- 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.
Difference between revisions of "40d:Entity token"
Hex Decimal (talk | contribs) m |
Hex Decimal (talk | contribs) m (Captials, periods, verify tags) |
||
Line 11: | Line 11: | ||
| ADVENTURE_TIER | | ADVENTURE_TIER | ||
| order | | 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] | [ADVENTURE_TIER:4] | ||
Line 17: | Line 17: | ||
| INDIV_CONTROLLABLE | | INDIV_CONTROLLABLE | ||
| | | | ||
− | | | + | | Allows the "Play Now!" option adventure mode. The entity must have selected a tier for this too work. |
|- | |- | ||
| CIV_CONTROLLABLE | | CIV_CONTROLLABLE | ||
| | | | ||
− | | | + | | Allows fortress mode. |
|- | |- | ||
| CREATURE | | CREATURE | ||
| creature | | creature | ||
− | | | + | | If there is more then one CREATURE token the entity will pick one of them at random to populate when generated.{{verify}} |
[CREATURE:DWARF] | [CREATURE:DWARF] | ||
Line 45: | Line 45: | ||
* biome | * biome | ||
* frequency | * frequency | ||
− | | | + | | Frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there. |
[BIOME_SUPPORT:ANY_GRASSLAND:4] | [BIOME_SUPPORT:ANY_GRASSLAND:4] | ||
Line 51: | Line 51: | ||
| START_BIOME | | START_BIOME | ||
| biome | | biome | ||
− | | | + | | Birth of the civilization can be performed on this biome. |
[START_BIOME:MOUNTAIN] | [START_BIOME:MOUNTAIN] | ||
Line 57: | Line 57: | ||
| DEFAULT_SITE_TYPE | | DEFAULT_SITE_TYPE | ||
| site type | | site type | ||
− | | | + | | Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN |
[DEFAULT_SITE_TYPE:CAVE_DETAILED] | [DEFAULT_SITE_TYPE:CAVE_DETAILED] | ||
Line 63: | Line 63: | ||
| LIKES_SITE | | LIKES_SITE | ||
| site type | | site type | ||
− | | | + | | Most residents will try to move to this site type, unless already at one. |
[LIKES_SITE:CAVE_DETAILED] | [LIKES_SITE:CAVE_DETAILED] | ||
Line 69: | Line 69: | ||
| TOLERATES_SITE | | TOLERATES_SITE | ||
| site type | | site type | ||
− | | | + | | Some residents will try to move to this site type, unless already at one. |
[TOLERATES_SITE:CITY] | [TOLERATES_SITE:CITY] | ||
Line 85: | Line 85: | ||
| START_GROUP_NUMBER | | START_GROUP_NUMBER | ||
| number | | number | ||
− | | | + | | Number of breeding couples to start with per entity. |
[START_GROUP_NUMBER:10] | [START_GROUP_NUMBER:10] | ||
Line 91: | Line 91: | ||
| MAX_POP_NUMBER | | MAX_POP_NUMBER | ||
| 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_POP_NUMBER:500] | ||
Line 97: | Line 97: | ||
| MAX_SITE_POP_NUMBER | | MAX_SITE_POP_NUMBER | ||
| number | | number | ||
− | | | + | | Max population per individual site. |
[MAX_SITE_POP_NUMBER:200] | [MAX_SITE_POP_NUMBER:200] | ||
Line 103: | Line 103: | ||
| MAX_STARTING_CIV_NUMBER | | MAX_STARTING_CIV_NUMBER | ||
| number | | number | ||
− | | | + | | Max number of entities to spawn at world generation. |
[MAX_STARTING_CIV_NUMBER:3] | [MAX_STARTING_CIV_NUMBER:3] | ||
Line 120: | Line 120: | ||
* metal token | * metal token | ||
* value | * value | ||
− | | | + | | What kind of metals the civ uses for coin minting. |
[CURRENCY:SILVER:5] | [CURRENCY:SILVER:5] | ||
Line 129: | Line 129: | ||
* number | * number | ||
| OWN_RACE, FANCIFUL, EVIL, GOOD | | OWN_RACE, FANCIFUL, EVIL, GOOD | ||
− | + | Number goes from 0 to 25600 where 256 is the default. | |
[ART_FACET_MODIFIER:OWN_RACE:512] | [ART_FACET_MODIFIER:OWN_RACE:512] | ||
Line 152: | Line 152: | ||
| TRANSLATION | | TRANSLATION | ||
| language | | language | ||
− | | What language raw the entity uses | + | | What language raw the entity uses. |
[TRANSLATION:DWARF] | [TRANSLATION:DWARF] | ||
Line 161: | Line 161: | ||
* symbol | * symbol | ||
| ALL, CIV, SITE | | ALL, CIV, SITE | ||
− | Causes the entity to not use the words in these SYM sets | + | Causes the entity to not use the words in these SYM sets. |
[CULL_SYMBOL:ALL:UGLY] | [CULL_SYMBOL:ALL:UGLY] | ||
