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Difference between revisions of "40d:Entity token"
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| RELIGION | | RELIGION | ||
| type | | type | ||
− | | REGIONAL_FORCE, PANTHEON or ANY_APPROPRIATE_POWER | + | | REGIONAL_FORCE:The civilization will worship a single force associated with their spheres, PANTHEON:The civilization will worship a group of gods, each aligned with their spheres and other appropriate ones as well, or ANY_APPROPRIATE_POWER:The civilization will worship any appropriate MEGABEASTS (such as demons for goblins). |
+ | |||
[RELIGION:PANTHEON] | [RELIGION:PANTHEON] | ||
Revision as of 14:39, 24 August 2008
These tokens define entities, or civilizations, in entity_*.txt files.
Gameplay
Token | Arguments | Description |
---|---|---|
ADVENTURE_TIER | order | Allows adventure mode. Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively. It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers go upward. So you should put a new adventure entity above the Dwarves. Not at the end of the file.
[ADVENTURE_TIER:4] |
INDIV_CONTROLLABLE | Allows the "Play Now!" option adventure mode. The entity must have a ADVENTURE_TIER token for this to work. | |
CIV_CONTROLLABLE | Allows fortress mode. | |
CREATURE | creature | The type of creature that will inhabit the civilization
[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] |
WORLD_CONSTRUCTION | construction | Controls which constructions the civ will build on the world map.
[WORLD_CONSTRUCTION:BRIDGE] |
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 |
---|---|---|
PERMITTED_JOB | profession | Allows this job type to be selected by worldgen creatures.
[PERMITTED_JOB:MINER] |
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.
[SELECT_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:The civilization will worship a single force associated with their spheres, PANTHEON:The civilization will worship a group of gods, each aligned with their spheres and other appropriate ones as well, or ANY_APPROPRIATE_POWER:The civilization will worship any appropriate MEGABEASTS (such as demons for goblins).
[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 | Makes the leader this profession, uses tileset professions.
[LEADER_TYPE:MASTER_THIEF] |
SITE_LEADER_TYPE | profession | Makes the minor leaders this profession, uses tileset professions.
[SITE_LEADER_TYPE:MASTER_THIEF] |
MAYOR | Settlements have a mayor. |
Behavior
Token | Arguments | Description |
---|---|---|
ETHIC |
|
sets the civ's view of certain behaviors, from capital punishment to completely acceptable
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] |
WILL_ACCEPT_TRIBUTE | makes the civ accept tribute from conquered sites? | |
WANDERER, BEAST_HUNTER, SCOUT | the civ will send out these sorts of adventurers in worldgen | |
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. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you.
[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. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! | |
DIPLOMAT | Sends diplomats to come and talk to you. | |
DIPLOMAT_BODYGUARDS | Diplomats have bodyguards. | |
ENTITY_GROUPING | alignment (obsolete) | 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 | Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet (next time, it'll let them use mounts/pullers/pack animals of any kind as well, but I'm not sure this matters in the stock raws). This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well. All common domestic and equipment creatures are also added to the initial list.
| |
USE_CAVE_ANIMALS | If they don't have it, creatures with exclusively subterranean biomes are skipped. | |
USE_EVIL_ANIMALS | Don't have it -> EVIL creatures skipped. | |
USE_EVIL_PLANTS | As EVIL creatures for all uses of plants.
| |
USE_EVIL_WOOD | As EVIL creatures for all uses of wood.
| |
USE_GOOD_ANIMALS | Don't have it -> GOOD creatures skipped. | |
USE_GOOD_PLANTS | As GOOD creatures for all uses of plants. | |
USE_GOOD_WOOD | As GOOD creatures for all uses of wood. | |
USE_MISC_PROCESSED_WOOD_PRODUCTS | If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash. | |
COMMON_DOMESTIC_MOUNT | If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
| |
COMMON_DOMESTIC_PACK | If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
| |
COMMON_DOMESTIC_PET | If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
| |
COMMON_DOMESTIC_PULL | If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
| |
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 | Adds decorations to equipment based on the level of the generated unit. Also improves item quality. | |
IMPROVED_BOWS | Adds decorations to weapons generated for bowman and master bowman. An elf hack.
| |
MINOR_METAL | Has a preference for weak metals. (copper) | |
LOW_SKILL | No longer used. Formerly used to keep kobolds under control. [v0.28.181.39f] |