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Difference between revisions of "40d:Entity token"
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|- | |- | ||
| DEFAULT_SITE_TYPE | | DEFAULT_SITE_TYPE | ||
− | | | + | | site type |
| options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN | | options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN | ||
[DEFAULT_SITE_TYPE:CAVE_DETAILED] | [DEFAULT_SITE_TYPE:CAVE_DETAILED] | ||
Line 62: | Line 62: | ||
|- | |- | ||
| LIKES_SITE | | LIKES_SITE | ||
− | | | + | | site type |
| most residents will try to move to this site type, unless already at one. | | most residents will try to move to this site type, unless already at one. | ||
[LIKES_SITE:CAVE_DETAILED] | [LIKES_SITE:CAVE_DETAILED] | ||
Line 68: | Line 68: | ||
|- | |- | ||
| TOLERATES_SITE | | TOLERATES_SITE | ||
− | | | + | | site type |
| some residents will try to move to this site type, unless already at one. | | some residents will try to move to this site type, unless already at one. | ||
[TOLERATES_SITE:CITY] | [TOLERATES_SITE:CITY] | ||
Line 154: | Line 154: | ||
== Flavor == | == Flavor == | ||
− | + | {| border="1" cellpadding="2" width="100%" | |
− | + | ! width="20%" | Token | |
− | + | ! width="20%" | Arguments | |
− | + | ! width="60%" | Description | |
− | + | ||
− | + | |- | |
− | + | | CURRENCY | |
− | + | | | |
− | + | * metal token | |
− | + | * value | |
− | + | | what kind of metals the civ uses for coin minting | |
− | + | [CURRENCY:SILVER:5] | |
− | + | ||
− | + | |- | |
+ | | ART_FACET_MODIFIER | ||
+ | | | ||
+ | * type | ||
+ | * number | ||
+ | | OWN_RACE, FANCIFUL, EVIL, GOOD | ||
+ | number goes from 0 to 25600 where 256 is the default | ||
+ | [ART_FACET_MODIFIER:OWN_RACE:512] | ||
+ | |||
+ | |||
+ | |- | ||
+ | | ART_IMAGE_ELEMENT_MODIFIER | ||
+ | | | ||
+ | * item | ||
+ | * number | ||
+ | | CREATURE, PLANT, TREE, SHAPE, ITEM | ||
+ | 0-25600 | ||
+ | [ART_IMAGE_ELEMENT_MODIFIER:TREE:512] | ||
+ | |||
+ | |- | ||
+ | | ITEM_IMPROVEMENT_MODIFIER | ||
+ | | | ||
+ | * item | ||
+ | * number | ||
+ | | ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600 | ||
+ | [ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | ||
+ | |||
+ | |- | ||
+ | | TRANSLATION | ||
+ | | language | ||
+ | | What language raw the entity uses | ||
+ | |||
+ | |- | ||
+ | | CULL_SYMBOL | ||
+ | | | ||
+ | * noun | ||
+ | * symbol | ||
+ | | ALL, CIV, SITE | ||
+ | Causes the entity to not use the words in these SYM sets | ||
+ | [CULL_SYMBOL:ALL:UGLY] | ||
+ | |||
+ | |- | ||
+ | | SELECT_SYMBOL | ||
+ | | | ||
+ | * noun | ||
+ | * symbol | ||
+ | | Causes the entity to always use the words in these SYM sets | ||
+ | [CULL_SYMBOL:ALL:PEACE] | ||
+ | |||
+ | |- | ||
+ | | FRIENDLY_COLOR | ||
+ | | see [[color]] | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | 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 | ||
+ | |||
+ | |- | ||
+ | | UNDEAD_CANDIDATE | ||
+ | | | ||
+ | | entity can be used to make the undead in ruins | ||
+ | |||
+ | |} | ||
== Religion == | == Religion == | ||
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| level | | level | ||
| 0 to 5, civ will come to site once population at site has reached that level | | 0 to 5, civ will come to site once population at site has reached that level | ||
− | |||
|- | |- | ||
Line 260: | Line 338: | ||
| level | | level | ||
| 0 to 5, civ will come to site once created wealth has reached that level | | 0 to 5, civ will come to site once created wealth has reached that level | ||
− | |||
|- | |- |
Revision as of 02:59, 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
[START_BIOME:MOUNTAIN] |
DEFAULT_SITE_TYPE | site type | options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN
[DEFAULT_SITE_TYPE:CAVE_DETAILED] |
LIKES_SITE | site type | most residents will try to move to this site type, unless already at one.
[LIKES_SITE:CAVE_DETAILED] |
TOLERATES_SITE | site type | some residents will try to move to this site type, unless already at one.
[TOLERATES_SITE:CITY] |
Population
Token | Arguments | Description |
---|---|---|
START_GROUP_NUMBER | number | number of breeding couples to start with per entity
[START_GROUP_NUMBER:10]
|
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:500] |
MAX_SITE_POP_NUMBER | number | max population per individual site
[MAX_SITE_POP_NUMBER:200] |
MAX_STARTING_CIV_NUMBER | number | max number of entities to spawn at worldgen
[MAX_STARTING_CIV_NUMBER:3] |
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]
Flavor
Token | Arguments | Description |
---|---|---|
CURRENCY |
|
what kind of metals the civ uses for coin minting
[CURRENCY:SILVER:5] |
ART_FACET_MODIFIER |
|
OWN_RACE, FANCIFUL, EVIL, GOOD
number goes from 0 to 25600 where 256 is the default [ART_FACET_MODIFIER:OWN_RACE:512]
|
ART_IMAGE_ELEMENT_MODIFIER |
|
CREATURE, PLANT, TREE, SHAPE, ITEM
0-25600 [ART_IMAGE_ELEMENT_MODIFIER:TREE:512] |
ITEM_IMPROVEMENT_MODIFIER |
|
ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] |
TRANSLATION | language | What language raw the entity uses |
CULL_SYMBOL |
|
ALL, CIV, SITE
Causes the entity to not use the words in these SYM sets [CULL_SYMBOL:ALL:UGLY] |
SELECT_SYMBOL |
|
Causes the entity to always use the words in these SYM sets
[CULL_SYMBOL:ALL:PEACE] |
FRIENDLY_COLOR | see color | |
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 | |
UNDEAD_CANDIDATE | entity can be used to make the undead in ruins |
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
Token | Arguments | Description |
---|---|---|
ABUSE_BODIES | heads on pikes, possible others? | |
ACTIVE_SEASON | season | the season an entity is most active and will trade, interact with others, and/or invade
[ACTIVE_SEASON:AUTUMN] |
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 | sends diplomats to come and talk to you | |
DIPLOMAT_BODYGUARDS | diplomats have bodyguards | |
ENTITY_GROUPING | alignment | FRIENDLY, EVIL, or NUISANCE
[ENTITY_GROUPING:FRIENDLY] |
INVADERS_IGNORE_NEUTRALS | ||
ITEM_THIEF | sends thieves to steal items | |
MERCHANT_BODYGUARDS | merchants have bodyguards | |
MERCHANT_NOBILITY | civ has a merchant prince | |
PROGRESS_TRIGGER_POPULATION | level | 0 to 5, civ will come to site once population at site has reached that level |
PROGRESS_TRIGGER_PRODUCTION | level | 0 to 5, civ will come to site once created wealth has reached that level |
PROGRESS_TRIGGER_TRADE | level | 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. |