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Difference between revisions of "Creature token"
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| Caste | | Caste | ||
| verb | | verb | ||
− | | The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood) | + | | The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood). |
|- | |- |
Revision as of 21:02, 8 November 2014
This article was migrated from DF2014:Creature token and may be inaccurate for the current version of DF (v50.14). See this page for more information. |
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
A full list of all known creature tokens.
A
Token | Type | Arguments | Description |
---|---|---|---|
ADOPTS_OWNER | Caste | Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.[Verify] | |
ALCOHOL_DEPENDENT | Caste | Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed. | |
ALL_ACTIVE | Caste | 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. | |
ALTTILE | Creature | If set, the creature will blink between its [TILE] and its [ALTTILE]. | |
AMBUSHPREDATOR | Caste | Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.[Verify] | |
AMPHIBIOUS | Caste | Allows a creature to breathe with or without water. Implies [AQUATIC]. | |
APP_MOD_DESC_RANGE | Caste |
|
Forum post describing how description ranges work |
APP_MOD_GENETIC_MODEL | Caste |
|
Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present. |
APP_MOD_IMPORTANCE | Caste |
|
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify] |
APP_MOD_NOUN | Caste |
|
creates a noun for the appearance and whether it is singular or plural |
APP_MOD_RATE | Caste |
|
setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely. |
APPLY_CREATURE_VARIATION | Special |
|
Applies the specified creature variation. |
APPLY_CURRENT_CREATURE_VARIATION | Special | Applies the effects of all pending CV_ADD_TAG and CV_REMOVE_TAG tokens that have been defined in the current creature. | |
AQUATIC | Caste | Creature can breathe in water, but air-drowns on dry land. | |
ARENA_RESTRICTED | Caste | Does not appear in arena mode list. | |
ARTIFICIAL_HIVEABLE | Creature | Can be kept in artificial hives by beekeepers. | |
AT_PEACE_WITH_WILDLIFE | Caste | Does not attack or frighten creatures with the NATURAL tag. | |
ATTACK | Caste |
|
Defines the attack name, and the body part used. See below for valid subtokens
Example: |
ATTACK_TRIGGER | Caste | pop:exported wealth:created wealth | Specifies when a megabeast will attack the fortress. |
B
Token | Type | Arguments | Description |
---|---|---|---|
BABY | Caste | integer | Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage. |
BABYNAME | Caste | singular:plural | Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME. |
BEACH_FREQUENCY | Caste | Whales and jellyfish have this. Controls the beaching frequency of the creature. | |
BENIGN | Caste | The creature is non-aggressive by default, but may lash out if agitated or disturbed. | |
BIOME | Creature | Select a Biome the creature may appear in. | |
BLOOD | Caste |
|
Specifies what the creature's blood is made of. |
BLOODSUCKER | Caste | Seems to be required to make the creature denouncable as a creature of the night. | |
BODY | Caste | body parts | Draws body parts from OBJECT:BODY files (such as body_default.txt)
Example: |
BODY_APPEARANCE_MODIFIER | Caste |
|
These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
Example: |
BODY_DETAIL_PLAN | Caste | PlanName, PlanName:type:type:type:etc. | loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
Example: |
BODY_SIZE | Caste | years:days:size | Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.
