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v0.31:Creature token
This article is about an older version of DF. |
Tentative at best in some cases.
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 Template:Ls. May make Template:Ls hidden too. | |
AMPHIBIOUS | Allows a creature to breathe with or without Template:L. Implies [AQUATIC]. | |
APP_MOD_GENETIC_MODEL | ||
APP_MOD_IMPORTANCE |
|
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify] |
APP_MOD_NOUN |
|
creates a noun for the appearance and whether it is singular or plural |
APP_MOD_RATE |
|
setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely. |
APPLY_CREATURE_VARIATION |
|
Loads the Creature Variation Template specified. |
APPLY_CURRENT_CREATURE_VARIATION | Applies loaded Creature Variation | |
AQUATIC | Allows a creature to breathe underwater, but causes it to "drown" out of Template:L. | |
ARENA_RESTRICTED | Does not appear in arena mode list | |
ATTACK |
|
Defines the attack name, and the body part used.
Example: |
ATTACK_CONTACT_PERC |
|
amount of available tissue used in attack |
ATTACK_FLAG_CANLATCH | Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in it's definition is made. | |
ATTACK_FLAG_EDGE | attack type | |
ATTACK_FLAG_WITH | In adventure mode, displays the name of the body part used by an attack when announcing the attack. | |
ATTACK_PENETRATION_PERC |
|
probably amount of material that makes contact when penetration is done |
ATTACK_PRIORITY |
|
use of the attack in combat. Secondary attacks are only used if main attacks are impossible. |
ATTACK_SKILL |
|
defines the attack skill used |
ATTACK_TRIGGER | pop:exported wealth:created wealth[Verify] | stages when a megabeast 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. Default is zero. One can think of this as the duration of the baby stage. |
BABYNAME | singular:plural | name at caste level |
BEACH_FREQUENCY | Template:Ls and Template:L have this. Controls the beaching frequency of the creature. | |
BENIGN | Determines whether creature can show up on "tame" maps (includes Template:L), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). | |
BIOME |
|
Select a Template:L the creature may appear in. |
BLOOD, PUS, OTHER MATERIAL state definition |
|
Controls bleeding behaviour |
BODY | body parts | Draws body parts from OBJECT:BODY files (such as body_default.txt)
Example: |
BODY_APPEARANCE_MODIFIER |
|
These body modifiers give individual creatures 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.
Example: |
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.
Example: |
BODY_SIZE | years:days:size | sets up size at a given time. Size is roughly equal to the creature's average weight in grams.
Example: |
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)[Verify]. Implies CARNIVORE. | |
BP_APPEARANCE_MODIFIER |
|
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 | The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start. | |
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_ALTTILE |
|
Caste-specific alternate tile. Expects CASTE_TILE |
CASTE_COLOR |
|
Creature tile color of the caste. |
CASTE_GLOWCOLOR |
|
GLOWTILE color of the caste. |
CASTE_GLOWTILE |
|
Caste-specific glowtile |
CASTE_NAME | singular:plural:adjective | The name of the caste of the creature in the game. |
CASTE_PROFESSION_NAME |
|
alters the name of the given profession, caste-specific |
CASTE_SOLDIER_ALTTILE | 'character' or tile number | Creatures of this caste active in their civilization's military will blink between their default tile and this one. |
CASTE_SOLDIER_TILE | 'character' or tile number | Creatures of this caste active in their civilization's military will use this tile instead. |
CASTE_SPEECH | speech file? | Possibly a caste-specific instance of the SPEECH token |
CASTE_TILE |
|
Caste-specific creature tile. |
CAVE_ADAPT | Gives the creature a bonus in caves. Also causes Cave adaptation. | |
CE_X |
Place effected:
Timeline:
|
Specifies the way that a syndrome affects a creature -- more detail can be found on the Syndromes page |
CHANGE_BODY_SIZE_PERC | ||
CHILD | integer | age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode. |
CHILD_BODYPART_GROUP |
|
selects all parts of a group to be used. |
CHILDNAME | singular:plural | name at caste level |
CLUSTER_NUMBER |
|
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 currently selected material will start receiving damage from freezing. Used mostly in material templates. |
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. In addition, the creature must be NATURAL rather than FANCIFUL | |
