v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Creature token"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(dragons intentionally burn in lava)
Line 583: Line 583:
 
| FIREIMMUNE_SUPER
 
| FIREIMMUNE_SUPER
 
|  
 
|  
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.
+
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE.
  
 
|-
 
|-

Revision as of 15:41, 13 September 2008

Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.

Since the game is in the Alpha stage, consider everything tentative.

Tokens

A

Token Arguments Description
ADD_VERSION 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.
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.
ALTTILE CP437 ordinal or 'character' If set, the creature will blink between its [TILE] and its [ALTTILE].

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

AMBUSHPREDATOR
AMPHIBIOUS Allows a creature to breathe with or without water.
AQUATIC Allows a creature to breathe underwater, but causes it to "drown" out of water.
ATTACK See the Attacks section.

B

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

[BABY:1]

BEACH_FREQUENCY value Whales and jellyfish have this.

[BEACH_FREQUENCY:10]

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

[BLOODTYPE:0]

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

[BODY:HUMANOID:2EYES:2EARS]

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

[BODYGLOSS:HOOF]

BOILING_POINT temperature The temperature at which the creature boils into goo. DF temperature scale
BONE_BOILING_POINT temperature The boiling point of the creature's bones.
BONE_COLDDAM_POINT temperature The low temperature at which the creature's bones start getting damaged.
BONE_FIXED_TEMP temperature The temperature that the creature's bones give off.
BONE_HEATDAM_POINT temperature The high temperature where the bones start taking damage.
BONE_IGNITE_POINT temperature The temperature at which point the creature's bones burst into flame.
BONE_MELTING_POINT temperature The temperature at which the creature's bones melt.
BONE_SPEC_HEAT not a temperature
BONECARN Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).
BUILDINGDESTROYER 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 only. They can't destroy homes during world gen as (semi)megabeasts.

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. [BUILDINGDESTROYER:2]

BUTCHERABLE_NONSTANDARD If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the Butcher's Shop and slain). If it dies of any other cause, the corpse cannot be butchered.

C

Token Arguments Description
CAN_CIV Can create civilizations. This tag may activate hunger and thirst. Needs confirmation.
CAN_LEARN A creature with this tag can gain skill experience.
CAN_SPEAK Can talk.
CANNOT_UNDEAD Cannot become undead.
CARNIVORE Creature only eats meat.
CANOPENDOORS Allows the creature to open doors.
CAVE_ADAPT Gives the creature a bonus in caves. Also causes Cave adaptation.
CHEESE_BOILING_POINT temperature The temperature at which the creature's cheese (if any) boils away.
CHEESE_COLDDAM_POINT temperature The temperature at which the creature's cheese (if any) starts taking cold damage.
CHEESE_FIXED_TEMP temperature The temperature emitted by one unit of the creature's cheese (if any).
CHEESE_HEATDAM_POINT temperature The temperature at which the cheese made from the creature's milk starts taking damage.
CHEESE_IGNITE_POINT temperature The temperature at which the creature's cheese bursts into flame.
CHEESE_MELTING_POINT temperature The temperature at which the creature's cheese melts into goo.
CHEESE_SPEC_HEAT not a temperature
CHEESE_VALUE value The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.
CHILD age Age at which a child becomes an adult.

[CHILD:12]

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

[CHILDNAME:hippo calf:hippo calves]

CHITIN When the creature is butchered, it drops chitin, which functions as leather.
CRAFTSMAN_NAME
  • singular
  • plural
Sets the name of the craftsman profession.

[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]

CREPUSCULAR Sets if the creature is active in twilight.
CLUSTER_NUMBER
  • minimum
  • maximum
The minimum/maximum numbers of how many creatures per spawned cluster.

[CLUSTER_NUMBER:1:3]

COLOR
  • fg (foreground)
  • bg (background)
  • br (brightness)
Color of the creature's tile.

[COLOR:3:0:0]

COOKABLE_LIVE Set this to allow the creature to be cooked in meals without having to butcher it first.
CREATURE name What the game looks for when generating creatures.

