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{{Quality|Exceptional}}
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{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}
 
{{av}}
 
{{av}}
{{Modding}}
 
  
The <code>[OBJECT:CREATURE]</code> [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below.  
+
A full list of all known [[creature]] [[token]]s.
  
Vanilla creature definitions can be found in <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\vanilla_creatures\</code>.
+
__NOTOC__
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.
 
  
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)
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<div align="center">
 
+
{{alphabetical TOC}}
__NOTOC__
+
</div>
{{clear}}
 
{{alphabetical TOC|style=margin: 1em auto;}}
 
  
 
==A==
 
==A==
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| Caste
 
| Caste
 
|
 
|
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead of "This [adorable] animal can't work" or "This animal is waiting to be trained".
+
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.
+
| Makes the creature needs [[alcohol]] to get through the working day; it will choose to drink booze instead of water if possible. Going sober for too long reduces speed.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}
+
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].
+
| Allows a creature to breathe both inside and outside of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].
  
 
|-
 
|-
 
| {{text anchor|APP_MOD_DESC_RANGE}}
 
| {{text anchor|APP_MOD_DESC_RANGE}}
| Appearance Modifier
+
| Caste
 
|
 
|
*Range (6 values, low to high)
+
*Range
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.
+
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
 
 
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.
 
  
 
|-
 
|-
 
| {{text anchor|APP_MOD_GENETIC_MODEL}}
 
| {{text anchor|APP_MOD_GENETIC_MODEL}}
| Appearance Modifier
+
| Caste
 
|
 
|
 
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
 
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
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|-
 
|-
 
| {{text anchor|APP_MOD_IMPORTANCE}}
 
| {{text anchor|APP_MOD_IMPORTANCE}}
| Appearance Modifier
+
| Caste
 
|
 
|
 
*number
 
*number
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|-
 
|-
 
| {{text anchor|APP_MOD_NOUN}}
 
| {{text anchor|APP_MOD_NOUN}}
| Appearance Modifier
+
| Caste
 
|  
 
|  
 
*noun
 
*noun
 
*SINGULAR or PLURAL  
 
*SINGULAR or PLURAL  
| Creates a noun for the appearance, and whether it is singular or plural.
+
| Creates a noun for the appearance and whether it is singular or plural.
  
 
|-
 
|-
 
| {{text anchor|APP_MOD_RATE}}
 
| {{text anchor|APP_MOD_RATE}}
| Appearance Modifier
+
| Caste
 
|  
 
|  
 
*Rate (integer)
 
*Rate (integer)
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| Caste
 
| Caste
 
|  
 
|  
*creature variation ID
+
*CV TEMPLATE NAME
*(optional) any amount of arbitrary arguments
+
| Applies the specified [[creature variation token|creature variation]].
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.
 
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.
+
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|
 
|
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.
+
| Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag.
  
 
|-
 
|-
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|  
 
|  
 
*token
 
*token
*selection criteria (it's complicated)
+
*bodypart
 +
*selection criteria
 +
*location
 
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
 
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
 
'''Example:'''<br />
 
'''Example:'''<br />
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*exported wealth
 
*exported wealth
 
*created wealth
 
*created wealth
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.
+
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.
  
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==B==
 
==B==
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| Caste
 
| Caste
 
|   
 
|   
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.
+
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.
 
 
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.
 
  
 
|-
 
|-
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| Caste
 
| Caste
 
|  
 
|  
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.
+
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable as a creature of the night.
  
 
|-
 
|-
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This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.
 
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.
  
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a "Body Token Recognized But Could Not Connect: HEART" error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.
+
'''If the body is left undefined, the creature will cause a crash whenever it spawns.'''
 
 
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}
 
  
 
|-
 
|-
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*PlanName
 
*PlanName
 
*Arguments  
 
*Arguments  
| Loads a plan from 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.
+
| 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:'''<br />
 
'''Example:'''<br />
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
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|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==C==
 
==C==
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| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}
+
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.
+
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.  
  
 
|-
 
|-
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*plural
 
*plural
 
*adjective  
 
*adjective  
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as "nothing".
+
| Caste-specific {{token|NAME|c}}.
  
 
|-
 
|-
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*'character' or tile number
 
*'character' or tile number
 
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.
 
