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23a:Entity token

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Revision as of 20:44, 10 August 2010 by Quietust (talk | contribs) (Created page with '{{av}} These {{L|tokens}} define entities, or {{L|Civilization|civilization}}s, in entity_*.txt files. == Gameplay == {| {{prettytable}} |- bgcolor="#ddd" ! Token ! Arguments !…')
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This article is about an older version of DF.

These Template:L define entities, or Template:Ls, in entity_*.txt files.


Gameplay

Token Arguments Description
INDIV_CONTROLLABLE Allows the "Play Now!" option adventure mode.
CIV_CONTROLLABLE Allows fortress mode.
CREATURE creature The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.

[CREATURE:DWARF]

Placement

Token Arguments Description
MOUNTAIN_SETTLEMENTS Causes sites to be placed adjacent to mountains.
FOREST_SETTLEMENTS Causes sites to be placed in forests.
PLAINS_SETTLEMENTS Causes sites to be placed in plains.


Flavor

Token Arguments Description
CURRENCY_BY_YEAR Causes the civ's currency to be numbered with the year it was minted.
CURRENCY
  • metal token
  • value
What kind of metals the civ uses for coin minting as well as the value of the coin.

[CURRENCY:SILVER:5]

TRANSLATION language What language raw the entity uses.
  • If an entity lacks this tag, translations appear to be drawn randomly from all translation files[Verify].

[TRANSLATION:DWARF]

CULL_SYMBOL
  • noun
  • symbol
ALL

Causes the entity to not use the words in these SYM sets. [CULL_SYMBOL:ALL:UGLY]

SELECT_SYMBOL
  • noun
  • symbol
Causes the entity to more often use these symbols in the particular SYM set.

[SELECT_SYMBOL:ALL:PEACE]

METAL_PREF Causes the entity to use only Template:L for weapons and armor. Without this token, the entity will randomly use Template:L, Template:L, and Template:L.
STONE_PREF
WOOD_PREF Causes members to use wooden armor, shields, and weapons, as elves do.
GEM_PREF

Behavior

Token Arguments Description
AMBUSHER When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots.
BABYSNATCHER Sends thieves to steal babies. May also cause sieges as population increases.
NUISANCE Sends thieves to steal items. Also makes the severity of attacks depend on the extent of thievery rather than the passage of time.
SIEGER Will wait around at the edge of your map for a month or two, before charging.

Items and Animals Used

Token Arguments Description
AMMO item token

[AMMO:ITEM_AMMO_BOLTS]

ARMOR
  • item token
  • rarity
Rarity is optional.

[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]

DIGGER item token

[DIGGER:ITEM_WEAPON_PICK]

GLOVES
  • item token
  • rarity
Rarity is optional.

[GLOVES:ITEM_GLOVES_GLOVES:COMMON]

HELM
  • item token
  • rarity
Rarity is optional.

[HELM:ITEM_HELM_HELM:COMMON]

INSTRUMENT item token

[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]

PANTS
  • item token
  • rarity
Rarity is optional.

[PANTS:ITEM_PANTS_PANTS:COMMON]

SHIELD item token

[SHIELD:ITEM_SHIELD_SHIELD]

SHOES
  • item token
  • rarity
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_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.
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 Allow civ to use underground plant products in the goods it has available for trade.
OUTDOOR_FARMING Allow civ to use outdoor plant products in the goods it has available for trade.
CLOTHING Civ members will attempt to wear clothing.
SUBTERRANEAN_CLOTHING Will wear things made of spider silk and other subterranean materials.
MINOR_METAL Will always use Template:L.