Example: |
BODYGLOSS | Caste | gloss | Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt) |
BONECARN | Caste | Creature eats bones. Implies CARNIVORE and has the same worldgen problem. | |
BP_APPEARANCE_MODIFIER | Caste |
|
sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT) |
BUILDINGDESTROYER | Caste | 1 or 2 | 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. |
C
Token | Type | Arguments | Description |
---|---|---|---|
CAN_DO_INTERACTION | Caste | interaction token | The creature can perform an interaction. See interaction token. |
CAN_LEARN | Caste | The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start. | |
CAN_SPEAK | Caste | Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.[Verify] | |
CANNOT_CLIMB | Caste[Verify] | Creature cannot climb, even if it has free grasps. | |
CANNOT_JUMP | Caste | Creature cannot jump. | |
CANNOT_UNDEAD | Caste | Alias for NOT_LIVING | |
CANOPENDOORS | Caste | Allows the creature to open doors. | |
CARNIVORE | Caste | Creature only eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Currently bugged in worldgen -- exclusively carnivore civilizations always starve out (possibly false in 0.40.xx). Goblins and kobolds live off raw exceptions. Civilizations with [NO_EAT] token will still starve to death. | |
CASTE | Creature |
|
Defines a caste. |
CASTE_ALTTILE | Caste |
|
Caste-specific ALT_TILE. Requires CASTE_TILE. |
CASTE_COLOR | Caste |
|
Caste-specific COLOR. |
CASTE_GLOWCOLOR | Caste |
|
Caste-specific GLOWCOLOR. |
CASTE_GLOWTILE | Caste |
|
Caste-specific GLOWTILE. |
CASTE_NAME | Caste | singular:plural:adjective | Caste-specific NAME. |
CASTE_PROFESSION_NAME | Caste |
|
Caste-specific PROFESSION_NAME. |
CASTE_SOLDIER_ALTTILE | Caste | 'character' or tile number | Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE. |
CASTE_SOLDIER_TILE | Caste | 'character' or tile number | Caste-specific CREATURE_SOLDIER_TILE. |
CASTE_SPEECH | Caste | speech file | Caste-specific SPEECH. |
CASTE_TILE | Caste |
|
Caste-specific CREATURE_TILE. |
CAVE_ADAPT | Caste | Gives the creature a bonus in caves. Also causes Cave adaptation. | |
CDI | Caste | Varies | Specifies details for the preceding CAN_DO_INTERACTION token. See Interaction token. |
CHANGE_BODY_SIZE_PERC | Caste | integer | Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles. |
CHANGE_FREQUENCY_PERC | Creature | integer | Multiplies frequency by a factor of (integer)%. |
CHILD | Caste | integer | age at which creature is considered an adult. One can think of this as the duration of the child stage. |
CHILDNAME | Caste | singular:plural | Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME. |
CLUSTER_NUMBER | Creature |
|
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.
e.g. [CLUSTER_NUMBER:1:3] |
CLUTCH_SIZE | Caste |
|
Number of eggs laid in one sitting. |
COLONY_EXTERNAL | Caste | Caste hovers around colony. | |
COLOR | Creature | foreground:background:brightness | Color of the creature's tile. See Color for usage. |
COMMON_DOMESTIC | Caste | Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures. | |
CONVERTED_SPOUSE | Caste | Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE. | |
COOKABLE_LIVE | Caste | Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one. | |
CRAZED | Caste | Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag. | |
COPY_TAGS_FROM | Special |
|
Copies tags from another specified creature. |
CREATURE_CLASS | Caste |
|
An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag. |
CREATURE_SOLDIER_TILE | Creature | 'character' or tile number | Creatures active in their civilization's military will use this tile instead. |
CREATURE_TILE | Creature | 'character' or tile number | The symbol of the creature in ASCII mode. |
CREPUSCULAR | Caste | Sets if the creature is active at twilight. | |
CURIOUSBEAST_EATER | Caste | Allows a creature to steal and eat edible items from a site. | |
CURIOUSBEAST_GUZZLER | Caste | Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. | |
CURIOUSBEAST_ITEM | Caste | Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this. | |
CV_ADD_TAG | Special |
|
Adds a tag. Used in conjunction with creature variation templates. |
CV_REMOVE_TAG | Special |
|
Removes a tag. Used in conjunction with creature variation templates. |
D
Token | Type | Arguments | Description |
---|---|---|---|
DEMON | Caste | Found on generated demons. Cannot be specified in user-defined raws. | |
DESCRIPTION | Caste | text | A brief description of the creature type. |
DIE_WHEN_VERMIN_BITE | Caste | Dies upon attacking. Used for bee stings. | |
DIFFICULTY | Caste | integer | Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode. |
DIURNAL | Caste | Sets if the creature is active in day. | |