CONVERTED_SPOUSE | Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE. | |
COOKABLE_LIVE | Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned. | |
COPY_TAGS_FROM |
|
Copies tags from another specified creature. |
CREATURE | name | begins defining a new creature with the specified name. |
CREATURE_CLASS |
|
Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions. |
CREATURE_SOLDIER_TILE | 'character' or tile number | Creatures active in their civilization's military will use this tile instead. |
CREATURE_TILE | 'character' or tile number | The symbol of the creature in ASCII mode. |
CREPUSCULAR | Sets if the creature is active at twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL. | |
CURIOUSBEAST_EATER | Allows a creature to steal and eat edible items from a site. | |
CURIOUSBEAST_GUZZLER | Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. | |
CURIOUSBEAST_ITEM | Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items. | |
CV_ADD_TAG |
|
Adds a tag. Used in conjunction with creature variation templates. |
CV_REMOVE_TAG |
|
Removes a tag. Used in conjunction with creature variation templates. |
D
Token | Arguments | Description |
---|---|---|
DEMON | Typically found on genned demons; sets the creature as a potential spawn for Hidden Fun Stuff | |
DEMON_UNIQUE | Typically found on genned demons; sets the creature as capable of "emerging from the underworld" and taking over during worldgen. | |
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; used for fanciful creatures. | |
DRAGONFIREBREATH | Creature breathes fire in a cone. |
E
Token | Arguments | Description |
---|---|---|
EQUIPMENT_WAGON | Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant. | |
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. | |
FEATURE_ATTACK_GROUP | Found on subterranean animalmen. | |
FEMALE | Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste. | |
FIREBREATH | The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone). | |
FIREIMMUNE | As of version v0.28.181.40d, the FIREIMMUNE token had no effect on a creature's resistance to flame or heat. However, it did affect ability to swim in magma in adventure mode, as well as display of "You are caught in a pool of magma!" warning messages. It is unknown if these effects persist in DF 2010. | |
FIREIMMUNE_SUPER | The creature is immune to DRAGONFIREBREATH. Implies 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. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. | |
FREQUENCY |
|
Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. |
G
Token | Arguments | Description |
---|---|---|
GENERAL_BABY_NAME | singular:plural | name at creature level |
GENERAL_CHILD_NAME | singular:plural | name at creature level |
GENERATED | Found on procedurally generated creatures like Forgotten beasts, (biome name) titans and Demons. | |
GETS_INFECTIONS_FROM_ROT | creature can be infected by rot | |
GETS_WOUND_INFECTIONS | creature can get infections from wounds | |
GLOWCOLOR |
|
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. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead. |
GNAWER | verb (gnawed) | The creature chews on food barrels and bags. |
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" areas. Eg. unicorn. | |
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. |
GRAVITATE_BODY_SIZE | Creature Variants template command, alter body size. |
H
Token | Arguments | Description |
---|---|---|
HABIT | type:probability | Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, and COLLECT_WEALTH. These may require the creature to have a lair to work properly. |
HABIT_NUM | number or TEST_ALL | Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL] |
HAS_NERVES | This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue. | |
HEATDAM_POINT | value | The maximum temperature limit before the currently selected material will start receiving damage from heat. Used mostly in material templates. |
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 gases. |
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. Only works on AQUATIC creatures which can't breath 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 (usually hair, feathers or skin) |
INTELLIGENT | Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills and professions. Not recommended for uncivilized monsters. | |
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, ash from ghost 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 necessary adjectives and material from that glossary.
