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Difference between revisions of "40d:Entity token"
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Hex Decimal (talk | contribs) (Starting to change this to the same style as Creature Tokens. Finished the most important ones first.) |
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These tokens define entities, or [[civilizations]], in entity_*.txt files. | These tokens define entities, or [[civilizations]], in entity_*.txt files. | ||
+ | |||
+ | |||
+ | == Gameplay == | ||
+ | {| border="1" cellpadding="2" width="100%" | ||
+ | ! width="20%" | Token | ||
+ | ! width="20%" | Arguments | ||
+ | ! width="60%" | Description | ||
+ | |||
+ | |- | ||
+ | | ADVENTURE_TIER | ||
+ | | order | ||
+ | | allows adventure mode, the number determines the order in the list and must be in an order. If there is no tier 4 there can not be a tier 5. Humans, Elves, and Dwarves take up tier 1, 2, and 3 respectfully. | ||
+ | [ADVENTURE_TIER:4] | ||
+ | |||
+ | |- | ||
+ | | INDIV_CONTROLLABLE | ||
+ | | | ||
+ | | allows the Play Now! option adventure mode. | ||
+ | |||
+ | |- | ||
+ | | CIV_CONTROLLABLE | ||
+ | | | ||
+ | | allows fortress mode. | ||
+ | |||
+ | |- | ||
+ | | CREATURE | ||
+ | | creature | ||
+ | | if there is more then one CREATURE token the entity will pick one of them at random to populate when generated | ||
+ | [CREATURE:DWARF] | ||
+ | |||
+ | |} | ||
+ | |||
+ | == Placement == | ||
+ | |||
+ | {| border="1" cellpadding="2" width="100%" | ||
+ | ! width="20%" | Token | ||
+ | ! width="20%" | Arguments | ||
+ | ! width="60%" | Description | ||
+ | |||
+ | |- | ||
+ | | BIOME_SUPPORT | ||
+ | | | ||
+ | * biome | ||
+ | * frequency | ||
+ | | frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there. | ||
+ | [BIOME_SUPPORT:ANY_GRASSLAND:4] | ||
+ | |||
+ | |- | ||
+ | | START_BIOME | ||
+ | | biome | ||
+ | | birth of the civilization can be performed on this biome | ||
+ | |||
+ | |- | ||
+ | | DEFAULT_SITE_TYPE | ||
+ | | sitetype | ||
+ | | options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN | ||
+ | |||
+ | |- | ||
+ | | LIKES_SITE | ||
+ | | sitetype | ||
+ | | most residents will try to move to this site type, unless already at one. | ||
+ | |||
+ | |- | ||
+ | | TOLERATES_SITE | ||
+ | | sitetype | ||
+ | | some residents will try to move to this site type, unless already at one. | ||
+ | |||
+ | |} | ||
== Items and Animals Used == | == Items and Animals Used == | ||
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[LOW_SKILL] | [LOW_SKILL] | ||
− | |||
− | |||
− | |||
− | |||
− | == | + | == Population == |
− | |||
[START_GROUP_NUMBER:*] number of breeding couples to start with per entity | [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_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_SITE_POP_NUMBER:number] max population per individual site | ||
[MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen | [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
[UNDEAD_CANDIDATE] entity can be used to make the undead in ruins | [UNDEAD_CANDIDATE] entity can be used to make the undead in ruins | ||
+ | |||
== Flavor == | == Flavor == |
Revision as of 02:22, 26 February 2008
These tokens define entities, or civilizations, in entity_*.txt files.
Gameplay
Token | Arguments | Description |
---|---|---|
ADVENTURE_TIER | order | allows adventure mode, the number determines the order in the list and must be in an order. If there is no tier 4 there can not be a tier 5. Humans, Elves, and Dwarves take up tier 1, 2, and 3 respectfully.
[ADVENTURE_TIER:4] |
INDIV_CONTROLLABLE | allows the Play Now! option adventure mode. | |
CIV_CONTROLLABLE | allows fortress mode. | |
CREATURE | creature | if there is more then one CREATURE token the entity will pick one of them at random to populate when generated
[CREATURE:DWARF] |
Placement
Token | Arguments | Description |
---|---|---|
BIOME_SUPPORT |
|
frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there.
