirement necessary for interaction. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking. |
PROGRESS_TRIGGER_PRODUCTION | level | 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. Progress triggers may be changed, added, or deleted for a currently active fort. |
PROGRESS_TRIGGER_TRADE | level | 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. Progress triggers may be changed, added, or deleted for a currently active fort. |
PROGRESS_TRIGGER_POP_SIEGE | level | 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. 0 corresponds to no population requirement necessary for interaction. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. |
PROGRESS_TRIGGER_PROD_SIEGE | level | 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile. |
PROGRESS_TRIGGER_TRADE_SIEGE | level | 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile. |
SIEGER | Will wait around at the edge of your map for a month or two, before charging. | |
SKULKING | This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. | |
TREE_CAP_DIPLOMACY | Makes the entity angry if you cut down too many trees. They will send a warning first. | |
LAYER_LINKED | Defines if a civilization is a hidden subterranean entity, such as batman civilizations. |
Items and Animals Used
Token | Arguments | Description |
---|---|---|
AMMO | item token |
[AMMO:ITEM_AMMO_BOLTS] |
ARMOR |
|
Rarity is optional. Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED.
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] |
DIGGER | item token |
[DIGGER:ITEM_WEAPON_PICK] |
GLOVES |
|
Rarity is optional. Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED.
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] |
HELM |
|
Rarity is optional. Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED.
[HELM:ITEM_HELM_HELM:COMMON] |
INSTRUMENT | item token |
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE] |
PANTS |
|
Rarity is optional. Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED.
[PANTS:ITEM_PANTS_PANTS:COMMON] |
SHIELD | item token |
[SHIELD:ITEM_SHIELD_SHIELD] |
SHOES |
|
Rarity is optional. Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED.
[SHOES:ITEM_SHOES_SHOES:COMMON] |
SIEGEAMMO | item token |
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA] |
TOY | item token |
[TOY:ITEM_TOY_PUZZLEBOX] |
TRAPCOMP | item token |
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE] |
WEAPON | item token |
[WEAPON:ITEM_WEAPON_AXE_BATTLE] |
USE_ANIMAL_PRODUCTS | ||
USE_ANY_PET_RACE | Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet (next time, it'll let them use mounts/pullers/pack animals of any kind as well, but I'm not sure this matters in the stock raws). This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well. All common domestic and equipment creatures are also added to the initial list. | |
USE_CAVE_ANIMALS | If they don't have it, creatures with exclusively subterranean biomes are skipped. | |
USE_EVIL_ANIMALS | Don't have it -> EVIL creatures skipped. | |
USE_EVIL_PLANTS | As EVIL creatures for all uses of plants. | |
USE_EVIL_WOOD | As EVIL creatures for all uses of wood. | |
USE_GOOD_ANIMALS | Don't have it -> GOOD creatures skipped. | |
USE_GOOD_PLANTS | As GOOD creatures for all uses of plants. | |
USE_GOOD_WOOD | As GOOD creatures for all uses of wood. | |
USE_MISC_PROCESSED_WOOD_PRODUCTS | If wood is available locally, and the relevant professions are permitted, controls availability of lye, charcoal, potash and pearlash. | |
COMMON_DOMESTIC_MOUNT | If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks. | |
COMMON_DOMESTIC_PACK | If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks. | |
COMMON_DOMESTIC_PET | If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks. | |
COMMON_DOMESTIC_PULL | If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks. | |
RIVER_PRODUCTS | Allow civ to use river products in the goods it has available for trade. | |
OCEAN_PRODUCTS | Allow civ to use ocean products in the goods it has available for trade. | |
INDOOR_FARMING | Allow civ to use underground plant products in the goods it has available for trade. | |
OUTDOOR_FARMING | Allow civ to use outdoor plant products in the goods it has available for trade. | |
CLOTHING | Civ members will attempt to wear clothing. | |
SUBTERRANEAN_CLOTHING | Will wear things made of spider silk and other subterranean materials. | |
EQUIPMENT_IMPROVEMENTS | Adds decorations to equipment based on the level of the generated unit. Also improves item quality. | |
IMPROVED_BOWS | Adds decorations to weapons generated for bowman and master bowman. An elf hack. | |
METAL_PREF | Allows the entity to use the metal with the highest values for DAMAGE_PERC or BLOCK_PERC without DEEP. Currently only dwarves have this token. Without this token, the entity will use the best metal below or equal to 100%. | |
STONE_PREF | Enables creatures of this entity to bring stones in trade. Also seems to enable the use of metals smelted from ore, such as iron or copper. | |
WOOD_WEAPONS | Causes members to be able to use wooden weapons. | |
WOOD_ARMOR | Causes members to be able to use wooden armor. | |
GEM_PREF | Enables creatures of this entity to bring gems in trade. | |
INDOOR_WOOD | Allow civ to trade subterranean wood types, such as tower-cap and fungiwood logs. | |
OUTDOOR_WOOD | Allow civ to use outdoor wood types, such as mangrove and oak. |