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Difference between revisions of "40d:Entity token"
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== Behavior == | == Behavior == | ||
− | [ABUSE_BODIES] | + | [ABUSE_BODIES] heads on pikes or something i think |
− | [ACTIVE_SEASON:season] | + | [ACTIVE_SEASON:season] which season they'll come talk to you and/or piss you off |
− | [AMBUSHER] | + | [AMBUSHER] if pissed at you sneaks around and shoots at straggling members of your society |
[AT_PEACE_WITH_WILDLIFE] what do you think | [AT_PEACE_WITH_WILDLIFE] what do you think | ||
− | [BABYSNATCHER] | + | [BABYSNATCHER] steals babies no i don't know why this doesn't have an underscore chalk it up to lack of a design document |
− | [DIPLOMAT] | + | [DIPLOMAT] diplomat comes talk to you |
− | [DIPLOMAT_BODYGUARDS] | + | [DIPLOMAT_BODYGUARDS] diplomat has those guardies |
[ENTITY_GROUPING:*] GOOD EVIL or NUISANCE | [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE | ||
[INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals | [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals | ||
− | [ITEM_THIEF] | + | [ITEM_THIEF] steals items |
− | [MERCHANT_BODYGUARDS] | + | [MERCHANT_BODYGUARDS] merchant has bodyguards |
− | [MERCHANT_NOBILITY] | + | [MERCHANT_NOBILITY] civ has a merchant prince or whatever |
[PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once youve reached that size | [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once youve reached that size | ||
[PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once youve reached that size | [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once youve reached that size | ||
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[RESPECT_ANIMALS] wont buy animal stuff | [RESPECT_ANIMALS] wont buy animal stuff | ||
[RESPECT_TREES] wont buy wood stuff | [RESPECT_TREES] wont buy wood stuff | ||
− | [SIEGER] | + | [SIEGER] obviously we must invade |
− | [SKULKING] | + | [SKULKING] precioussss |
− | [TREE_CAP_DIPLOMACY] | + | [TREE_CAP_DIPLOMACY] katamari diplomacy |
Revision as of 22:52, 9 February 2008
These tokens define entities, or civilizations, in entity_*.txt files.
Items and Animals Used
[AMMO:item token] [ARMOR:item token:rarity] [ARMOR:item token] [DIGGER:item token] [GLOVES:item token:rarity] [HELM:item token:rarity] [INSTRUMENT:item token] [PANTS:item token:rarity] [SHIELD:item token] [SHOES:item token:rarity] [SIEGEAMMO:item token] [TOY:item token] [TRAPCOMP:item token] [WEAPON:item token]
[USE_ANIMAL_PRODUCTS] [USE_ANY_PET_RACE] [USE_CAVE_ANIMALS] [USE_EVIL_ANIMALS] [USE_EVIL_PLANTS] [USE_EVIL_WOOD] [USE_GOOD_ANIMALS] [USE_GOOD_PLANTS] [USE_GOOD_WOOD] [USE_MISC_PROCESSED_WOOD_PRODUCTS] [COMMON_DOMESTIC_MOUNT] [COMMON_DOMESTIC_PACK] [COMMON_DOMESTIC_PET] [COMMON_DOMESTIC_PULL] [RIVER_PRODUCTS] [OCEAN_PRODUCTS] [INDOOR_FARMING] [OUTDOOR_FARMING] [CLOTHING] [SUBTERRANEAN_CLOTHING] [EQUIPMENT_IMPROVEMENTS] [ITEM_IMPROVEMENT_MODIFIER:*:*] [IMPROVED_BOWS] [MINOR_METAL] [LOW_SKILL]
Gameplay
[ADVENTURE_TIER:number] defines where this will appear on the list of races to pick on adventure mode no I have no idea why this exists [INDIV_CONTROLLABLE] adventure mode [CIV_CONTROLLABLE] dorf fortress mode
Placement
[CREATURE:*] entity will pick one of this at random to populate when generated [START_GROUP_NUMBER:*] number of breeding couples to start with per entity [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species [MAX_SITE_POP_NUMBER:number] max population per individual site [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN [LIKES_SITE:*] ditto; for colonizing or whatever [TOLERATES_SITE:*] tritto; for migrants [START_BIOME:biome token] birth of civilization can be performed on this biome [BIOME_SUPPORT:biome token:number] number goes from 0 to 10, unlike every other fricking scale in this game [FOREST_SETTLEMENTS] these tokens are kinda lonely now that all of their work was subletted to other tokens [MOUNTAIN_SETTLEMENTS] they are sad and cold [PLAINS_SETTLEMENTS] wont you give them a home [UNDEAD_CANDIDATE] entity can be used to make the skellingtons
Flavor
[CURRENCY:metal token:value] what kind of metals the civ uses for coin minting [CURRENCY_BY_YEAR] adds the year to each coin made because the name of the item is not larger than the game window yet [ART_FACET_MODIFIER:*:*] scale goes from 0 to 25600 where 256 is the default see I told you [ART_IMAGE_ELEMENT_MODIFIER:*:*] they just can't decide on a standardised scale for stuff [TRANSLATION:*] I mean jesus fahrenheit plus 10000 for temperatures you don't even write stuff down [CULL_SYMBOL:*:*] in fahrenheit in the comments you use celsius throughout why would you use [SELECT_SYMBOL:*:*] fahrenheit it is a bad scale that only keeps being used because americans are [FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color [METAL_PREF] creatures of this entity like certain metals [STONE_PREF] creatures of this entity like certain stones [WOOD_PREF] creatures of this entity like certain woods [GEM_PREF] creatures of this entity like certain gems
Religion
[RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy [SPHERE_ALIGNMENT:*:*]
Leadership
[CAN_HAVE_MILITARY_LEADER] i can has military leader? [CAN_HAVE_MILITARY_SITE_LEADER] i can has military site leader? [LEADER_TYPE:profession token] king, bookkeeper, drunk, whateva [SITE_LEADER_TYPE:profession token] [MAYOR]
Behavior
[ABUSE_BODIES] heads on pikes or something i think [ACTIVE_SEASON:season] which season they'll come talk to you and/or piss you off [AMBUSHER] if pissed at you sneaks around and shoots at straggling members of your society [AT_PEACE_WITH_WILDLIFE] what do you think [BABYSNATCHER] steals babies no i don't know why this doesn't have an underscore chalk it up to lack of a design document [DIPLOMAT] diplomat comes talk to you [DIPLOMAT_BODYGUARDS] diplomat has those guardies [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals [ITEM_THIEF] steals items [MERCHANT_BODYGUARDS] merchant has bodyguards [MERCHANT_NOBILITY] civ has a merchant prince or whatever [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once youve reached that size [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once youve reached that size [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once youve reached that size [RESPECT_ANIMALS] wont buy animal stuff [RESPECT_TREES] wont buy wood stuff [SIEGER] obviously we must invade [SKULKING] precioussss [TREE_CAP_DIPLOMACY] katamari diplomacy