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.
 +
 +
|-
 +
| {{text anchor|CASTE_SPEECH}}
 +
| Caste
 +
|
 +
*speech file
 +
| Caste-specific {{token|SPEECH|c}}.
  
 
|-
 
|-
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|  
 
|  
 
*Varies
 
*Varies
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].
+
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].
  
 
|-
 
|-
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|  
 
|  
 
*integer  
 
*integer  
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood.  
+
| Age at which creature is considered an adult. One can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood.  
  
 
|-
 
|-
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*singular
 
*singular
 
*plural  
 
*plural  
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.
+
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.
  
 
|-
 
|-
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*min
 
*min
 
*max
 
*max
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.
+
| 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. Defaults to 1:1 if not specified.
  
 
|-
 
|-
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|-
 
|-
 
| {{text anchor|COPY_TAGS_FROM}}
 
| {{text anchor|COPY_TAGS_FROM}}
| Special
+
| Spec
 
|  
 
|  
*creature ID
+
*CREATURE NAME
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.
+
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.
 
 
|-
 
| {{text anchor|CREATURE}}
 
| Creature
 
|
 
*creature ID
 
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.
 
  
 
|-
 
|-
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|
 
|
 
*classname
 
*classname
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.
+
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.
  
The full list of tokens that use creature classes is:
 
 
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}
 
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}
 
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}
 
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}
 
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}
 
 
|-
 
|-
 
| {{text anchor|CREATURE_SOLDIER_TILE}}
 
| {{text anchor|CREATURE_SOLDIER_TILE}}
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| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.
+
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.
  
 
|-
 
|-
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|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==D==
 
==D==
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| Caste
 
| Caste
 
|   
 
|   
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.
+
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].
  
 
|-
 
|-
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|  
 
|  
 
*text  
 
*text  
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen.
+
| A brief description of the creature type.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|
 
|
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.
+
| Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.
  
 
|-
 
|-
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|  
 
|  
 
*integer  
 
*integer  
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.
+
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|  
 
|  
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.
+
| The creature hunts vermin by diving from the air. On tame creatures it works the same as normal [[#HUNTS_VERMIN|HUNTS_VERMIN]]. Found on [[peregrine falcon]]s.
  
 
|-
 
|-
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|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==E==
 
==E==
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*[[item token]]
 
*[[item token]]
 
*[[material token]] (ANY_HARD_STONE can be used for the material)
 
*[[material token]] (ANY_HARD_STONE can be used for the material)
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.
+
| Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT.
  
 
|-
 
|-
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|  
 
|  
 
*gem shape
 
*gem shape
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.
+
| The shape of the extra item of the creature upon butchering. Used with EXTRA_BUTCHER_OBJECT.
  
 
|-
 
|-
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* <[[material token]]>
 
* <[[material token]]>
 
* <[[Material_definition_token#Material_States|material state]]>
 
* <[[Material_definition_token#Material_States|material state]]>
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
+
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
  
 
|-
 
|-
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|
 
|
 
*size
 
*size
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.
+
| Determines the size of eggs. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.
  
 
|-
 
|-
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| Creature
 
| Creature
 
|   
 
|   
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.
+
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
  
 
|-
 
|-
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| Creature
 
| Creature
 
|   
 
|   
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.
+
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.
  
 
|-
 
|-
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* BY_CATEGORY, BY_TYPE, BY_TOKEN
 
* BY_CATEGORY, BY_TYPE, BY_TOKEN
 
* TYPE, CATEGORY, or TOKEN
 
* TYPE, CATEGORY, or TOKEN
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}
+
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a "vanish" power.
+
| Creature can see regardless of whether it has working eyes.  
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==F==
 
==F==
Line 804: Line 798:
 
| Caste
 
| Caste
 
|
 
|
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.
+
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.
  
 
|-
 
|-
Line 810: Line 804:
 
| Caste
 
| Caste
 
|
 
|
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.
+
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].
 
 
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.
 
  
 
|-
 
|-
Line 844: Line 836:
 
|  
 
|  
 
*temperature  
 
*temperature  
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.
+
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]]. May trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.
  
 
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.
 
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.
Line 865: Line 857:
 
|
 
|
 
*number, max 100
 
*number, max 100
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.
+
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.
 
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.
 
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==G==
 
==G==
Line 892: Line 884:
 
* <energy expenditure>
 
* <energy expenditure>
 
* <gait flag(s)>
 
* <gait flag(s)>
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].
+
| Defines a gait by which the creature can move. See [[Gait]] for more information.
  
 
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait
 
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait
Line 1,031: Line 1,023:
 
| Special
 
| Special
 
|   
 
|   
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.
+
| When using tags from an existing creature, inserts new tags after the specified tag.
  
 
|-
 
|-
Line 1,058: Line 1,050:
 
|
 
|
 
*number
 
*number
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.
+
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==H==
 
==H==
Line 1,077: Line 1,071:
 
*type
 
*type
 
*probability
 
*probability
| Defines certain behaviors for the creature. The habit types are:
+
| 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, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.
*COLLECT_TROPHIES
 
*COOK_PEOPLE
 
*COOK_VERMIN
 
*GRIND_VERMIN
 
*COOK_BLOOD
 
*GRIND_BONE_MEAL
 
*EAT_BONE_PORRIDGE
 
*USE_ANY_MELEE_WEAPON
 
*GIANT_NEST
 
*COLLECT_WEALTH.
 