[BIOME_SUPPORT:ANY_GRASSLAND:4] |
START_BIOME | biome | birth of the civilization can be performed on this biome |
DEFAULT_SITE_TYPE | sitetype | options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN |
LIKES_SITE | sitetype | most residents will try to move to this site type, unless already at one. |
TOLERATES_SITE | sitetype | some residents will try to move to this site type, unless already at one. |
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] allow civ to use river products in the goods it has available for trade. [OCEAN_PRODUCTS] allow civ to use ocean products in the goods it has available for trade. [INDOOR_FARMING] determines if inside farms will be generated for civ towns. [OUTDOOR_FARMING] determines if outside farms will be generated for civ towns. [CLOTHING] civ members will attempt to wear clothing [SUBTERRANEAN_CLOTHING] Will wear things made of spider silk and other subterranean materials. [EQUIPMENT_IMPROVEMENTS] Allows items to be improved (needs verified) [IMPROVED_BOWS] [MINOR_METAL] Has a preference for weak metals (copper) [LOW_SKILL]
Population
[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 [UNDEAD_CANDIDATE] entity can be used to make the undead in ruins
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 [ART_FACET_MODIFIER:*:*] OWN_RACE, FANCIFUL, EVIL, GOOD:scale goes from 0 to 25600 where 256 is the default [ART_IMAGE_ELEMENT_MODIFIER:*:*] CREATURE, PLANT, TREE, SHAPE, ITEM:0-25600 [ITEM_IMPROVEMENT_MODIFIER:*:*] ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600 [TRANSLATION:*] What language raw the entity uses [CULL_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to not use the words in these SYM sets [SELECT_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to always use the words in these SYM sets [FRIENDLY_COLOR:*:*:*] <front>:<back>:<brightness> see color for values [METAL_PREF] enables creatures of this entity to have a preference for one or more metals [STONE_PREF] enables creatures of this entity to have a preference for one or more stones [WOOD_PREF] enables creatures of this entity to have a preference for one or more types of wood [GEM_PREF] enables creatures of this entity to have a preference for one or more gems
Religion
[RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER [RELIGION_SPHERE:*] Can by any available Sphere. Multiple entries are possible. Religions will tend to have the spheres listed, but will also have other spheres. [SPHERE_ALIGNMENT:*:*]
Leadership
[CAN_HAVE_MILITARY_LEADER] Allows the entity to have a military leader. [CAN_HAVE_MILITARY_SITE_LEADER] Allow the entity to have military minor leaders. [LEADER_TYPE:profession token] Makes the leader this profession, uses tileset professions [SITE_LEADER_TYPE:profession token]Makes the minor leaders this profession, uses tileset professions [MAYOR] civ settlements have a mayor
Behavior
[ABUSE_BODIES] heads on pikes, possible others? [ACTIVE_SEASON:season] which season they'll come talk to you and/or invade [AMBUSHER] when invading sneaks around and shoots at straggling members of your society [AT_PEACE_WITH_WILDLIFE] will not attack wildlife. [BABYSNATCHER] sends thieves to steal babies [DIPLOMAT] diplomat comes talk to you [DIPLOMAT_BODYGUARDS] diplomat has guards [ENTITY_GROUPING:*] FRIENDLY, EVIL or NUISANCE [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals [ITEM_THIEF] sends thieves to steal items [MERCHANT_BODYGUARDS] merchant has bodyguards [MERCHANT_NOBILITY] civ has a merchant prince [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come to site once population at site has reached that level [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come to site once created wealth has reached that level [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come to site once exported goods has reached that level [RESPECT_ANIMALS] will not buy animal based items and is angered at the attempt [RESPECT_TREES] will not buy wooden items and is angered at the attempt [SIEGER] allows the entity to invade your fortress if angered. (needs verified) [SKULKING] This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time [TREE_CAP_DIPLOMACY] Makes the entity angry if you cut down too many trees.