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v0.31:Creature token

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Revision as of 12:38, 5 April 2010 by Cptmayday (talk | contribs) (→‎S)
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Tentative at best in some cases. Legacy stuff unlisted.


Tokens

A

Token Arguments Description
ALCOHOL_DEPENDENT Creature needs alcohol to get through the working day.
ALL_ACTIVE Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.
ALTTILE If set, the creature will blink between its [TILE] and its [ALTTILE].
AMBUSHPREDATOR Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too
AMPHIBIOUS Allows a creature to breathe with or without water.
APP_MOD_NOUN
  • noun
  • SINGULAR or PLURAL
creates a noun for the appearance and whether it is singular or plural
APP_MOD_RATE
  • Rate (integer)
  • Scale (DAILY, YEARLY)
  • min:max of growth
  • start year:end year
setting the growth rate of the modifier
APPLY_CREATURE_VARIATION
  • CV TEMPLATE NAME
Loads the CV Template specified.
APPLY_CURRENT_CREATURE_VARIATION Applies loaded CV
AQUATIC Allows a creature to breathe underwater, but causes it to "drown" out of water.
ARENA_RESTRICTED Does not appear in arena mode list
ATTACK
  • token
  • bodypart
  • selection criteria
  • location
Defines the attack name, and the body part used.
ATTACK_CONTACT_PERC
  • % value
amount of available tissue used in attack
ATTACK_FLAG_CANLATCH amount of material that makes contact when attack is made.
ATTACK_FLAG_EDGE attack type
ATTACK_FLAG_WITH attack type
ATTACK_PENETRATION_PERC
  • % value
probably amount of material that makes contact when penetration is done
ATTACK_PRIORITY
  • MAIN or SECOND
use of the attack in combat. Second attacks only used if main impossible.
ATTACK_SKILL defines the attack skill used
ATTACK_TRIGGER min:median:max Probably stages when a dragon will attack a site
ATTACK_VERB 2nd person:3rd person descriptive text for the attack

B

Token Arguments Description
BABY integer age at which creature is considered a child
BABYNAME singular:plural name at caste level
BEACH_FREQUENCY Whales and jellyfish have this. Controls the beaching frequency of the creature.
BENIGN Determines whether creature can show up on "tame" maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
BIOME
  • BIOME
Select Biomes the creature may appear in
BLOOD, PUS, OTHER MATERIAL state definition
  • selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
  • selected material
  • matter state (LIQUID, GAS, ALL_SOLID) | Controls bleeding behaviour
BODY body parts Draws body parts from OBJECT:BODY files (such as body_default.txt)
BODY_APPEARANCE_MODIFIER
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest | These body modifiers give individual dwarves different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
BODY_DETAIL_PLAN PlanName, PlanName:type:type:type:etc loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
BODY_SIZE_PLAN years:days:size sets up size at a given time
BODYGLOSS gloss Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
BONECARN Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.
BP_APPEARANCE_MODIFIER
  • QUALITY
  • lowest:lower:low:median:high:higher:highest
sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)
BUILDINGDESTROYER 1 or 2 Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands.

C

Token Arguments Description
CAN_LEARN CAN_LEARN
CAN_SPEAK Can talk. Note that it is not necessary for a creature to gain social skills.
CANNOT_UNDEAD Cannot be turned into a zombie or skeletal undead
CANOPENDOORS Allows the creature to open doors.
CARNIVORE Creature eats meat
CASTE
  • name
defines a caste
CASTE_NAME singular:plural:adjective The name of the caste of the creature in the game.
CAVE_ADAPT Gives the creature a bonus in caves. Also causes Cave adaptation.
CE_X
  • SEV:<value> (severity, higher is worse)
  • PROB:<value(1-100)> (probability)
  • RESISTABLE (optional) allows resistance
  • SIZE_DILUTES (optional) lessens effect based on size

Place effected:

  • LOCALIZED (optional)
  • VASCULAR_ONLY (optional)
  • BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)

Timeline:

  • Start:Time at which effect starts
  • Peak:Time at which effect peaks
  • End:Time at which effect ends.
specifies the aspects of the Creature Effect in Syndromes. This includes the severity of the effect, the likelihood of it taking effect, whether it is resistable, and if the size of a creature effects it, where the creture is effected and the timeline of the effect. CEs include: CE_FEVER, CE_NAUSEA, CE_DIZZINESS, CE_SWELLING, CE_OOZING, CE_BRUISING, CE_BLEEDING, CE_NECROSIS, CE_DROWSINESS, CE_PAIN, CE_BLISTERS, CE_COUGH_BLOOD, CE_IMPAIR FUNCTION
CHILD integer age at which creature is considered an adult
CHILD_BODYPART_GROUP
  • master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
  • master location
  • specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
  • specific location
selects all parts of a group to be used.
CHILDNAME singular:plural name at caste level
CLUSTER_NUMBER min:max The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.