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.
 
  
 
|-
 
|-
Line 1,108: Line 1,091:
 
|   
 
|   
 
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
 
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
 +
 +
|-
 +
| {{text anchor|HFID}}
 +
| Creature
 +
|
 +
*Integer (generic token?)
 +
| Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated.
  
 
|-
 
|-
Line 1,129: Line 1,119:
 
| Caste
 
| Caste
 
|
 
|
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.
+
| Creature hunts and kills nearby vermin.
  
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==I==
 
==I==
Line 1,159: Line 1,151:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).
+
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.
  
 
|-
 
|-
Line 1,165: Line 1,157:
 
| Caste
 
| Caste
 
|   
 
|   
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.
+
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.
  
 
|-
 
|-
Line 1,173: Line 1,165:
 
* [[item token]]
 
* [[item token]]
 
* [[material token]]
 
* [[material token]]
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.
+
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).
  
 
|-
 
|-
Line 1,183: Line 1,175:
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==L==
 
==L==
Line 1,199: Line 1,193:
 
*type
 
*type
 
*probability
 
*probability
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:
+
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
*SIMPLE_BURROW
 
*SIMPLE_MOUND
 
*WILDERNESS_LOCATION
 
*SHRINE
 
*LABYRINTH
 
  
 
|-
 
|-
Line 1,231: Line 1,220:
 
| Caste
 
| Caste
 
|   
 
|   
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
+
| 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). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."  
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.
 
 
 
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.
 
  
 
|-
 
|-
Line 1,240: Line 1,226:
 
| Creature
 
| Creature
 
|   
 
|   
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.
+
| Creature can spawn as a wild animal in the appropriate biomes.
 
 
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.
 
  
 
|-
 
|-
Line 1,248: Line 1,232:
 
| Caste
 
| Caste
 
|
 
|
| Creature lays [[egg]]s instead of giving birth to live young.
+
| Creature lays eggs instead of giving birth to live young.
  
 
|-
 
|-
Line 1,256: Line 1,240:
 
* [[item token]]
 
* [[item token]]
 
* [[material token]]
 
* [[material token]]
| Creature lays the specified item instead of regular eggs.
+
| Creature lays a particular item instead of regular eggs.
  
 
|-
 
|-
Line 1,282: Line 1,266:
 
| Caste
 
| Caste
 
|  
 
|  
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.
+
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game.
  
 
|-
 
|-
Line 1,290: Line 1,274:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.
+
| Determines the number of offspring per one birth.
  
 
|-
 
|-
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}
+
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}
 
| Creature
 
| Creature
 
|
 
|
Line 1,299: Line 1,283:
  
 
|-
 
|-
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}
+
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}
 
|
 
|
 
|
 
|
Line 1,308: Line 1,292:
 
| Caste
 
| Caste
 
|   
 
|   
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.
+
| Lets a creature open doors that are set to forbidden in Fortress Mode.
  
 
|-
 
|-
Line 1,321: Line 1,305:
 
|  
 
|  
 
*number
 
*number
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.
+
| Determines how well a creature can see in the dark. Higher is better. Dwarves have 10000, which amounts to perfect nightvision.
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==M==
 
==M==
Line 1,338: Line 1,324:
 
| Caste
 
| Caste
 
|   
 
|   
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]
+
| No function, presumably a placeholder.
  
 
|-
 
|-
Line 1,350: Line 1,336:
 
| Caste
 
| Caste
 
|   
 
|   
| Makes the creature biologically male. Usually declared inside a caste.
+
| The creature is male. Usually declared inside a caste.
  
 
|-  
 
|-  
Line 1,357: Line 1,343:
 
|  
 
|  
 
*occasionally body part  
 
*occasionally body part  
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.
+
| Adds a possible mannerism to the creature's profile.
 +
See [[Creature mannerism token]] for further info.
  
 
|-
 
|-
Line 1,364: Line 1,351:
 
|
 
|
 
*material id
 
*material id
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.
+
| Begins defining a new material.{{verify}}
  
 
|-
 
|-
Line 1,394: Line 1,381:
 
| Caste
 
| Caste
 
|   
 
|   
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.
+
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task.
  
 
|-
 
|-
Line 1,400: Line 1,387:
 
| Caste
 
| Caste
 
|   
 
|   
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details.  
+
| A 'boss' creature. A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details.  
  