As of 31_01, RACEGLOSS may no longer be in the game.[Verify] |
ITEMCORPSE_QUALITY | The quality of an item-type corpse left behind; 5 is masterpiece-level. |
L
Token | Arguments | Description |
---|---|---|
LAIR | type:probability | Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, SHRINE, and LABYRINTH. |
LAIR_CHARACTERISTIC | characteristic:probability | Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS. |
LAIR_HUNTER | This creature will actively hunt adventurers in its lair. | |
LAIR_HUNTER_SPEECH | speech file | What this creature says while hunting adventurers in its lair. |
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 |
|
defines the material and healing rate 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." | |
LITTERSIZE |
|
Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2] |
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 Template:L |
MATERIAL |
|
Begins defining a new material.[Verify] |
MATERIAL_BREATH_ATTACK |
|
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_CAP_PERC |
|
Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher). |
MENT_ATT_RANGE |
| |
MENT_ATT_RATES |
|
Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE. |
MILKABLE |
|
Allows the creature to be milked. |
MISCHIEVIOUS | Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "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 | The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. |
NATURAL | Animal is considered to be natural. | |
NATURAL_SKILL | skill:value | The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. |
NIGHT_CREATURE_BOGEYMAN | Found on bogeymen. Presumably makes the creature attack the player at night in hordes like bogeymen do. | |
NIGHT_CREATURE_HUNTER | If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET of the opposite sex, convert them, and then have children with them. NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. | |
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. Evidence suggests creatures with this tag never wake up from sleep in Fortress Mode. | |
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. | |
PATTERNFLIER | ||
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's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. |
PERSONALITY |
|
Determines the range and 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_CAP_PERC |
|
Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher). |
PHYS_ATT_RANGE |
|
sets up a physical attribute's range of values. Max of 5000. |
PHYS_ATT_RATES |
|
Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE. |
PLUS_BP_GROUP |
|
Adds a body part group to selected body part group. |
PLUS_MATERIAL |
|
Adds a material to selected materials. |
PLUS_TISSUE_LAYER |
|
Adds a tissue to those selected |
PLUS_TL_GROUP |
|
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. Requires CAN_SPEAK to actually do anything more than settle at a location. | |
PREFSTRING | string | Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random |
PROFESSION_NAME |
|
The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead. |
R
Token | Arguments | Description |
---|---|---|
RELSIZE |
|
Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers. |
REMAINS_COLOR | ||
REMAINS_UNDETERMINED | ||
REMOVE_MATERIAL |
|
Removes a material from a creature |
REMOVE_TISSUE |
|
Removes a tissue from a creature. |
S
Token | Arguments | Description |
---|---|---|
SAVAGE | Allows creature to show up on (and limits it to) "savage" maps. | |
SECRETION |
|
creates a secreted material on given tissue on a given part of the body." |
SELECT_ADDITIONAL_CASTE |
|
adds an additional previously defined caste to the selection |
SELECT_CASTE |
|
selects a previously defined caste |
SELECT_MATERIAL |
|
Selects the material. Can be ALL. |
SELECT_TISSUE |
|
Selects a tissue for editing. |
SELECT_TISSUE_LAYER |
|
Selects a tissue layer for descriptor and cosmetic purposes. |
SEMIMEGABEAST | Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves. | |
SET_BP_GROUP |
|
selection token" |
SET_TL_GROUP |
|
begins a selection of tissue layers |
SKILL_LEARN_RATE | skill:percentage | The rate at which this creature learns this skill. |
SKILL_LEARN_RATES | percentage | The rate at which this creature learns all skills. |
SKILL_RATE | skill:percentage:value:value:value | As SKILL_RATES for individual skills. |
SKILL_RATES |
|
Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.
Default is [SKILL_RATES:100:8:8:16]. [SLOW_LEARNER] changes the 100 to a 50. |
SKILL_RUST_RATE | skill:value:value:value | The rate at which this skill decays. Lower values cause the skill to decay faster. |
SKILL_RUST_RATES | skill:value:value:value | The rate at which all skills decay. Lower values cause the skills to decay faster. |
SLOW_LEARNER | Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. | |
SMALL_REMAINS | If a creature has this token, it'll leave a small corpse that only rots once, and without miasma. | |
SOLDIER_ALTTILE | 'character' or tile number | If this creature is active in its civilization's military, it will blink between its default tile and this one. |
SPEC_HEAT | value | Amount of energy required for the creature to heat up or cool down. |
SPECIALATTACK_INJECT_EXTRACT |
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attack type addition that injects a material into the victim. |
SPECIALATTACK_SUCK_BLOOD | min:max | Successful attack draws out an amount of blood randomized between the min and max value. |
SPEECH | speech file | Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u |
SPEED | value | 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. |
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. |
SPOUSE_CONVERSION_TARGET | This creature can be converted by a night creature with SPOUSE_CONVERTED. | |
SPOUSE_CONVERTER | Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however. | |
SWIM_SPEED |
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How fast the creature swims. Typically 2500 (0.38 times the default speed). |
SWIMS_INNATE | 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. | |
SWIMS_LEARNED | The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. | |
SYN_AFFECTED_CLASS | adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON | |
SYN_AFFECTED_CREATURE | Creature Name | adds a specific creature to those affected. |
SYN_CONTACT | syndrome can be contracted on contact. | |
SYN_IMMUNE_CREATURE | creates an exception for the creature so that it not affected by the syndrome. | |
SYN_INHALED | syndrome can be contracted by inhalation, eg. poison dust. | |
SYN_INJECTED | syndrome can be contracted by injection, eg. snake bite. | |
SYN_NAME | text | defines the name of the syndrome |
SYNDROME | begins definition of a syndrome for poison use |
T
Token | Arguments | Description |
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TENDONS |
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Defines the material and healing rare of tendons. |
THICKWEB | The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]. | |
TISSUE | name | Begins defining a tissue in the creature file. |
TISSUE_LAYER |
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Adds the tissue layer to wherever it is required.
