Tentative at best in some cases. Legacy stuff unlisted.
Tokens
A
Token
|
Arguments
|
Description
|
ALCOHOL_DEPENDENT
|
|
Creature needs alcohol to get through the working day.
|
ALL_ACTIVE
|
|
Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.
|
ALTTILE
|
|
If set, the creature will blink between its [TILE] and its [ALTTILE].
|
AMBUSHPREDATOR
|
|
Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too
|
AMPHIBIOUS
|
|
Allows a creature to breathe with or without water.
|
APP_MOD_NOUN
|
|
creates a noun for the appearance and whether it is singular or plural
|
APP_MOD_RATE
|
- Rate (integer)
- Scale (DAILY, YEARLY)
- min:max of growth
- start year:end year
|
setting the growth rate of the modifier
|
APPLY_CREATURE_VARIATION
|
|
Loads the CV Template specified.
|
APPLY_CURRENT_CREATURE_VARIATION
|
|
Applies loaded CV
|
AQUATIC
|
|
Allows a creature to breathe underwater, but causes it to "drown" out of water.
|
ARENA_RESTRICTED
|
|
Does not appear in arena mode list
|
ATTACK
|
- token
- bodypart
- selection criteria
- location
|
Defines the attack name, and the body part used.
|
ATTACK_CONTACT_PERC
|
|
amount of available tissue used in attack
|
ATTACK_FLAG_CANLATCH
|
|
amount of material that makes contact when attack is made.
|
ATTACK_FLAG_EDGE
|
|
attack type
|
ATTACK_FLAG_WITH
|
|
attack type
|
ATTACK_PENETRATION_PERC
|
|
probably amount of material that makes contact when penetration is done
|
ATTACK_PRIORITY
|
|
use of the attack in combat. Second attacks only used if main impossible.
|
ATTACK_SKILL
|
|
defines the attack skill used
|
ATTACK_TRIGGER
|
min:median:max
|
Probably stages when a dragon will attack a site
|
ATTACK_VERB
|
2nd person:3rd person
|
descriptive text for the attack
|
B
Token
|
Arguments
|
Description
|
BABY
|
integer
|
age at which creature is considered a child
|
BABYNAME
|
singular:plural
|
name at caste level
|
BEACH_FREQUENCY
|
|
Whales and jellyfish have this. Controls the beaching frequency of the creature.
|
BENIGN
|
|
Determines whether creature can show up on "tame" maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
|
BIOME
|
|
Select Biomes the creature may appear in
|
BLOOD, PUS, OTHER MATERIAL state definition
|
- selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
- selected material
- matter state (LIQUID, GAS, ALL_SOLID) | Controls bleeding behaviour
|
BODY
|
body parts
|
Draws body parts from OBJECT:BODY files (such as body_default.txt)
|
BODY_APPEARANCE_MODIFIER
|
- ATTRIBUTE
- lowest:lower:low:median:high:higher:highest | These body modifiers give individual dwarves different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
|
BODY_DETAIL_PLAN
|
PlanName, PlanName:type:type:type:etc
|
loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
|
BODY_SIZE_PLAN
|
years:days:size
|
sets up size at a given time
|
BODYGLOSS
|
gloss
|
Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
|
BONECARN
|
|
Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.
|
BP_APPEARANCE_MODIFIER
|
- QUALITY
- lowest:lower:low:median:high:higher:highest
|
sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)
|
BUILDINGDESTROYER
|
1 or 2
|
Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands.
|
C
Token
|
Arguments
|
Description
|
CAN_LEARN
|
|
CAN_LEARN
|
CAN_SPEAK
|
|
Can talk. Note that it is not necessary for a creature to gain social skills.
|
CANNOT_UNDEAD
|
|
Cannot be turned into a zombie or skeletal undead
|
CANOPENDOORS
|
|
Allows the creature to open doors.