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.
+
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed.
  
 
|-
 
|-
Line 1,435: Line 1,422:
 
*rust counter rate
 
*rust counter rate
 
*demotion counter rate
 
*demotion counter rate
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.
+
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Defaults are 500:4:5:4.
  
 
|-
 
|-
Line 1,485: Line 1,472:
 
| Caste
 
| Caste
 
|   
 
|   
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual. Requires {{token|FEMALE|c}}.
+
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires {{token|FEMALE|c}}.
  
 
|-
 
|-
Line 1,494: Line 1,481:
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==N==
 
==N==
Line 1,511: Line 1,500:
 
*plural
 
*plural
 
*adjective  
 
*adjective  
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as "nothing" by the game.
+
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.
 
 
Some examples of adjective use:
 
* "super''dwarven'' strength"
 
* "the ''dwarven'' hillocks of X"
 
* Deity species as in "''feline'' deity"
 
* Megabeast attacks in worldgen. One with multiple dragons being a "''draconic'' rampage"
 
  
 
|-
 
|-
Line 1,546: Line 1,529:
  
 
|-
 
|-
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}
+
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}
 
| Caste
 
| Caste
 
|
 
|
| Found on some [[necromancer]]s. Creatures with this tag may periodically "perform horrible experiments" offscreen, during which they can use creature-targeting interactions with an <code>[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]</code> tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.
+
| Found on some [[necromancer]]s. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255]
  
 
|-
 
|-
Line 1,556: Line 1,539:
 
|
 
|
 
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.
 
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.
 
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.
 
  
 
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).
 
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).
  
 
|-
 
|-
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}
+
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}
 
| Caste
 
| Caste
 
|
 
|
Line 1,595: Line 1,576:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}
+
| Creature does not need to [[food|eat]].  
  
 
|-
 
|-
Line 1,607: Line 1,588:
 
| Caste
 
| Caste
 
|
 
|
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].
+
| Creature has no gender and is unable to [[breeding|breed]].
  
 
|-
 
|-
Line 1,697: Line 1,678:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.
+
| Creature doesn't feel fear and will never flee from battle. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.
  
 
|-
 
|-
Line 1,703: Line 1,684:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature will not be hunted or fed to wild beasts.
+
| Creature will not drop meat when [[butcher|butchered]].
  
 
|-
 
|-
Line 1,766: Line 1,747:
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==O==
 
==O==
Line 1,781: Line 1,764:
 
|  
 
|  
 
*number
 
*number
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).
+
| How easy the creature is to smell. The higher the number, the easier the creature can be smelt (presumably from X distance of tiles). Zero is odorless. Default is 50.
  
 
|-
 
|-
Line 1,788: Line 1,771:
 
|  
 
|  
 
*string
 
*string
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.
+
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.
  
 
|-
 
|-
Line 1,794: Line 1,777:
 
| Caste
 
| Caste
 
|  
 
|  
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.
+
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the NOT_LIVING token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.
  
 
|-
 
|-
Line 1,802: Line 1,785:
 
*MALE/FEMALE
 
*MALE/FEMALE
 
*disinterested chance
 
*disinterested chance
*casual chance
+
*lover-possible chance
*strong chance
+
*commitment-possible chance
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.
+
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.
  
 
|-
 
|-
| {{text anchor|OUTSIDER_CONTROLLABLE}}
+
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}
 
| Caste
 
| Caste
 
|
 
|
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.
+
| Lets you play as an outsider of this species in adventure mode.
  
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==P==
 
==P==
Line 1,828: Line 1,813:
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.
+
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!
 
 
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.
 
  
 
|-
 
|-
Line 1,836: Line 1,819:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.
+
| The creature is immune to all paralyzing special attacks.
  
 
|-
 
|-
Line 1,843: Line 1,826:
 
|   
 
|   
 
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.
 
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.
 
|-
 
| {{text anchor|PCG_LAYERING}}
 
| Creature
 
|
 
*[[Procedural graphics layer|Layering type]]
 
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition.
 
  
 
|-
 
|-
Line 1,855: Line 1,831:
 
| Caste
 
| Caste
 
|   
 
|   
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}
+
| In earlier versions, creature would generate pearls. Does nothing in the current version.{{verify}}
  
 
|-
 
|-
Line 1,862: Line 1,838:
 
|  
 
|  
 
*value  
 
*value  
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.
+
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers.
 
 
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.
 