[CREATURE:DWARF]

COLDDAM_POINT temperature The minimum temperature limit before the creature starts taking damage from freezing.
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
CURIOUSBEAST_EATER
CURIOUSBEAST_ITEM Allows a creature to steal things (usually food?).
CURIOUSBEAST_GUZZLER Will steal alcohol? Implies CURIOUSBEAST.

D

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

[DAMBLOCK:1]

DEFENDER Appears from the glowing pits.
DIFFICULTY number Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks."

[DIFFICULTY:2]

DIURNAL Sets if the creature is active in day.
DRAGONFIREBREATH Creature breathes dragon level fire.
DRINK_BOILING_POINT temperature
DRINK_COLDDAM_POINT temperature
DRINK_FIXED_TEMP temperature
DRINK_HEATDAM_POINT temperature
DRINK_IGNITE_POINT temperature
DRINK_MELTING_POINT temperature
DRINK_SPEC_HEAT not a temperature

E

Token Arguments Description
ENDING Will show up after your fortress went 'Too Deep'. (confirm)
EQUIPMENT_WAGON Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.
EQUIPS Allows the creature to wear or wield items.
EVIL Determines whether creature can show up on "evil" maps (see Threat Matrix).
EXTRACT
  • name
  • value
  • ?
  • ?
Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.

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

EXTRACT_ANTIDOTE
  • name
  • value
  • ?
  • ?
  • ?
[EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]
EXTRACT_BOILING_POINT temperature The temperature value at which a unit of the creature's extract boils away.
EXTRACT_CHEESE
  • name
  • value
  • ?
  • ?
The extract gotten from the creature is a unit of cheese.

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

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

[EXTRACT_SIZE:10]

EXTRACT_SPEC_HEAT not a temperature


EXTRACT_STUN (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off. Can be delivered by SPECIALATTACK_INJECT_EXTRACT.
EXTRACT_STUN_INTERMITTENT (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals. Can be delivered by SPECIALATTACK_INJECT_EXTRACT.
EXTRACT_VALUE value The value per unit of the creature's extract.

[EXTRACT_VALUE:20]

EXTRAVISION Creature has enhanced vision (longer vision range, ie. at night).

F

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

[FAT:3]

FEMALE The creature is always female.
FIREBREATH The creature breathes fire.
FIREIMMUNE The creature is immune to all forms of fire, except DRAGONFIREBREATH.
FIREIMMUNE_SUPER The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE.
FISHITEM Needs to be cleaned at a fishery.
FIXED_TEMP temperature The natural heat generated by the creature. [FIXED_TEMP:1-?]
FLEEQUICK Determines how soon a creature flees in a losing battle.
FLIER Allows a creature to fly.
FREQUENCY time Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].

[FREQUENCY:42]

G

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

[GENPOWER:3]

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

[GLOWCOLOR:4:0:1]

GLOWTILE ascii

'character'

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

[GLOWTILE:'"']

GNAWER The creature chews on food storage containers.
GOOD Determines whether creature can show up on "good" maps (see Threat Matrix).
GRASSTRAMPLE amount Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.

[GRASSTRAMPLE:42]

H

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

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

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

I

Token Arguments Description
IGNITE_POINT temperature The temperature at which the creature will burst into flames. DF temperature scale
IMMOLATE Possessed by fire snake. Allows them to burn items they are standing on (food stockpile infested with fire snakes will be covered in spilled booze)?
IMMOBILE_LAND The creature is immobile while on land
INTELLIGENT Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.
ITEMCORPSE

NO_SUBTYPE

USE_RACEGLOSS USE_SHARPSTONE

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

[ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]

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

[ITEMCORPSE_QUALITY:5]


IVORY Creature will produce ivory when butchered. Currently doesn't work.