|
CARNIVORE
|
|
Creature eats meat
|
CASTE
|
|
defines a caste
|
CASTE_NAME
|
singular:plural:adjective
|
The name of the caste of the creature in the game.
|
CAVE_ADAPT
|
|
Gives the creature a bonus in caves. Also causes Cave adaptation.
|
CE_X
|
- SEV:<value> (severity, higher is worse)
- PROB:<value(1-100)> (probability)
- RESISTABLE (optional) allows resistance
- SIZE_DILUTES (optional) lessens effect based on size
Place effected:
- LOCALIZED (optional)
- VASCULAR_ONLY (optional)
- BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)
Timeline:
- Start:Time at which effect starts
- Peak:Time at which effect peaks
- End:Time at which effect ends.
|
specifies the aspects of the Creature Effect in Syndromes. This includes the severity of the effect, the likelihood of it taking effect, whether it is resistable, and if the size of a creature effects it, where the creture is effected and the timeline of the effect. CEs include: CE_FEVER, CE_NAUSEA, CE_DIZZINESS, CE_SWELLING, CE_OOZING, CE_BRUISING, CE_BLEEDING, CE_NECROSIS, CE_DROWSINESS, CE_PAIN, CE_BLISTERS, CE_COUGH_BLOOD, CE_IMPAIR FUNCTION
|
CHILD
|
integer
|
age at which creature is considered an adult
|
CHILD_BODYPART_GROUP
|
- master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
- master location
- specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
- specific location
|
selects all parts of a group to be used.
|
CHILDNAME
|
singular:plural
|
name at caste level
|
CLUSTER_NUMBER
|
min:max
|
The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.
e.g. [CLUSTER_NUMBER:1:3]
|
COLDDAM_POINT
|
value
|
The minimum temperature limit before the creature starts taking damage from freezing.
|
COLOR
|
foreground:background:brightness
|
Color of the creature's tile.
|
COMMON_DOMESTIC
|
|
Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT
|
COOKABLE_LIVE
|
|
Set this to allow the creature to be cooked in meals without first being cleaned.
|
COPY_TAGS_FROM
|
|
Copies tags from another specified creature.
|
CREATURE
|
name
|
What the game looks for when generating creatures.
|
CREATURE_CLASS
|
Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes.
|
CREATURE_TILE
|
'character' or tile number
|
The symbol of the creature in ASCII mode.
|
CREPUSCULAR
|
|
Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL.
|
CURIOUSBEAST_EATER
|
|
Allows a creature to steal and eat edible items from you.
|
CURIOUSBEAST_GUZZLER
|
|
Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.
|
CURIOUSBEAST_ITEM
|
|
Allows a creature to steal things (apparently the highest value it can find).
|
CV_ADD_TAG
|
|
Adds a tag
|
CV_REMOVE_TAG
|
|
removes a tag
|
D
Token
|
Arguments
|
Description
|
DESCRIPTION
|
text
|
A brief description of the creature type.
|
DIFFICULTY
|
integer
|
Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.
|
DIURNAL
|
|
Sets if the creature is active in day.
|
DOES_NOT_EXIST
|
|
Creature does not actually exist
|
DRAGONFIREBREATH
|
|
Creature breathes fire in a cone.
|
E
Token
|
Arguments
|
Description
|
EQUIPMENT_WAGON
|
|
Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.
|
EQUIPS
|
|
Allows the creature to wear or wield items.
|
EVIL
|
|
Determines whether creature can show up on "evil" maps
|
EXTRAVISION
|
|
Creature can see regardless of whether it has working eyes.
|
F
Token
|
Arguments
|
Description
|
FANCIFUL
|
|
Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.
|
FEMALE
|
|
all female
|
FIREBREATH
|
|
The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
|
FIREIMMUNE
|
|
As of the current versionv0.28.181.40d, the FIREIMMUNE token has no effect on a creature's resistance to flame or heat. However, it does affect ability to swim in magma in adventure mode, as well as display of "You are caught in a pool of magma!" warning messages.