DIVE_HUNTS_VERMIN | Caste | Found on peregrine falcons. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures. | |
DOES_NOT_EXIST | Creature | Creature does not actually exist; used for a few fanciful creatures of myth. |
E
Token | Type | Arguments | Description |
---|---|---|---|
EBO_ITEM | Caste | item token:material token (ANY_HARD_STONE can be used for the material) | Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT. |
EBO_SHAPE | Caste | gem shape | The shape of the extra item of the creature upon butchering. Used with EXTRA_BUTCHER_OBJECT. |
EGG_MATERIAL | Caste |
|
Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist. |
EGG_SIZE | Caste |
|
Determines the size of eggs. |
EQUIPMENT_WAGON | Creature | Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant. | |
EQUIPS | Caste | Allows the creature to wear or wield items. | |
EVIL | Creature | Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures. | |
EXTRA_BUTCHER_OBJECT | Caste |
|
The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE. |
EXTRACT | Caste | Defines a creature extract which can be obtained via small animal dissection. | |
EXTRAVISION | Caste | Creature can see regardless of whether it has working eyes. |
F
Token | Type | Arguments | Description |
---|---|---|---|
FANCIFUL | Creature | The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with [COMMON_DOMESTIC]
| |
FEATURE_ATTACK_GROUP | Caste | Found on subterranean animal-man tribals. | |
FEATURE_BEAST | Caste | Found on forgotten beasts. Cannot be specified in user-defined raws. | |
FEMALE | Caste | The creature is female and can bear young. Usually determined inside a caste. | |
FIREIMMUNE | Caste | The creature is immune to FIREBALL and FIREJET attacks. | |
FIREIMMUNE_SUPER | Caste | The creature is immune to DRAGONFIRE attacks. Implies [FIREIMMUNE] .
| |
FISHITEM | Caste | Needs to be cleaned at a fishery | |
FIXED_TEMP | Caste | temperature | The natural heat generated by the creature. |
FLEEQUICK | Caste | Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance. | |
FLIER | Caste | Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. | |
FREQUENCY | Creature |
|
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. Not to be confused with [POP_RATIO] .
|
G
Token | Type | Arguments | Description |
---|---|---|---|
GAIT | Caste |
|
Defines a gait at which the creature can move. See Gait for more information. |
GENERAL_BABY_NAME | Creature | singular:plural | BABYNAME applied regardless of caste. |
GENERAL_CHILD_NAME | Creature | singular:plural | CHILDNAME applied regardless of caste. |
GENERAL_MATERIAL_FORCE_MULTIPLIER | Caste | A:B | Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature.[Verify] |
GENERATED | Creature | Found on procedurally generated creatures like Forgotten beasts, (biome name) titans, Demons, and night creatures. Cannot be specified in user-defined raws. | |
GETS_INFECTIONS_FROM_ROT | Caste | Creature can get infections from necrotic tissue. | |
GETS_WOUND_INFECTIONS | Caste | This creature's wounds can become infected if left untreated for too long. | |
GLOWCOLOR | Creature |
|
The colour of the creature's GLOWTILE. |
GLOWTILE | Creature | 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. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead. |
GNAWER | Caste | verb | The creature can and will gnaw its way out of animal traps and cages using the specified verb, depending on the material from which it is made (normally wood). |
GOBBLE_VERMIN_CLASS | Caste | class | The creature eats vermin of the specified class. |
GOBBLE_VERMIN_CREATURE | Caste | creature:caste | The creature eats a specified vermin. |
GO_TO_END | Special | When using tags from an existing creature, inserts new tags at the end of the creature. | |
GO_TO_START | Special | When using tags from an existing creature, inserts new tags at the beginning of the creature. | |
GO_TO_TAG | Special | When using tags from an existing creature, inserts new tags after the specified tag. | |
GOOD | Creature | Creature is considered good and will only show up in good biomes. unicorns for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen. | |
GRASSTRAMPLE | Caste | value | The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5. |
GRAVITATE_BODY_SIZE | Caste | target value | Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor. |
GRAZER | Caste |
|
The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See Pasture for details on its issues. |
H
Token | Type | Arguments | Description |
---|---|---|---|
HABIT | Caste | type:probability | Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs. |
HABIT_NUM | Caste | number or TEST_ALL | "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".[source post|http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post] All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL] |