L

Token Arguments Description
LARGE_CAVERIVER In Fortress Mode, spawns from/near cave rivers.
LARGE_CHASM In Fortress Mode, spawns from/near chasms.
LARGE_LAVA In Fortress Mode, spawns from/near magma.
LARGE_PREDATOR Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress("ere the wolves get hungry.")
LARGE_ROAMING In Fortress Mode, spawns outdoors and is not a vermin creature.
LAYERING value How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.
LEATHER_BOILING_POINT temperature The temperature at which leather made from the creature's skins will boil away.
LEATHER_COLDDAM_POINT temperature The temperature at which leather made from the creature's skins will take damage.
LEATHER_FIXED_TEMP temperature The temperature that leather made from the creature's skins generates.
LEATHER_HEATDAM_POINT temperature The temperature at which leather made from the creature's skins will take damage.
LEATHER_IGNITE_POINT temperature The temperature at which leather made from the creature's skins will burst into flames.
LEATHER_MELTING_POINT temperature The temperature at which leather made from the creature's skins will melt away.
LEATHER_SPEC_HEAT not a temperature
LIGHT_GEN The creature will generate light, such as in adventurer mode at night.
LIKES_FIGHTING Determines whether creature "takes pleasure in slaughter" (after killing something in battle).
LISP Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."
LITTERSIZE
  • minumum
  • maximum
Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
LOCKPICKER Lets a creature open doors that are set to forbidden in Fortress Mode. Implies [TRAPAVOID]
LOOSE_CLUSTERS The creatures will scatter if they have this tag, or form tight packs if they don't.

M

Token Arguments Description
MAGICAL Allows a creature to use magic? (Requires confirmation)
MAGMA_VISION Creature's able to see while covered in magma.
MALE The creature is always male.
MATERIAL
MATUTINAL Sets if the creature is active in dawn.
MAXAGE
  • minimum
  • maximum
Sets the Min Max age for a creature. Used in world generating and Fortress Mode.

[MAXAGE:150:170]

MEANDERER Gives a creature random movement.
MEGABEAST Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.
MELTING_POINT temperature The temperature at which the creature will melt into goo.
MILKABLE frequency? Allows the creature to be milked. Currently only works with vermin creatures.
MISCHIEVIOUS Will pull any levers it comes across. (requires confirmation)
MODVALUE number Multiplies the value of items made from the creature by the number in the tag.

[MODVALUE:2]

MOUNT Allows the creature to be mounted.
MOUNT_EXOTIC You need the Dungeon master noble to mount the creature.
MULTIPLE_LITTER_RARE Makes litters with more than one offspring rare.
MUNDANE Marks if the creature is an actual real-life creature. Only used for age-names at present.

N

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

[NAME:dwarf:dwarves:dwarven]

NARROW The creature can only wear things that have the narrow tag on it.
NATURAL Animal
NO_AUTUMN Will not show up during the Autumn season.
NO_DRINK Creature does not need to drink.
NO_EAT Creature does not need to eat.
NO_GENDER No gender will be selected for the creature.
NO_SLEEP Creature does not need to sleep.
NO_SPRING Will not show up during the Spring season.
NO_SUMMER Will not show up during the Summer season.
NO_WINTER Will not show up during the Winter season.
NOBREATHE Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.
NOBLEED Creature doesn't bleed.
NOBONES Creature will not drop bones on death.
NOCTURNAL Sets if the creature is active in night.
NOEMOTION The creature has no emotions, and does not rage.
NOEXERT Creature can't become tired or over-exerted.
NOFEAR Creature doesn't feel fear and will never run away from battle.
NOMEAT Creature will not drop meat on death.
NONAUSEA Creature can't vomit.
NOPAIN Creature doesn't feel pain.
NOSKIN Creature will not drop skin on death.
NOSKULL Creature will not drop skull on death.
NOSMELLYROT Creatures' corpse does not create miasma.
NOSTUCKINS Weapons can't be stuck in creature.
NOSTUN Creature can't be stunned.
NOTHOUGHT Creature doesn't think, or doesn't require a [BRAIN] body part.
NOT_BUTCHERABLE Creature can't be butchered.

P

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

[PERSONALITY:IMAGINATION:0:55:100]

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

[PETVALUE:42]

POPULATION_NUMBER
  • minimum
  • maximum
The minimum/maximum numbers of how many of these creatures can show up on a map per year.