  
 
|-
 
|-
Line 1,880: Line 1,854:
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.
+
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.
  
 
|-
 
|-
Line 1,886: Line 1,860:
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).
+
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).
  
 
|-
 
|-
Line 1,900: Line 1,874:
 
|  
 
|  
 
*value
 
*value
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.
+
| Divides the creature's PETVALUE by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.
  
 
|-
 
|-
Line 1,922: Line 1,896:
 
*higher
 
*higher
 
*highest  
 
*highest  
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
+
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
  
 
|-
 
|-
Line 1,933: Line 1,907:
 
*rust counter rate
 
*rust counter rate
 
*demotion counter rate
 
*demotion counter rate
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
+
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
  
 
|-
 
|-
Line 1,941: Line 1,915:
 
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
 
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
 
*body type, category, or token
 
*body type, category, or token
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.
+
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
  
 
|-
 
|-
Line 1,948: Line 1,922:
 
|  
 
|  
 
*material
 
*material
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.
+
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
  
 
|-
 
|-
Line 1,954: Line 1,928:
 
| Caste
 
| Caste
 
|   
 
|   
*number (max 100000)
+
*number
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.
+
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
  
 
|-
 
|-
Line 1,969: Line 1,943:
 
| Caste
 
| Caste
 
|
 
|
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).
+
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).
  
 
|-
 
|-
Line 1,977: Line 1,951:
 
*string
 
*string
 
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.
 
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.
 
|-
 
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}
 
| Creature
 
|
 
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type
 
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.
 
  
 
|-
 
|-
Line 1,992: Line 1,959:
 
*singular
 
*singular
 
*plural  
 
*plural  
| 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 {{token|CASTE_PROFESSION_NAME|c}} instead.
+
| 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.
  
 
|-
 
|-
Line 2,007: Line 1,974:
 
* <[[material token]]>
 
* <[[material token]]>
 
* <[[Material_definition_token#Material_States|material state]]>
 
* <[[Material_definition_token#Material_States|material state]]>
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].
+
| The creature has pus. Specifies the stuff secreted by infected wounds.
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==R==
 
==R==
Line 2,035: Line 2,004:
 
*singular
 
*singular
 
*plural
 
*plural
| What the creature's [[remains]] are called.
+
| What creature's remains are called.
  
 
|-
 
|-
Line 2,041: Line 2,010:
 
| Caste
 
| Caste
 
|
 
|
| What color the creature's [[remains]] are.
+
| What color the creature's remains are.
  
 
|-
 
|-
Line 2,047: Line 2,016:
 
| Caste
 
| Caste
 
|
 
|
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.
+
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.
  
 
|-
 
|-
Line 2,060: Line 2,029:
 
|  
 
|  
 
*material token  
 
*material token  
| Removes a material from the creature.
+
| Removes a material from a creature.
  
 
|-
 
|-
Line 2,067: Line 2,036:
 
|
 
|
 
*tissue token
 
*tissue token
| Removes a tissue from the creature.
+
| Removes a tissue from a creature.
  
 
|-
 
|-
Line 2,079: Line 2,048:
 
*Second person cancel retract text
 
*Second person cancel retract text
 
*Third person cancel retract text
 
*Third person cancel retract text
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.
+
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)
  
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.
+
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.  
  
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.
+
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.
 
|-
 
|-
 
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}
 
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}
 
|
 
|
 
|
 
|
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.
+
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires HUNTS_VERMIN, obviously.
  
 
|-
 
|-
Line 2,106: Line 2,075:
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==S==
 
==S==
Line 2,136: Line 2,107:
 
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].
 
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].
 
*'''EXERTION'''
 
*'''EXERTION'''
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.
+
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this doesn't occur if the creature has [[Creature token#NOEXERT|NOEXERT]].
 
*'''EXTREME_EMOTION'''
 
*'''EXTREME_EMOTION'''
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.
+
Secretion occurs continuously whilst the creature is distressed.
  
 
|-
 
|-
Line 2,160: Line 2,131:
 
*<[[material token]]>
 
*<[[material token]]>
 
| Selects a locally defined material. Can be ALL.
 
| Selects a locally defined material. Can be ALL.
 
|-
 
| {{text anchor|SELECT_TISSUE}}
 
| Creature
 
|
 
*tissue token
 
| Selects a tissue for editing.
 
  
 
|-
 
|-
Line 2,190: Line 2,154:
 
*category, type, or token  
 
*category, type, or token  
 
| Begins a selection of body parts.
 
| Begins a selection of body parts.
 +
 +
|-
 +
| {{text anchor|SET_TL_GROUP}}
 +
| Caste
 +
|
 +
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
*tissue
 +
| Begins a selection of tissue layers
 +
 +
|-
 +
| {{text anchor|SHEARABLE_TISSUE_LAYER}}
 +
| Caste
 +
|
 +
* tissue modifier
 +
* required value
 +
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).
  
 
|-
 
|-
Line 2,248: Line 2,230:
  
 
|-
 
|-
| {{text anchor|SLAIN_CASTE_SPEECH}}
+
| {{text anchor|SLOW_LEARNER}}
 
| Caste
 
| Caste
|  
+
|
*[[Speech file|text set]]
+
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.
| Caste-specific {{token|SLAIN_SPEECH|c}}.
 