HAS_NERVES | Caste | The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves. | |
HASSHELL | Caste | The creature has a shell. Seemingly no longer used - holdover from previous versions. | |
HFID | Creature | Integer (generic token?) | Found on generated angels. Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure. |
HIVE_PRODUCT | Creature |
|
What product is harvested from beekeeping. |
HOMEOTHERM | Caste | Default 'NONE'. The creature's normal body temperature | |
HUNTS_VERMIN | Caste | Creature hunts and kills nearby vermin. |
I
Token | Type | Arguments | Description |
---|---|---|---|
IMMOBILE | Caste | The creature cannot move. Found on sponges. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen) | |
IMMOBILE_LAND | Caste | The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land. | |
IMMOLATE | Caste | The creature radiates fire. It 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 certain materials. | |
INTELLIGENT | Caste | Alias for [CAN_SPEAK] + [CAN_LEARN]. | |
ITEMCORPSE | Caste | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.). | |
ITEMCORPSE_QUALITY | Caste | The quality of an item-type corpse left behind; 5 is masterpiece-level. |
L
Token | Type | Arguments | Description |
---|---|---|---|
LAIR | Caste | type:probability | Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH. |
LAIR_CHARACTERISTIC | Caste | characteristic:probability | Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS. |
LAIR_HUNTER | Caste | This creature will actively hunt adventurers in its lair. | |
LAIR_HUNTER_SPEECH | Caste | speech file | What this creature says while hunting adventurers in its lair. |
LARGE_PREDATOR | Caste | 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). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." | |
LARGE_ROAMING | Creature | In Fortress Mode, spawns outdoors and is not a vermin creature. | |
LAYS_EGGS | Caste | Creature lays eggs instead of giving birth to live young. | |
LAYS_UNUSUAL_EGGS | Caste | Creature lays a particular item instead of regular eggs. | |
LIGAMENTS | Caste |
|
Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.
|
LIGHT_GEN | Caste | The creature will generate light, such as in adventurer mode at night. | |
LIKES_FIGHTING | Caste | The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14. | |
LISP | Caste | Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.") | |
LITTERSIZE | Caste |
|
Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2] |
LOCKPICKER | Caste | Lets a creature open doors that are set to forbidden in Fortress Mode. | |
LOOSE_CLUSTERS | Creature | The creatures will scatter if they have this tag, or form tight packs if they don't. | |
LOW_LIGHT_VISION | Caste | number | Determines how well a creature can see in the dark. Higher is better. Dwarves have 10000, which amounts to perfect nightvision. |
M
Token | Type | Arguments | Description |
---|---|---|---|
MAGICAL | Caste | Unknown. | |
MAGMA_VISION | Caste | Creature's able to see while covered in magma. | |
MALE | Caste | The creature is male. Usually declared inside a caste. | |
MANNERISM_* | Caste |
|
Adds a possible mannerism to the creature's profile.
See Creature mannerism token for further info. |
MATERIAL | Creature |
|
Begins defining a new material.[Verify] |
MATERIAL_FORCE_MULTIPLIER | Caste |
|
Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10.[Verify] |
MATUTINAL | Caste | Sets if the creature is active in dawn. | |
MAXAGE | Caste | min:max | Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age. |
MEANDERER | Caste | Gives a creature random movement. | |
MEGABEAST | Caste | A 'boss' creature. A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in Fortress Mode, they will have a pop-up message announcing their arrival. | |
MENT_ATT_CAP_PERC | Caste |
|
Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher). |
MENT_ATT_RANGE | Caste |
|
Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000. |
MENT_ATT_RATES | Caste |
|
Mental attribute gain/decay rates. Defaults are 500:4:5:4. |
MILKABLE | Caste |
|
Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to "recharge". |
MISCHIEVIOUS | Caste | Alias for MISCHIEVOUS. | |
MISCHIEVOUS | Caste | Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers." | |
MODVALUE | Caste | Seemingly no longer used. | |
MOUNT | Caste | Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry. | |
MOUNT_EXOTIC | Caste | Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions. | |
MULTIPART_FULL_VISION | Caste[Verify] | Allows the creature to have all-around vision as long as it has multiple heads(?) that can see.[Verify] | |