|
FIREIMMUNE_SUPER
|
|
The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE.
|
FISHITEM
|
|
Needs to be cleaned at a fishery
|
FIXED_TEMP
|
temperature
|
The natural heat generated by the creature.
|
FLEEQUICK
|
|
Determines how soon a creature flees in a losing battle.
|
FLIER
|
|
Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
|
FREQUENCY
|
|
Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unitVerify. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. "High frequency means you get more when the number is high, so 100 would be the most common. If you don't enter a number, it uses 50."
|
G
Token
|
Arguments
|
Description
|
GENERAL_BABY_NAME
|
singular:plural
|
name at creature level
|
GENERAL_CHILD_NAME
|
singular:plural
|
name at creature level
|
GETS_INFECTIONS_FROM_ROT
|
|
can be infected by rot
|
GETS_WOUND_INFECTIONS
|
|
can be infected from wounds
|
GLOWCOLOR
|
- foreground
- background
- brightness
|
The colour of the GLOWTILE of the creature
|
GLOWTILE
|
ascii character
|
If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect.
|
GNAWER
|
verb (gnawed)
|
The creature chews on food storage containers.
|
GO_TO_END
|
|
uncertain use, definitely refers to Creature Variants template
|
GO_TO_START
|
|
uncertain use, definitely refers to Creature Variants template
|
GOOD
|
|
Determines whether creature can show up on "good" maps
|
GRASSTRAMPLE
|
value
|
Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.
|
H
Token
|
Arguments
|
Description
|
HAS_NERVES
|
|
This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.
|
HEATDAM_POINT
|
value
|
The maximum temperature limit before the creature will start recieving damage from heat.
|
HOMEOTHERM
|
|
Default 'NONE'. The creature's normal body temperature
|
I
Token
|
Arguments
|
Description
|
IF_EXISTS_SET_BOILING_POINT
|
value
|
The temperature at which the creature boils into goo.
|
IF_EXISTS_SET_MELTING_POINT
|
value
|
The temperature at which the creature will melt into goo.
|
IGNITE_POINT
|
value
|
The temperature at which the creature will burst into flames
|
IMMOBILE_LAND
|
|
The creature is immobile while on land
|
IMMOLATE
|
|
Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.
|
INSULATION
|
value
|
increases the insulation of a selected material
|
INTELLIGENT
|
|
Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.
|
ITEMCORPSE
|
* subtype
NO_SUBTYPE
* matgloss token
* NO_RACEGLOSS
USE_RACEGLOSS USE_SHARPSTONE
|
Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. ""IRON"" if the corpse type is ""STATUE""). USE_RACEGLOSS applies if the creature has a material glossary assigned by the ""HAS_RACEGLOSS:"" flag and will select neccesary adjectives and material from that glossary.
|
ITEMCORPSE_QUALITY
|
|
The quality of an item-type corpse left behind; 5 is masterpiece-level.
|
L
Token
|
Arguments
|
Description
|
LARGE_PREDATOR
|
|
Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
|
LARGE_ROAMING
|
|
In Fortress Mode, spawns outdoors and is not a vermin creature.
|
LIGAMENTS
|
- selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
- selected material
- healing rate
|
defines the qualities of ligaments"
|
LIGHT_GEN
|
|
The creature will generate light, such as in adventurer mode at night.
|
LIKES_FIGHTING
|
|
The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.
|
LISP
|
|
Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."
|
LOCKPICKER
|
|
Lets a creature open doors that are set to forbidden in Fortress Mode.
|
LOOSE_CLUSTERS
|
|
The creatures will scatter if they have this tag, or form tight packs if they don't.
|
M
Token
|
Arguments
|
Description
|
MAGMA_VISION
|
|
Creature's able to see while covered in magma.
|
MALE
|
|
all male
|
MANNERISM_??
|
|
Adds a possible mannerism to the creature's profile.