  
 
|-
 
|-
| {{text anchor|SLAIN_SPEECH}}
+
| {{text anchor|SMALL_REMAINS}}
| Creature
 
|
 
*[[Speech file|text set]]
 
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (<code>[SLAIN_SPEECH:SLAIN_DWARF]</code>) and text_elf.txt (<code>[SLAIN_SPEECH:SLAIN_ELF]</code>) in data\vanilla\vanilla_creatures\objects.
 
 
 
|-
 
| {{text anchor|SLOW_LEARNER}}
 
| Caste
 
 
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.
 
 
 
|-
 
| {{text anchor|SMALL_REMAINS}}
 
 
| Caste
 
| Caste
 
|   
 
|   
Line 2,278: Line 2,246:
 
|  
 
|  
 
*value
 
*value
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.
+
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.
  
 
|-
 
|-
Line 2,300: Line 2,268:
 
| Creature makes sounds periodically, which can be heard in Adventure mode.
 
| Creature makes sounds periodically, which can be heard in Adventure mode.
 
* First-person reads "You '''bark'''"
 
* First-person reads "You '''bark'''"
* Third-person reads "The [[capybara]] '''barks'''"
+
* Third-person reads "The capybara '''barks'''"
 
* Out of sight reads "You hear '''a loud bark'''"
 
* Out of sight reads "You hear '''a loud bark'''"
 
with the text in bold being the description arguments of the token.
 
with the text in bold being the description arguments of the token.
 
|-
 
| {{text anchor|SOURCE_HFID}}
 
| Creature
 
|
 
*Integer
 
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.
 
  
 
|-
 
|-
Line 2,318: Line 2,279:
 
* Plant/creature ID
 
* Plant/creature ID
 
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available.  
 
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available.  
 +
 +
|-
 +
| {{text anchor|SPEECH}}
 +
| Creature
 +
|
 +
*speech file
 +
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
 +
 +
|-
 +
| {{text anchor|SPEECH_FEMALE}}
 +
| Creature
 +
|
 +
*speech file
 +
| Boasting speeches relating to killing females of this creature.
 +
 +
|-
 +
| {{text anchor|SPEECH_MALE}}
 +
| Creature
 +
|
 +
*speech file
 +
| Boasting speeches relating to killing males of this creature.
  
 
|-
 
|-
Line 2,339: Line 2,321:
  
 
|-
 
|-
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}
+
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}
 
| Caste
 
| Caste
 
|
 
|
Line 2,357: Line 2,339:
  
 
|-
 
|-
| {{text anchor|STRANGE_MOODS}}
+
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}
| Caste
+
|
 
|
 
|
 
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.
 
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.
Line 2,366: Line 2,348:
 
| Caste
 
| Caste
 
|  
 
|  
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.
+
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]]. Also prevents it from becoming a [[vampire]] or a [[werebeast]]. Other effects are unknown.
  
 
|-
 
|-
Line 2,381: Line 2,363:
  
 
|-
 
|-
| {{text anchor|SYNDROME_DILUTION_FACTOR}}
+
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}
| Caste
 
 
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage>
 
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage>
 +
|
 
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.
 
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==T==
 
==T==
Line 2,409: Line 2,393:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature's [[web]]s can catch larger creatures.
+
| The creature's webs can catch larger creatures.
  
 
|-
 
|-
Line 2,416: Line 2,400:
 
|  
 
|  
 
*name  
 
*name  
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.
+
| Begins defining a tissue in the creature file.
  
 
|-
 
|-
| {{text anchor|TISSUE_LAYER}}
+
| {{text anchor|TITAN}}
 
| Caste
 
| Caste
|  
+
|
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
| Found on [[titan]]s. Cannot be specified in user-defined raws.
*TYPE,CATEGORY, or TOKEN
 
*TISSUE
 
*LOCATION
 
| 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
 
  
 
|-
 
|-
| {{text anchor|TISSUE_LAYER_OVER}}
+
| {{text anchor|TL_COLOR_MODIFIER}}
 
| Caste
 
| Caste
|
+
|  
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
*COLOR
*TYPE,CATEGORY, or TOKEN
+
*freq
*TISSUE
+
*COLOR
*LOCATION
+
*freq etc.
| Alias for TISSUE_LAYER
+
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".
  
 
|-
 
|-
| {{text anchor|TISSUE_LAYER_UNDER}}
+
| {{text anchor|TLCM_GENETIC_MODEL}}
 
| Caste
 
| Caste
|  
+
|
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}
*TYPE,CATEGORY, or TOKEN
 
*TISSUE
 
| Adds the tissue layer under a given part.
 