MULTIPLE_LITTER_RARE | Caste | Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires FEMALE. Compare with LITTERSIZE. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth. | |
MUNDANE | Creature | Marks if the creature is an actual real-life creature. Only used for age-names at present. |
N
Token | Type | Arguments | Description |
---|---|---|---|
NAME | Creature | singular:plural:adjective | The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as "nothing" by the game. |
NATURAL | Caste | Animal is considered to be natural. Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them. | |
NATURAL_ANIMAL | Caste | Alias of NATURAL. | |
NATURAL_SKILL | Caste | Skill token:value | The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier. |
NIGHT_CREATURE_BOGEYMAN | Caste | Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen. | |
NIGHT_CREATURE_HUNTER | Caste | A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to vampires. | |
NO_AUTUMN | Caste | This creature caste does not appear in autumn. | |
NO_CONNECTIONS_FOR_MOVEMENT | Caste | Creature doesn't require connected body parts to move[Verify]; generally used on undead creatures with connections that have rotted away. | |
NO_DIZZINESS | Caste | Creature cannot become dizzy. | |
NO_DRINK | Caste | Creature does not need to drink. | |
NO_EAT | Caste | Creature does not need to eat. | |
NO_FEVERS | Caste | Creature cannot suffer fevers. | |
NO_GENDER | Caste | Creature has no gender. | |
NO_PHYS_ATT_GAIN | Caste | The affected caste cannot gain any physical skills. | |
NO_PHYS_ATT_RUST | Caste | The affected caste cannot lose any physical skills. | |
NO_SLEEP | Caste | Creature does not need to sleep. | |
NO_SPRING | Caste | This creature caste does not appear in spring. | |
NO_SUMMER | Caste | This creature caste does not appear in summer. | |
NO_THOUGHT_CENTER_FOR_MOVEMENT | Caste | Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains. | |
NO_UNIT_TYPE_COLOR | Caste | Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler). | |
NO_VEGETATION_PERTURB | Caste[Verify] | Likely prevents the creature from leaving broken vegetation tracks.[Verify] | |
NO_WINTER | Caste | This creature caste does not appear in winter. | |
NOBONES | Caste | Creature has no bones. | |
NOBREATHE | Caste | Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. | |
NOCTURNAL | Caste | Sets if the creature is active in night. | |
NOEMOTION | Caste | The creature has no emotions, and does not rage. | |
NOEXERT | Caste | Creature can't become tired or over-exerted from taking too many combat actions. | |
NOFEAR | Caste | Creature doesn't feel fear and will never run away from battle. | |
NOMEAT | Caste | Creature will not drop meat when butchered. | |
NONAUSEA | Caste | Creature isn't nauseated by gut hits and cannot vomit. | |
NOPAIN | Caste | Creature doesn't feel pain. | |
NOSKIN | Caste | Creature will not drop a hide when butchered. | |
NOSKULL | Caste | Creature will not drop a skull on butcher, rot, or decay of severed head. | |
NOSMELLYROT | Caste | Does not produce miasma when rotting. | |
NOSTUCKINS | Caste | Weapons can't get stuck in creature. | |
NOSTUN | Caste | Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.[Verify] If this creature must eat and drink while playing, it WILL die. | |
NOT_BUTCHERABLE | Caste | Cannot be butchered | |
NOT_LIVING | Caste | Cannot be raised from the dead. | |
NOTHOUGHT | Caste | Creature doesn't require a [THOUGHT] body part to survive. If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech. |
O
Token | Type | Arguments | Description |
---|---|---|---|
ODOR_LEVEL | Caste | number | How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50. |
ODOR_STRING | Caste | string | What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used. |
OPPOSED_TO_LIFE | Caste | Is hostile to all creatures except undead and other non-living ones. Used for Undead. | |
ORIENTATION | Caste | MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance | Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The values themselves are simply ratios and do not need to add up to any particular value. |
P
Token | Type | Arguments | Description |
---|---|---|---|
PACK_ANIMAL | Caste | Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures! | |
PARALYZEIMMUNE | Caste | The creature is immune to all paralyzing special attacks. | |
PATTERNFLIER | Caste | Unknown. No creatures currently have this token. | |
PEARL | Caste | In earlier versions, creature would generate pearls. Does nothing in the current version. | |
PENETRATEPOWER | Caste | value | Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. |
PERSONALITY | Caste |
|
Determines the range and chance of personality traits. Standard is 0:50:100. See Personality trait for more info. |
