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Difference between revisions of "Creature token"

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| Can talk. Note that it is not necessary for a creature to gain social skills.
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*CREATURE NAME
 
*CREATURE NAME
| Copies Creature, but not Caste tags from another specified creature. Used when making creature variations (i.e. giants and animal people). Often used in combination with [[#APPLY_CREATURE_VARIATION]] to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giants and animal people.
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| Copies Creature, but not Caste tags from another specified creature. Used when making creature variations (i.e. [[giant]]s and [[animal people]]). Often used in combination with [[#APPLY_CREATURE_VARIATION]] to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giants and animal people.
  
 
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Revision as of 20:57, 18 March 2020

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.


Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

A

Token Type Arguments Description
 ADOPTS_OWNER Caste Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. Used by cats in the vanilla game. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a preference for their species.
 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 the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.
 ALTTILE Creature 'character' or tile number If set, the creature will blink between its TILE and its ALTTILE.
 AMBUSHPREDATOR Caste Found on LARGE_PREDATORs who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures.[Verify]
 AMPHIBIOUS Caste Allows a creature to breathe with or without water. Does not prevent drowning in magma.
 APP_MOD_DESC_RANGE Caste
  • Range
Forum post describing how description ranges work
 APP_MOD_GENETIC_MODEL Caste
  • Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.
 APP_MOD_IMPORTANCE Caste
  • number
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify]
 APP_MOD_NOUN Caste
  • noun
  • SINGULAR or PLURAL
Creates a noun for the appearance and whether it is singular or plural.
 APP_MOD_RATE Caste
  • Rate (integer)
  • Scale (DAILY, YEARLY)
  • min:max of growth
  • start year:start day
  • end year:end day
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 Caste
  • CV TEMPLATE NAME
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 the object testing arena's creature spawning 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
  • token
  • bodypart
  • selection criteria
  • location
Defines the attack name, and the body part used. See below for valid subtokens

Example:
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]
GORE : name of the attack
BODYPART:BY_CATEGORY:HORN : the horn is used to attack (presuming the creature has one)

 ATTACK_TRIGGER Caste population:exported wealth:created wealth Specifies when a megabeast or semi-megabeast will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.
Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

B

Token Type Arguments Description
 BABY Caste integer Age at which creature is considered a child, the 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 integer Creature may be subject to beaching, becoming stranded on shores, where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be aquatic. Used by orcas, sperm whales and sea nettle jellyfish in the vanilla game.
 BENIGN Caste The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the [LARGE_PREDATOR] tag. When tamed, animals with this tag will be useless for fortress defense.
 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:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH]
This is the body from a purring maggot. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.

If the body is left undefined, the creature will cause a crash whenever it spawns.

 BODY_APPEARANCE_MODIFIER Caste
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest
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_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
HEIGHT : marks the height to be changed
90:95:98:100:102:105:110 : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.

 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_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
This creates the detailed body of a fox, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.
A maggot would only need:
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]

 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:
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:12:0:220000]
This describes the size of a minotaur. His birth size would be 10,000 cm3 (~10 kg). At 1 year and 168 days old he would be 50,000 cm3 (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm3 and weigh roughly 220 kg.

 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. Adventurers with this token are currently unable to eat bones.Bug:11069
 BP_ADD_TYPE Caste Adds a type to a body part. Used with SET_BP_GROUP.

In vanilla DF, this is used for adding the type 'GELDABLE' to the lower body of certain creatures.

 BP_APPEARANCE_MODIFIER Caste
  • QUALITY
  • lowest:lower:low:median:high:higher:highest
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.
Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

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. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten 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 this is not necessary for a creature to gain social skills.
 CANNOT_CLIMB Caste Creature cannot climb, even if it has free grasp parts.
 CANNOT_JUMP Caste Creature cannot jump.
 CANNOT_UNDEAD Caste Acts as NOT_LIVING, except that [OPPOSED_TO_LIFE] creatures will attack them.
 CANOPENDOORS Caste Allows the creature to open doors that are set to be unpassable for pets.
 CARNIVORE Caste Creature only eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.
 CASTE Creature
  • name
Defines a caste.
 CASTE_ALTTILE Caste
  • tile number or "letter"
Caste-specific ALTTILE. Requires CASTE_TILE.
 CASTE_COLOR Caste
  • fg
  • bg
  • brightness
Caste-specific COLOR.
 CASTE_GLOWCOLOR Caste
  • fg
  • bg
  • brightness
Caste-specific GLOWCOLOR.
 CASTE_GLOWTILE Caste
  • tile value or "letter"
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
  • tile number or "letter"
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. If available to animal trainers, allows the creature's offspring to be rendered fully tame if trained during their childhood.
 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
  • min
  • max
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. Defaults to 1:1 if not specified.
 CLUTCH_SIZE Caste
  • min
  • max
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 by some water-dwelling vermin such as mussels, nautiluses and oysters.
 CRAZED Caste Creature is 'berserk' and will attack all other creatures, except members of its own species that also have the CRAZED tag. It will show Berserk at the unit list. Berserk creatures go on rampages during worldgen much more frequently than non-berserk ones.
 COPY_TAGS_FROM Spec
  • CREATURE NAME
Copies Creature, but not Caste tags from another specified creature. Used when making creature variations (i.e. giants and animal people). Often used in combination with #APPLY_CREATURE_VARIATION to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giants and animal people.
 CREATURE_CLASS Caste
  • classname
An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.