Line 169: | Line 169: | ||
* noun | * noun | ||
* symbol | * symbol | ||
− | | Causes the entity to always use the words in these SYM sets | + | | Causes the entity to always use the words in these SYM sets. |
[CULL_SYMBOL:ALL:PEACE] | [CULL_SYMBOL:ALL:PEACE] | ||
Line 181: | Line 181: | ||
| METAL_PREF | | METAL_PREF | ||
| | | | ||
− | | | + | | Enables creatures of this entity to have a preference for one or more metals. |
|- | |- | ||
| STONE_PREF | | STONE_PREF | ||
| | | | ||
− | | | + | | Enables creatures of this entity to have a preference for one or more stones. |
|- | |- | ||
| WOOD_PREF | | WOOD_PREF | ||
| | | | ||
− | | | + | | Enables creatures of this entity to have a preference for one or more types of wood. |
|- | |- | ||
| GEM_PREF | | GEM_PREF | ||
| | | | ||
− | | | + | | Enables creatures of this entity to have a preference for one or more gems. |
|- | |- | ||
| UNDEAD_CANDIDATE | | UNDEAD_CANDIDATE | ||
| | | | ||
− | | | + | | Entity can be used to make the undead in ruins. |
|} | |} | ||
Line 254: | Line 254: | ||
| LEADER_TYPE | | LEADER_TYPE | ||
| profession token | | profession token | ||
− | | Makes the leader this profession, uses tileset professions | + | | Makes the leader this profession, uses tileset professions. |
[LEADER_TYPE:MASTER_THIEF] | [LEADER_TYPE:MASTER_THIEF] | ||
Line 260: | Line 260: | ||
| SITE_LEADER_TYPE | | SITE_LEADER_TYPE | ||
| profession token | | profession token | ||
− | | Makes the minor leaders this profession, uses tileset professions | + | | Makes the minor leaders this profession, uses tileset professions. |
[SITE_LEADER_TYPE:MASTER_THIEF] | [SITE_LEADER_TYPE:MASTER_THIEF] | ||
Line 266: | Line 266: | ||
| MAYOR | | MAYOR | ||
| | | | ||
− | | | + | | Settlements have a mayor. |
|} | |} | ||
Line 280: | Line 280: | ||
| ABUSE_BODIES | | ABUSE_BODIES | ||
| | | | ||
− | | | + | | Heads on pikes, possible others? |
|- | |- | ||
Line 291: | Line 291: | ||
| AMBUSHER | | AMBUSHER | ||
| | | | ||
− | | | + | | When invading sneaks around and shoots at straggling members of your society. |
|- | |- | ||
Line 301: | Line 301: | ||
| BABYSNATCHER | | BABYSNATCHER | ||
| | | | ||
− | | | + | | Sends thieves to steal babies. |
|- | |- | ||
| DIPLOMAT | | DIPLOMAT | ||
| | | | ||
− | | | + | | Sends diplomats to come and talk to you. |
|- | |- | ||
| DIPLOMAT_BODYGUARDS | | DIPLOMAT_BODYGUARDS | ||
| | | | ||
− | | | + | | Diplomats have bodyguards. |
|- | |- | ||
Line 327: | Line 327: | ||
| ITEM_THIEF | | ITEM_THIEF | ||
| | | | ||
− | | | + | | Sends thieves to steal items. |
|- | |- | ||
| MERCHANT_BODYGUARDS | | MERCHANT_BODYGUARDS | ||
| | | | ||
− | | | + | | Merchants have bodyguards. |
|- | |- | ||
| MERCHANT_NOBILITY | | MERCHANT_NOBILITY | ||
| | | | ||
− | | | + | | Civ has a merchant prince. |
|- | |- | ||
Line 357: | Line 357: | ||
| RESPECT_ANIMALS | | RESPECT_ANIMALS | ||
| | | | ||
− | | | + | | Will not buy animal based items and is angered at the attempt. |
|- | |- | ||
| RESPECT_TREES | | RESPECT_TREES | ||
| | | | ||
− | | | + | | Will not buy wooden items and is angered at the attempt. |
|- | |- | ||
| SIEGER | | SIEGER | ||
| | | | ||
− | | | + | | Allows the entity to invade your fortress if angered.{{verify}} |
|- | |- | ||
| SKULKING | | SKULKING | ||
| | | | ||
− | | This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time | + | | This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. |
|- | |- | ||
Line 399: | Line 399: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | ||
Line 413: | Line 413: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] | [GLOVES:ITEM_GLOVES_GLOVES:COMMON] | ||
Line 421: | Line 421: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[HELM:ITEM_HELM_HELM:COMMON] | [HELM:ITEM_HELM_HELM:COMMON] | ||
Line 435: | Line 435: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[PANTS:ITEM_PANTS_PANTS:COMMON] | [PANTS:ITEM_PANTS_PANTS:COMMON] | ||