PET | Caste | Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the problems that entails. | |
PET_EXOTIC | Caste | Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?[Verify] Adding this to civilization members will classify them as pets instead of citizens, with all the problems that entails. | |
PETVALUE | Caste | value | How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. |
PETVALUE_DIVISOR | Caste | value | Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune. |
PHYS_ATT_CAP_PERC | Caste |
|
Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher). |
PHYS_ATT_RANGE | Caste |
|
Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000. |
PHYS_ATT_RATES | Caste |
|
Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE. |
PLUS_BP_GROUP | Caste |
|
Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP. |
PLUS_MATERIAL | Creature |
|
Adds a material to selected materials. Used immediately after SELECT_MATERIAL. |
POP_RATIO | Caste | Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY. | |
POPULATION_NUMBER | Creature | min:max | The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. |
POWER | Caste | Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. | |
PREFSTRING | Creature | string | Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random |
PROFESSION_NAME | Creature |
|
The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead. |
PRONE_TO_RAGE | Caste | Chance | Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore. |
PUS | Caste |
|
The creature has pus. Specifies the stuff secreted by infected wounds. |
R
Token | Type | Arguments | Description |
---|---|---|---|
RELSIZE | Caste |
|
Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers. |
REMAINS | Caste | singular:plural | What creature's remains are called. |
REMAINS_COLOR | Caste | What color creature's remains are. | |
REMAINS_ON_VERMIN_BITE_DEATH | Caste | Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites. | |
REMAINS_UNDETERMINED | Caste | Unknown. | |
REMOVE_MATERIAL | Creature |
|
Removes a material from a creature. |
REMOVE_TISSUE | Creature |
|
Removes a tissue from a creature. |
RETRACT_INTO_BP | Caste |
|
The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. |
RETURNS_VERMIN_KILLS_TO_OWNER | Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously. | ||
ROOT_AROUND | Caste | Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode. |
S
Token | Type | Arguments | Description |
---|---|---|---|
SAVAGE | Creature | The creature will only show up in "savage" biomes. | |
SECRETION | Caste |
|
creates a secreted material on given tissue on a given part of the body. Valid triggers are:
|
SELECT_ADDITIONAL_CASTE | Creature |
|
adds an additional previously defined caste to the selection. Used after SELECT_CASTE. |
SELECT_CASTE | Creature |
|
selects a previously defined caste |
SELECT_MATERIAL | Creature |
|
Selects a locally defined material. Can be ALL. |
SEMIMEGABEAST | Caste | Essentially the same as MEGABEAST, but more of them are created during worldgen. | |
SENSE_CREATURE_CLASS | Caste | Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.
| |
SET_BP_GROUP | Caste |
|
Begins a selection of body parts. |
SET_TL_GROUP | Caste |
|
begins a selection of tissue layers |
SHEARABLE_TISSUE_LAYER | Caste |
|
Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable). |
SKILL_LEARN_RATE | Caste | skill_token:percentage | The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function. |
SKILL_LEARN_RATES | Caste | percentage | The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function. |
SKILL_RATE | Caste | skill_token:percentage:value:value:value | As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function. |
SKILL_RATES | Caste |
|
Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function. |
SKILL_RUST_RATE | Caste | skill_token:value:value:value | The rate at which this skill decays. Lower values cause the skill to decay faster. Requires CAN_LEARN or INTELLIGENT to function. |
SKILL_RUST_RATES | Caste | value:value:value | The rate at which all skills decay. Lower values cause the skills to decay faster. Requires CAN_LEARN or INTELLIGENT to function. |
SLOW_LEARNER | Caste | Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].[Verify] Used for ogres and giants. Applicable to player races. | |
SMALL_REMAINS | Caste | Creature leaves a "remains" instead of a corpse. Used for vermin. | |
SMELL_TRIGGER | Creature | value | Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all. |
SOLDIER_ALTTILE | Creature | 'character' or tile number | If this creature is active in its civilization's military, it will blink between its default tile and this one. |
SOUND | Caste |
|
Creature makes sounds periodically, which can be heard in Adventure mode.