Refer to Mannerisms
|
MATERIAL_BREATH_ATTACK
|
- MATERIAL TYPE (TISSUE, INORGANIC)
- MATERIAL NAME
- MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)
|
Creates an attack referencing a material, using a given type of breath attack.
|
MAXAGE
|
min:max
|
range of time in which death from old age may occur
|
MEANDERER
|
|
Gives a creature random movement.
|
MEGABEAST
|
|
Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped
|
MENT_ATT_RANGE
|
- ATTRIBUTE
- lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.
|
MILKABLE
|
- LOCAL_CREATURE_MAT:MILK:amount
|
Allows the creature to be milked.
|
MISCHIEVIOUS
|
|
Will pull any levers it comes across (requires confirmation). "They go on little missions to mess with various fortress buildings, not just levers."
|
MOUNT
|
|
Creature may be used as a mount
|
MOUNT_EXOTIC
|
|
You need the Dungeon master noble to mount the creature.
|
MULTIPLE_LITTER_RARE
|
|
Makes litters with more than one offspring rare.
|
MULTIPLY_VALUE
|
|
multiplies value of materials
|
MUNDANE
|
|
Marks if the creature is an actual real-life creature. Only used for age-names at present.
|
N
Token
|
Arguments
|
Description
|
NAME
|
singular:plural:adjective
|
What the creature is actually called in game.
|
NATURAL
|
|
Animal is considered to be natural.
|
NO_AUTUMN
|
|
does not appear this season.
|
NO_DIZZINESS
|
|
Creature cannot become dizzy
|
NO_DRINK
|
|
Creature does not need to drink.
|
NO_EAT
|
|
Creature does not need to eat.
|
NO_FEVERS
|
|
Creature cannot suffer fevers
|
NO_SLEEP
|
|
Creature does not need to sleep.
|
NO_SPRING
|
|
does not appear this season.
|
NO_SUMMER
|
|
does not appear this season.
|
NO_THOUGHT_CENTER_FOR_MOVEMENT
|
|
Probably shorthand for movement being unaffected by damage in general.
|
NO_WINTER
|
|
does not appear this season.
|
NOBONES
|
|
Creature has no bones.
|
NOBREATHE
|
|
Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.
|
NOCTURNAL
|
|
Sets if the creature is active in night.
|
NOEMOTION
|
|
The creature has no emotions, and does not rage.
|
NOEXERT
|
|
Creature can't become tired or over-exerted.
|
NOFEAR
|
|
Creature doesn't feel fear and will never run away from battle.
|
NOMEAT
|
|
Creature will not drop meat on butcher.
|
NONAUSEA
|
|
Creature can't vomit.
|
NOPAIN
|
|
Creature doesn't feel pain.
|
NOSKIN
|
|
Creature will not drop skin on butcher.
|
NOSKULL
|
|
Creature will not drop skull on butcher, rot, or decay of severed head.
|
NOSMELLYROT
|
|
Does not produce miasma when rotting
|
NOSTUCKINS
|
|
Weapons can't be stuck in creature.
|
NOSTUN
|
|
Creature can't be stunned.
|
NOT_BUTCHERABLE
|
|
Cannot be butchered
|
NOTHOUGHT
|
|
Creature doesn't think, or doesn't require a [BRAIN] body part.
|
P
Token
|
Arguments
|
Description
|
PACK_ANIMAL
|
|
Allows the creature to be used as a pack animal. Currently only used by merchants.
|
PARALYZEIMMUNE
|
|
The creature is immune to all paralyzing special attacks.
|
PEARL
|
|
Creature will generate pearls.
|
PENETRATEPOWER
|
value
|
Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.
|
PERSONALITY
|
- ATTRIBUTE
- lowest:median:highest
|
Determines chance of personality traits. Standard is 0:50:100. See Personality traits for more info.