For example, an [[iron man]] has a gaseous poison within, 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 the Iron Man:<br>
 
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]
 
  
 
|-
 
|-
| {{text anchor|TITAN}}
+
| {{text anchor|TLCM_IMPORTANCE}}
 
| Caste
 
| Caste
 
|
 
|
| Found on [[titan]]s. Cannot be specified in user-defined raws.
+
*number
 +
| 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.
 +
 
 +
|-
 +
| {{text anchor|TLCM_NOUN}}
 +
| Caste
 +
|
 +
*name
 +
*SINGULAR or PLURAL
 +
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts.
 +
 
 +
|-
 +
| {{text anchor|TLCM_TIMING}}
 +
| Caste
 +
|
 +
*ROOT
 +
*start change window years
 +
*days
 +
*end change window years
 +
*days
 +
| Determines the point in the creature's life when the color change begins and ends.
  
 
|-
 
|-
Line 2,461: Line 2,456:
 
|   
 
|   
 
*number
 
*number
| How much the creature can carry when used by merchants. 1000 by default. If a civilization uses a custom pack animal via ALWAYS_PACK, you must manually add a capacity to the raws of that creature itself. Capacity defaults to null leading to empty caravans.
+
| How much the creature can carry when used by merchants.  
  
 
|-
 
|-
Line 2,467: Line 2,462:
 
| Caste
 
| Caste
 
|   
 
|   
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.
+
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
  
 
|-
 
|-
Line 2,473: Line 2,468:
 
| Caste
 
| Caste
 
|   
 
|   
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.
+
| Can be trained as a hunting beast, increasing speed.
  
 
|-
 
|-
Line 2,479: Line 2,474:
 
| Caste
 
| Caste
 
|   
 
|   
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.
+
| Can be trained as a war beast, increasing strength and endurance.
  
 
|-
 
|-
Line 2,507: Line 2,502:
 
*noun
 
*noun
 
*SINGULAR or PLURAL  
 
*SINGULAR or PLURAL  
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.
+
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==U==
 
==U==
Line 2,524: Line 2,521:
 
| Creature
 
| Creature
 
|
 
|
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.
+
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.
  
 
|-
 
|-
Line 2,532: Line 2,529:
 
*mindepth
 
*mindepth
 
*maxdepth  
 
*maxdepth  
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.
+
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.
  
 
|-
 
|-
Line 2,538: Line 2,535:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.
+
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.
  
 
|-
 
|-
Line 2,544: Line 2,541:
 
| Caste
 
| Caste
 
|   
 
|   
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.
+
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Could not be specified in user-defined raws until 47.01.
  
 
|-
 
|-
Line 2,553: Line 2,550:
 
*old caste token
 
*old caste token
 
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
 
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
Roostre: "When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod." This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag.
 
  
 
|-
 
|-
Line 2,569: Line 2,565:
 
*new material token
 
*new material token
 
*material template  
 
*material template  
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].
+
| Defines a new local creature material and populates it with all properties defined in the specified template.
  
 
|-
 
|-
Line 2,589: Line 2,585:
 
|-
 
|-
 
| {{text anchor|UTTERANCES}}
 
| {{text anchor|UTTERANCES}}
| Creature
+
| Caste
 
|   
 
|   
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.
+
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==V==
 
==V==
Line 2,608: Line 2,606:
 
| Caste
 
| Caste
 
|   
 
|   
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.
+
| The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.
  
 
|-
 
|-
Line 2,711: Line 2,709:
 
*binocular vision arc
 
*binocular vision arc
 
*non-binocular vision arc
 
*non-binocular vision arc
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.
+
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.
 +
 
 +
Binocular vision has a minimum of about 10 degrees. Monocular vision has a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==W==
 
==W==
Line 2,745: Line 2,747:
  
 
==Attack Tokens==
 
==Attack Tokens==
 
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.
 
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
! width="20%" | Part type token
+
! width="20%" | Token
! width="30%" | Arguments
+
! width="10%" | Type
! width="60%" | Description
+
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|BODYPART}}
+
| {{text anchor|ATTACK_SKILL}}
 +
| Caste
 
|  
 
|  
* BY_TYPE/BY_TOKEN/BY_CATEGORY
+
*[[Skill token]]
* type/token/category
+
| Defines the skill used by the attack.
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.
 
  
 
|-
 
|-
| {{text anchor|TISSUE_LAYER}}
+
| {{text anchor|ATTACK_VERB}}
|
+
| Caste
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 
* type/token/category
 
* tissue layer
 
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.
 
 
 
|-
 
| {{text anchor|CHILD_BODYPART_GROUP}}
 
|
 
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 
* type/token/category
 
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 
* type/token/category
 
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).
 
 
 
|-
 
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}
 
|
 
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 
* type/token/category
 
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 
* type/token/category
 
* tissue layer
 
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.
 
 
 
|}
 
 
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
 
 
|-
 
| {{text anchor|ATTACK_SKILL}}
 
| Caste
 
|
 
*[[Skill token]]
 
| Defines the skill used by the attack.
 