with the text in bold being the description arguments of the token. |
SPECIFIC_FOOD | Caste |
|
Creature can will only graze or eat the designated plant or creature parts. |
SPEECH | Creature | speech file | Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech. |
SPEECH_FEMALE | Creature | speech file | Boasting speeches relating to killing females of this creature. |
SPEECH_MALE | Creature | speech file | Boasting speeches relating to killing males of this creature. |
SPHERE | Creature |
|
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, and the creature's name. |
SPOUSE_CONVERSION_TARGET | Caste | This creature can be converted by a night creature with SPOUSE_CONVERTED. | |
SPOUSE_CONVERTER | Caste | If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen. It may also start families this way. | |
STANCE_CLIMBER | Caste[Verify] | Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead. | |
STANDARD_GRAZER | Caste | Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers. | |
SUPERNATURAL | Caste | Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown. | |
SWIMS_INNATE | Caste | The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. | |
SWIMS_LEARNED | Caste | The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. |
T
Token | Type | Arguments | Description |
---|---|---|---|
TENDONS | Caste |
|
The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb. |
THICKWEB | Caste | The creature's webs can catch larger creatures. | |
TISSUE | Creature | name | Begins defining a tissue in the creature file. |
TITAN | Caste | Found on titans. Cannot be specified in user-defined raws. | |
TL_COLOR_MODIFIER | Caste | COLOR:freq:COLOR:freq etc. | Creates a list of color patterns, giving each a relative frequency. |
TLCM_GENETIC_MODEL | Caste | The way the color modifier is passed on to offspring. May or may not work right now.[Verify] | |
TLCM_IMPORTANCE | Caste |
|
Presumably modifies the importance of the tissue layer color modifier, for description purposes.
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures. |
TLCM_NOUN | Caste |
|
Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. |
TLCM_TIMING | Caste |
|
determines the point in the creature's life where the color change begins |
TRADE_CAPACITY | Caste | How much the creature can carry when used by merchants. | |
TRAINABLE | Caste | Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR]. | |
TRAINABLE_HUNTING | Caste | Can be trained as a hunting beast, increasing speed. | |
TRAINABLE_WAR | Caste | Can be trained as a war beast, increasing strength and endurance. | |
TRANCES | Caste | Allows the creature to go into martial trances. | |
TRAPAVOID | Caste | The creature is immune to traps. Probably every procedurally generated megabeast has this. | |
TRIGGERABLE_GROUP | Creature | min:max | A large swarm of vermin can be disturbed, usually in Adventure mode.[Verify] |
TSU_NOUN | Caste |
|
Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style. |
U
Token | Type | Arguments | Description |
---|---|---|---|
UBIQUITOUS | Creature | Creature will occur in every region with the correct biome. Does not apply to evil/good tags. | |
UNDERGROUND_DEPTH | Creature |
|
Depth the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. A single argument may be used instead of min and max. Only magma creatures use 4 or 5 in the default raws. Demons use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1. |
UNDERSWIM | Caste | Creature swims under the water and can't be seen. Seems to be a relic from the 2D era. | |
UNIQUE_DEMON | Caste | Typically found on generated demons; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws. | |
USE_CASTE | Creature |
|
Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste." |
USE_MATERIAL | Creature |
|
Defines a new local creature material and populates it with all properties defined in the specified local creature material. |
USE_MATERIAL_TEMPLATE | Creature |
|
Defines a new local creature material and populates it with all properties defined in the specified template. |
USE_TISSUE | Creature |
|
Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument. |
USE_TISSUE_TEMPLATE | Creature |
|
Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. |
UTTERANCES | Caste | Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'. |
V
Token | Type | Arguments | Description |
---|---|---|---|
VEGETATION | Caste | The creature is made of swamp stuff. Used for grimelings. | |
VERMIN_BITE | Caste |
|
Vermin bites, and injects something. |
VERMIN_EATER | Creature | The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER. | |
VERMIN_FISH | Creature | The vermin appears in water and will attempt to swim around. | |
VERMIN_GROUNDER | Creature | The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag). | |
VERMIN_HATEABLE | Caste | Some dwarves will hate the creature and get unhappy thoughts when around it. | |