[POPULATION_NUMBER:42:42]

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

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

R

Token Arguments Description
REMAINS_COLOR
  • fg
  • bg
  • br
[REMAINS_COLOR:6:0:0]
REMAINS_UNDETERMINED

S

Token Arguments Description
SAVAGE Determines whether creature can show up on "savage" maps.
SEMIMEGABEAST Appears as boss creature in quests.
SESSILE_LAND Cannot move on land. (Note: No longer valid. Use [IMMOBLE_LAND].
SEVERONBREAKS Limbs and body parts sever on breakage.
SILK_BOILING_POINT temperature Temperature at which silk made from this creature's webs boils away.
SILK_COLDDAM_POINT temperature Temperature at which silk made from this creature's webs takes damage.
SILK_FIXED_TEMP temperature Temperature generated by the creature's web silk.
SILK_HEATDAM_POINT temperature Temperature at which silk made from this creature's webs takes damage.
SILK_IGNITE_POINT temperature Temperature at which silk made from this creature's webs bursts into flame.
SILK_MELTING_POINT temperature Temperature at which silk made from this creature's webs melts away.
SILK_SPEC_HEAT not a temperature
SIZE value How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants. Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.

[SIZE:6]

SLOW_LEARNER Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants
SMALLAQUATIC_CAVERIVER
SMALLAQUATIC_OCEAN
SMALLAQUATIC_RIVER
SMALLAQUATIC_SWAMP


SMALL_REMAINS If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.
SPECNAME
  • token
  • singular noun
  • plural noun
  • adjective
Sets a special name for certain instances.

[SPECNAME:MALE:bull:bulls:bull]

SPEC_HEAT not a temperature [SPEC_HEAT:409]
SPEECH filename Sets what speech.txt do use for the creature.

[SPEECH:dwarf.txt]

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

[SPEED:400]


SPHERE
STOUT Creature has a resistance to being knocked over.
STANDARD_FLESH
SWIMS_INNATE The creature naturally knows how to swim, as opposed to swims_learned below.
SWIMS_LEARNED The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally.
SWIM_SPEED value How fast the creature swims.

T

Token Arguments Description
THICKWEB The creature's webs can catch larger creatures.
TILE CP437 ordinal or 'character' The graphical representation of the creature.

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

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

[TRADE_CAPACITY:2000]

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

U

Token Arguments Description
UNDERSWIM Creature swims under the water and can't be seen.
UTTERANCES

V

Token Arguments Description
VEGETATION
VERMINHUNTER A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat).
VERMIN_BITE
  • amount injected?
  • name
  • effect (USE_EXTRACT)
[VERMIN_BITE:10:bitten:USE_EXTRACT]

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

VERMIN_EATER The creature can eat your food.
VERMIN_GROUNDER The creature can be picked up if you stand over it. (Requires confirmation)
I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)
VERMIN_HATEABLE Some dwarves will hate the creature and get unhappy thoughts when around it.
VERMIN_NOFISH The creature cannot be caught by fishing.
VERMIN_NOROAM The creature will not be observed randomly roaming about the map.
VERMIN_NOTRAP The creature cannot be caught by trappers or animal traps.
VERMIN_SOIL The creature randomly appears near dirt or mud.
VERMIN_SOIL_COLONY The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
VESPERTINE Sets if the creature is active in evening.
VIEWRANGE value How far the creature can see?

W

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

Attacks

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

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

Sets what natural attacks a creature has.
MAIN

SECOND

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

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

BYTYPE:GRASP

BYTOKEN:TAIL_STINGER

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

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

punch:punches Sets the verb for the attack.
1:2 Sets the Min Max for the damage.
BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD Sets the damage type for the attack.
[ATTACKFLAG_WITH] Attacks in combat inform which body part was used in the attack.

"Ratman punches Blargg with his right hand."

[ATTACKFLAG_CANLATCH] Allows the creature to latch on with the attack. "Crocodile latches on Blargg's head firmly."
[SPECIALATTACK_INJECT_EXTRACT:50:100] The creature injects an amount of its extract into a victim upon successfully using this attack. The significance of the amount is unknown (but probably determines duration before the extract wears off).
[SPECIALATTACK_SUCK_BLOOD:50:100] When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)