 
 
|-
 
| {{text anchor|ATTACK_VERB}}
 
| Caste
 
 
|  
 
|  
 
*2nd person
 
*2nd person
Line 2,893: Line 2,850:
 
|  
 
|  
 
*interaction
 
*interaction
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.
+
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well.
  
 
|-
 
|-
Line 2,904: Line 2,861:
 
|}
 
|}
  
==Tissue Layer Tokens==
+
==Important Related Tokens==
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].
+
These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)
  
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the "actual" skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.
+
===Tissue Modification===
 +
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])
  
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 2,919: Line 2,876:
  
 
|-
 
|-
| {{text anchor|SELECT_TISSUE_LAYER}}
+
| {{text anchor|PLUS_TISSUE_LAYER}}
 
| Caste
 
| Caste
 
|  
 
|  
 
*TISSUE
 
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
*Location - category, type, or token | Selects a tissue at a location
+
*Location - category, type, or token  
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
+
| Adds a tissue to those selected
| Begins a selection of tissue layers.
 
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]
 
  
 
|-
 
|-
| {{text anchor|PLUS_TISSUE_LAYER}}
+
| {{text anchor|PLUS_TL_GROUP}}
 
| Caste
 
| Caste
 
|  
 
|  
 
*TISSUE
 
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
*Location - category, type, or token  
+
*Location - category, type, or token
| Adds tissue layers to those selected.
+
*tissue
 +
| continues a selection of tissue layers
  
 
|-
 
|-
| {{text anchor|SET_TL_GROUP}}
+
| {{text anchor|SELECT_TISSUE}}
| Caste
+
| Creature
|  
+
|
*TISSUE
+
*tissue token
*BY_CATEGORY, BY_TYPE, BY_TOKEN
+
| Selects a tissue for editing.
*Location - category, type, or token
 
*tissue
 
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes.
 
 
 
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as "functional" tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.
 
  
 
|-
 
|-
| {{text anchor|PLUS_TL_GROUP}}
+
| {{text anchor|SELECT_TISSUE_LAYER}}
 
| Caste
 
| Caste
 
|  
 
|  
 +
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
*Location - category, type, or token
+
*Location - category, type, or token | Selects a tissue at a location
*tissue
+
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.
+
| Selects a tissue layer for descriptor and cosmetic purposes.
 +
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]
  
 
|-
 
|-
Line 2,967: Line 2,920:
  
 
|-
 
|-
| {{text anchor|SHEARABLE_TISSUE_LAYER}}
+
| {{text anchor|TISSUE_LAYER}}
 
| Caste
 
| Caste
|
+
|  
* tissue modifier
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
* required value
+
*TYPE,CATEGORY, or TOKEN
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).
+
*TISSUE
 +
*LOCATION
 +
| 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
  
 +
|-
 +
| {{text anchor|TISSUE_LAYER_OVER}}
 +
| Caste
 +
|
 +
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*TYPE,CATEGORY, or TOKEN
 +
*TISSUE
 +
*LOCATION
 +
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
 +
 +
|-
 +
| {{text anchor|TISSUE_LAYER_UNDER}}
 +
| Caste
 +
|
 +
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*TYPE,CATEGORY, or TOKEN
 +
*TISSUE
 +
| Adds the tissue layer under a given part.
 +
For example an Iron Man has a gaseous poison within 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:<br>
 +
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]
 
|-
 
|-
 
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}
 
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}
Line 2,995: Line 2,971:
 
*shaping
 
*shaping
 
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
 
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
 
|-
 
| {{text anchor|TL_COLOR_MODIFIER}}
 
| Caste
 
|
 
*COLOR
 
*freq
 
*COLOR
 
*freq etc.
 
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".
 
 
|-
 
| {{text anchor|TLCM_GENETIC_MODEL}}
 
| Caste
 
|
 
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}
 
 
|-
 
| {{text anchor|TLCM_IMPORTANCE}}
 
| Caste
 
|
 
*number
 
| 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.
 
 
|-
 
| {{text anchor|TLCM_NOUN}}
 
| Caste
 
|
 
*name
 
*SINGULAR or PLURAL
 
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts.
 
 
|-
 
| {{text anchor|TLCM_TIMING}}
 
| Caste
 
|
 
*ROOT
 
*start change window years
 
*days
 
*end change window years
 
*days
 
| Determines the point in the creature's life when the color change begins and ends.
 
  
 
|-
 
|-
Line 3,087: Line 3,020:
 
*[[Syndrome]]
 
*[[Syndrome]]
 
*[[Tissue definition token]]
 
*[[Tissue definition token]]
*[[Creature examples]]
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
 
[[ru:Creature token]]
 
[[ru:Creature token]]

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