Line 449: | Line 449: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[SHOES:ITEM_SHOES_SHOES:COMMON] | [SHOES:ITEM_SHOES_SHOES:COMMON] | ||
Line 549: | Line 549: | ||
| RIVER_PRODUCTS | | RIVER_PRODUCTS | ||
| | | | ||
− | | | + | | Allow civ to use river products in the goods it has available for trade. |
|- | |- | ||
| OCEAN_PRODUCTS | | OCEAN_PRODUCTS | ||
| | | | ||
− | | | + | | Allow civ to use ocean products in the goods it has available for trade. |
|- | |- | ||
| INDOOR_FARMING | | INDOOR_FARMING | ||
| | | | ||
− | | | + | | Determines if inside farms will be generated for civ towns. |
|- | |- | ||
| OUTDOOR_FARMING | | OUTDOOR_FARMING | ||
| | | | ||
− | | | + | | Determines if outside farms will be generated for civ towns. |
|- | |- | ||
| CLOTHING | | CLOTHING | ||
| | | | ||
− | | | + | | Civ members will attempt to wear clothing. |
|- | |- | ||
Line 579: | Line 579: | ||
| EQUIPMENT_IMPROVEMENTS | | EQUIPMENT_IMPROVEMENTS | ||
| | | | ||
− | | Allows items to be improved | + | | Allows items to be improved.{{verify}} |
|- | |- | ||
Line 589: | Line 589: | ||
| MINOR_METAL | | MINOR_METAL | ||
| | | | ||
− | | Has a preference for weak metals (copper) | + | | Has a preference for weak metals. (copper) |
|- | |- |
Revision as of 05:16, 27 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. The entity must have selected a tier for this too work. | |
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.[Verify]
[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 world generation.
[MAX_STARTING_CIV_NUMBER:3] |
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.
[TRANSLATION:DWARF] |
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 |
[FRIENDLY_COLOR:1:0:1] |
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
Token | Arguments | Description |
---|---|---|
RELIGION | type | REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER
[RELIGION:PANTHEON] |
RELIGION_SPHERE | sphere | Can by any available Sphere. Multiple entries are possible.
[RELIGION_SPHERE:FORTRESSES] |
SPHERE_ALIGNMENT |
|
[SPHERE_ALIGNMENT:TREES:512] |
Leadership
Token | Arguments | Description |
---|---|---|
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.
[LEADER_TYPE:MASTER_THIEF] |
SITE_LEADER_TYPE | profession token | Makes the minor leaders this profession, uses tileset professions.
[SITE_LEADER_TYPE:MASTER_THIEF] |
MAYOR | Settlements have a mayor. |
Behavior
Token | Arguments | Description |
---|---|---|
ABUSE_BODIES | Heads on pikes, possible others? | |
ACTIVE_SEASON | season | the season the civ is most active and will trade, interact with you, 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.[Verify] | |
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. |
Items and Animals Used
Token | Arguments | Description |
---|---|---|
AMMO | item token |
[AMMO:ITEM_AMMO_BOLTS] |
ARMOR |
|
Rarity is optional.
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] |
DIGGER | item token |
[DIGGER:ITEM_WEAPON_PICK] |
GLOVES |
|
Rarity is optional.
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] |
HELM |
|
Rarity is optional.
[HELM:ITEM_HELM_HELM:COMMON] |
INSTRUMENT | item token |
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE] |
PANTS |
|
Rarity is optional.
[PANTS:ITEM_PANTS_PANTS:COMMON] |
SHIELD | item token |
[SHIELD:ITEM_SHIELD_SHIELD] |
SHOES |
|
Rarity is optional.
[SHOES:ITEM_SHOES_SHOES:COMMON] |
SIEGEAMMO | item token |
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA] |
TOY | item token |
[TOY:ITEM_TOY_PUZZLEBOX] |
TRAPCOMP | item token |
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE] |
WEAPON | item token |
[WEAPON:ITEM_WEAPON_AXE_BATTLE] |
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.[Verify] | |
IMPROVED_BOWS | ||
MINOR_METAL | Has a preference for weak metals. (copper) | |
LOW_SKILL |