|
PET
|
|
Allows the creature to be tamed.
|
PET_EXOTIC
|
|
You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming).
|
PETVALUE
|
value
|
How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.
|
PHYS_ATT_RANGE
|
- ATTRIBUTE
- lowest:lower:low:median:high:higher:highest
|
sets up a physical attribute's range of values. Max of 5000.
|
PLUS_TISSUE_LAYER
|
- TISSUE
- BY_CATEGORY, BY_TYPE, BY_TOKEN
- Location - category, type, or token
|
Adds a tissue to those selected
|
PLUS_TL_GROUP
|
- TISSUE
- BY_CATEGORY, BY_TYPE, BY_TOKEN
- Location - category, type, or token
- tissue
|
continues a selection of tissue layers
|
POP_RATIO
|
|
Weighted population of caste
|
POPULATION_NUMBER
|
min:max
|
The minimum/maximum numbers of how many of these creatures can show up on a map per year.
|
POWER
|
|
Allows the being to represent itself as a deity.
|
PREFSTRING
|
object
|
Sets what other creatures like about this creature. "Blarghh likes dwarves for their beards." Multiple entries will be chosen from at random
|
PROFESSION_NAME
|
- Profession
- singular
- plural
|
alters the name of the given profession
|
R
Token
|
Arguments
|
Description
|
RELSIZE
|
- BY_CATEGORY, BY_TYPE, BY_TOKEN
- Relsize
|
Specifies a new relative size
|
REMOVE_MATERIAL
|
|
Removes a material from a creature
|
S
Token
|
Arguments
|
Description
|
SAVAGE
|
|
Allows creature to show up on (and limits it to) "savage" maps.
|
SECRETION
|
- MATERIAL REF (eg LOCAL_CREATURE_MAT
- Material name
- Material State
- location secreted from (by_type, by_category, by_token)
- body part
- tissue layer
|
creates a secreted material on given tissue on a given part of the body."
|
SELECT_CASTE
|
|
selects a caste
|
SELECT_MATERIAL
|
|
selects the material
|
SELECT_TISSUE_LAYER
|
- TISSUE
- BY_CATEGORY, BY_TYPE, BY_TOKEN
- Location - category, type, or token | Selects a tissue at a location"
|
SEMIMEGABEAST
|
|
Appears as boss creature in quests.
|
SET_BP_GROUP
|
- selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
- category, type, or token
|
selection token"
|
SET_TL_GROUP
|
- TISSUE
- BY_CATEGORY, BY_TYPE, BY_TOKEN
- Location - category, type, or token
- tissue
|
begins a selection of tissue laters
|
SLOW_LEARNER
|
|
Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants
|
SMALL_REMAINS
|
|
If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.
|
SPEC_HEAT
|
value
|
Amount of energy required for the creature to heat up or cool down.
|
SPECIALATTACK_INJECT_EXTRACT
|
- LOCAL_CREATURE_MAT
- MATERIAL eg.POISON
- MATTERSTATE (ALL_SOLID, LIQUID, GAS)
- min:max
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attack type addition that injects a material into the victim.
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SPEECH
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speech file
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boasting speeches relating to killing this creature
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SPEED
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value
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Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed for more information.
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SPHERE
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Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.
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SWIM_SPEED
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How fast the creature swims. Typically 2500 (0.38 times the default speed).
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SWIMS_INNATE
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The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
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SWIMS_LEARNED
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The creature must learn to swim. Requires [CAN_LEARN], obviously.
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SYN_AFFECTED_CLASS
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adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON
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SYN_AFFECTED_CREATURE
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Creature Name
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adds a specific creature to those affected.
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SYN_CONTACT
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syndrome can be contracted on contact
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SYN_IMMUNE_CREATURE
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creates an exception for the creature so that it not affected by the syndrome.
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SYN_INHALED
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syndrome can be contracted by inhaled.