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing |
TISSUE_LAYER_UNDER |
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Adds the tissue layer under a given part ex. is Iron Man he has a gaseous poison within him and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] |
TISSUE_LAYER_APPEARANCE_MODIFIER |
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sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY |
TISSUE_STYLE_UNIT |
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sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS. |
TL_COLOR_MODIFIER | COLOR:freq:COLOR:freq etc | Creates a list of color patterns, giving each a frequency. |
TL_MAJOR_ARTERIES | Gives Major Artery attribute to selected layers. | |
TLCM_GENETIC_MODEL | tissue layer color modifier is passed to offspring genetically? | |
TLCM_IMPORTANCE |
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Presumably modifies the importance of the tissue layer color modifier, for description purposes.
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures. |
TLCM_NOUN |
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names the tissue layer color modifier, and determines the noun |
TLCM_TIMING |
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determines the point in the creature's life where the color change begins |
TRADE_CAPACITY | How much the creature can carry when used by merchants. | |
TRAINABLE | Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR]. | |
TRAINABLE_HUNTING | Can be trained as hunting beasts by way of kennels. | |
TRAINABLE_WAR | Can be trained as war beasts by way of kennels. | |
TRANCES | Allows the creature to go into martial trances. | |
TRAPAVOID | The creature is immune to traps. Probably every procedurally generated megabeast has this. | |
TRIGGERABLE_GROUP | min:max | A large swarm of vermin can be disturbed, usually in Adventure mode.[Verify] |
TSU_NOUN |
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Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style. |
U
Token | Arguments | Description |
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UNDERGROUND_DEPTH |
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Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max. Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. |
UNDERSWIM | Creature swims under the water and can't be seen.[Verify] | |
USE_CASTE |
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USE_MATERIAL |
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Uses a local creature mat to define a new material?[Verify] |
USE_MATERIAL_TEMPLATE |
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Loads a material, and gives it a shortname for later reference |
USE_TISSUE |
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Uses a local creature mat to define a new material?[Verify] |
USE_TISSUE_TEMPLATE |
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Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. |
UTTERANCES | Changes the language of the creature into an unintelligible mess. |
V
Token | Arguments | Description |
---|---|---|
VEGETATION | unknown | |
VIEWRANGE | value | Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20. |
VERMIN_BITE |
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vermin bites, and injects something. |
VERMIN_EATER | Vermin can nibble food?[Verify] | |
VERMIN_FISH | Acts like a fish | |
VERMIN_GROUNDER | 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)' | |
VERMIN_HATEABLE | Some dwarves will hate the creature and get unhappy thoughts when around it. | |
VERMIN_MICRO | 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. | |
VERMIN_NOFISH | The creature cannot be caught by fishing. | |
VERMIN_NOROAM | The creature will not be observed randomly roaming about the map. | |
VERMIN_NOTRAP | 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)) | |
VERMIN_ROTTER | 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. | |
VERMIN_SOIL | The creature randomly appears near dirt or mud. | |
VERMIN_SOIL_COLONY | The vermin will appear in a single tile cluster of many vermin, such as a colony of ants. | |
VERMINHUNTER | 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. | |
VESPERTINE | Sets if the creature is active in evening. |
W
Token | Arguments | Description |
---|---|---|
WAGON_PULLER | Allows the creature to pull caravan wagons. | |
WEBBER |
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allows the creature to web, and defines what the webs are made of. |
WEBIMMUNE | The creature will not get caught in webs. |