VERMIN_MICRO | Caste | This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants). | |
VERMIN_NOFISH | Caste | The creature cannot be caught by fishing. | |
VERMIN_NOROAM | Caste | The creature will not be observed randomly roaming about the map. | |
VERMIN_NOTRAP | Caste | The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around. | |
VERMIN_ROTTER | Creature | Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?[Verify] | |
VERMIN_SOIL | Creature | The creature randomly appears near dirt or mud. | |
VERMIN_SOIL_COLONY | Creature | The vermin will appear in a single tile cluster of many vermin, such as a colony of ants. | |
VERMINHUNTER | Caste | Old shorthand for "does cat stuff". Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER]. | |
VESPERTINE | Caste | Sets if the creature is active in evening. | |
VIEWRANGE | Caste | value | Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20. |
VISION_ARC | Caste[Verify] |
|
The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision. |
W
Token | Type | Arguments | Description |
---|---|---|---|
WAGON_PULLER | Caste | Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals. | |
WEBBER | Caste | Allows the creature to create webs, and defines what the webs are made of. | |
WEBIMMUNE | Caste | The creature will not get caught in thick webs. |
Attack Tokens
Token | Type | Arguments | Description |
---|---|---|---|
ATTACK_SKILL | Caste | Defines the skill used by the attack. | |
ATTACK_VERB | Caste | 2nd person:3rd person | Descriptive text for the attack. |
ATTACK_CONTACT_PERC | Caste |
|
The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%. |
ATTACK_PENETRATION_PERC | Caste |
|
The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000. |
ATTACK_PRIORITY | Caste |
|
Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference. |
ATTACK_VELOCITY_MODIFIER | Caste | number | The velocity multiplier of the attack, multiplied by 1000. |
ATTACK_FLAG_CANLATCH | Caste | Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume. | |
ATTACK_FLAG_WITH | Caste | In adventure mode, displays the name of the body part used by an attack when announcing the attack. | |
ATTACK_FLAG_EDGE | Caste | The attack is edged, with all the effects on physical resistance and contact area that it entails. | |
ATTACK_PREPARE_AND_RECOVER | Caste |
|
Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks. |
ATTACK_FLAG_BAD_MULTIATTACK | Caste | Multiple strikes with this attack cannot be performed effectively. | |
ATTACK_FLAG_INDEPENDENT_MULTIATTACK | Caste | Multiple strikes with this attack can be performed with no penalty. | |
SPECIALATTACK_INJECT_EXTRACT | Caste |
|
attack type addition that injects a material into the victim. |
SPECIALATTACK_INTERACTION | Caste | interaction | When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. |
SPECIALATTACK_SUCK_BLOOD | Caste | min:max | Successful attack draws out an amount of blood randomized between the min and max value. Beware that this will trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too. |
Important Related Tokens
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)
Tissue Modification
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also Tissue definition token)
Token | Type | Arguments | Description |
---|---|---|---|
PLUS_TISSUE_LAYER | Caste |
|
Adds a tissue to those selected |
PLUS_TL_GROUP | Caste |
|
continues a selection of tissue layers |
SELECT_TISSUE | Creature |
|
Selects a tissue for editing. |
SELECT_TISSUE_LAYER | Caste |
|
Selects a tissue layer for descriptor and cosmetic purposes.
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY] |
SET_LAYER_TISSUE | Caste | Sets a tissue layer to be made of a different tissue. | |
TISSUE_LAYER | Caste |
|
Adds the tissue layer to wherever it is required.
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing |
TISSUE_LAYER_OVER | Caste |
|
Presumably a counterpart to TISSUE_LAYER_UNDER (see below). |
TISSUE_LAYER_UNDER | Caste |
|
Adds the tissue layer under a given part.
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man: |
TISSUE_LAYER_APPEARANCE_MODIFIER | Caste |
|
sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY |
TISSUE_STYLE_UNIT | Caste |
|
sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS. |
TL_CONNECTS | Caste | Presumably gives the CONNECTS attribute to selected layers. | |
TL_HEALING_RATE | Caste | Presumably changes the HEALING_RATE of the selected tissue layers. | |
TL_MAJOR_ARTERIES | Caste | Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin. | |
TL_PAIN_RECEPTORS | Caste | Seems to set new number of pain receptors for selected tissue layers. | |
TL_RELATIVE_THICKNESS | Caste | Seems to set new relative thickness for selected tissue layers. | |
TL_VASCULAR | Caste | Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers. |