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SYN_INJECTED
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syndrome can be contracted by injection.
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SYN_NAME
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text
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defines the name of the syndrome
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SYNDROME
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begins definition of a Syndrome for poison use
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T
Token
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Arguments
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Description
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TENDONS
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- selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
- selected tissue
- healing rate
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Defines the qualities of tendons
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THICKWEB
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The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]
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TISSUE
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name
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Begins defining a tissue in the creature file.
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TISSUE_LAYER
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- BY_TYPE, BY_CATEGORY, BY_TOKEN
- TYPE,CATEGORY, or TOKEN
- TISSUE
- LOCATION
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Adds the tissue layer to wherever it is required.
Non-argument Locations can be FRONT, RIGHT, LEFT. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing
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TISSUE_LAYER_APPEARANCE_MODIFIER
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- QUALITY
- lowest:lower:low:median:high:higher:highest
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sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
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TISSUE_STYLE_UNIT
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sets tissue to be in a certain shape"
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TL_COLOR_MODIFIER
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COLOR:FREQ:COLOR:FREQ etc
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Creates a list of color patterns, giving each a frequency
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TL_MAJOR_ARTERIES
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Gives Major Artery attribute to selected layers.
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TLCM_NOUN
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- name
- SINGULAR or PLURAL | names the tissue layer color modifier, and determines the noun"
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TLCM_TIMING
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- ROOT
- start change window years:days:end change window years:days | determines the point in the creature's life where the color change begins"
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TRADE_CAPACITY
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How much the creature can carry when used by merchants.
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TRAINABLE
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Allows a tame creature to be trained into a "War" or "Hunting" variation by way of Kennels.
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TRAINABLE_HUNTING
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Can be trained as hunting beasts
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TRANCES
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Allows the creature to go into martial trances.
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TRAPAVOID
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The creature is immune to traps.
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TRIGGERABLE_GROUP
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min:max
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unknown
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TSU_NOUN
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creates a noun for the tissue used and whether it is singular or plural"
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U
Token
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Arguments
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Description
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UNDERGROUND_DEPTH
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mindepth:maxdepth
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Depth the creature appears underground
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UNDERSWIM
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Creature swims under the water and can't be seen.
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USE_MATERIAL_TEMPLATE
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token:material template
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Loads a material, and gives it a shortname for later reference
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USE_TISSUE_TEMPLATE
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Template Name
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Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.
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UTTERANCES
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Changes the language of the creature into an unintelligible mess.
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V
Token
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Arguments
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Description
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VEGETATION
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unknown
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VIEWRANGE
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value
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Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.
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VERMIN_BITE
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- amount
- verb (bitten, stung)
- LOCAL_CREATURE_MAT
- MATERIAL
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vermin bites, and injects something.
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VERMIN_FISH
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Acts like a fish
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VERMIN_GROUNDER
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The creature can be picked up if you stand over it. (Requires confirmation)
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'
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VERMIN_HATEABLE
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Some dwarves will hate the creature and get unhappy thoughts when around it.
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VERMIN_MICRO
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This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.
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VERMIN_NOFISH
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The creature cannot be caught by fishing.
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VERMIN_NOROAM
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The creature will not be observed randomly roaming about the map.
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VERMIN_NOTRAP
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The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf 04:45, 15 June 2009 (UTC))
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VERMIN_ROTTER
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Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.
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VERMIN_SOIL
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The creature randomly appears near dirt or mud.
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VERMIN_SOIL_COLONY
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The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
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VERMINHUNTER
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A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.
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VESPERTINE
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Sets if the creature is active in evening.
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W
Token
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Arguments
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Description
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WAGON_PULLER
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Allows the creature to pull caravan wagons.
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WEBBER
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- LOCAL_CREATURE_MAT
- MATERIAL (eg SILK)
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allows the creature to web, and defines what the webs are made of.
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WEBIMMUNE
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The creature will not get caught in webs.
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