e.g. [CLUSTER_NUMBER:1:3]

COLDDAM_POINT value The minimum temperature limit before the creature starts taking damage from freezing.
COLOR foreground:background:brightness Color of the creature's tile.
COMMON_DOMESTIC Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT
COOKABLE_LIVE Set this to allow the creature to be cooked in meals without first being cleaned.
COPY_TAGS_FROM
  • CREATURE NAME
Copies tags from another specified creature.
CREATURE name What the game looks for when generating creatures.
CREATURE_CLASS Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes.
CREATURE_TILE 'character' or tile number The symbol of the creature in ASCII mode.
CREPUSCULAR Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL.
CURIOUSBEAST_EATER Allows a creature to steal and eat edible items from you.
CURIOUSBEAST_GUZZLER Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.
CURIOUSBEAST_ITEM Allows a creature to steal things (apparently the highest value it can find).
CV_ADD_TAG
  • TAG NAME
Adds a tag
CV_REMOVE_TAG
  • TAG NAME
removes a tag

D

Token Arguments Description
DESCRIPTION text A brief description of the creature type.
DIFFICULTY integer Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.
DIURNAL Sets if the creature is active in day.
DOES_NOT_EXIST Creature does not actually exist; used for fanciful creatures.
DRAGONFIREBREATH Creature breathes fire in a cone.

E

Token Arguments Description
EQUIPMENT_WAGON Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.
EQUIPS Allows the creature to wear or wield items.
EVIL Determines whether creature can show up on "evil" maps
EXTRAVISION Creature can see regardless of whether it has working eyes.


F

Token Arguments Description
FANCIFUL Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.
FEMALE all female
FIREBREATH The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
FIREIMMUNE As of the current versionv0.28.181.40d, the FIREIMMUNE token has no effect on a creature's resistance to flame or heat. However, it does affect ability to swim in magma in adventure mode, as well as display of "You are caught in a pool of magma!" warning messages.
FIREIMMUNE_SUPER The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE.
FISHITEM Needs to be cleaned at a fishery
FIXED_TEMP temperature The natural heat generated by the creature.
FLEEQUICK Determines how soon a creature flees in a losing battle.
FLIER Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
FREQUENCY Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unitVerify. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. "High frequency means you get more when the number is high, so 100 would be the most common. If you don't enter a number, it uses 50."

G

Token Arguments Description
GENERAL_BABY_NAME singular:plural name at creature level
GENERAL_CHILD_NAME singular:plural name at creature level
GETS_INFECTIONS_FROM_ROT can be infected by rot
GETS_WOUND_INFECTIONS can be infected from wounds
GLOWCOLOR
  • foreground
  • background
  • brightness
The colour of the GLOWTILE of the creature
GLOWTILE ascii character If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect.
GNAWER verb (gnawed) The creature chews on food storage containers.
GO_TO_END uncertain use, definitely refers to Creature Variants template
GO_TO_START uncertain use, definitely refers to Creature Variants template
GOOD Determines whether creature can show up on "good" maps
GRASSTRAMPLE value Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.

H

Token Arguments Description
HAS_NERVES This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.
HEATDAM_POINT value The maximum temperature limit before the creature will start recieving damage from heat.
HOMEOTHERM Default 'NONE'. The creature's normal body temperature

I

Token Arguments Description
IF_EXISTS_SET_BOILING_POINT value The temperature at which the creature boils into goo.
IF_EXISTS_SET_MELTING_POINT value The temperature at which the creature will melt into goo.
IGNITE_POINT value The temperature at which the creature will burst into flames
IMMOBILE_LAND The creature is immobile while on land
IMMOLATE Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.
INSULATION value increases the insulation of a selected material
INTELLIGENT Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.
ITEMCORPSE
  • Item token
   * subtype 

NO_SUBTYPE

   * matgloss token
   * NO_RACEGLOSS 

USE_RACEGLOSS USE_SHARPSTONE

Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. ""IRON"" if the corpse type is ""STATUE""). USE_RACEGLOSS applies if the creature has a material glossary assigned by the ""HAS_RACEGLOSS:"" flag and will select neccesary adjectives and material from that glossary.
ITEMCORPSE_QUALITY The quality of an item-type corpse left behind; 5 is masterpiece-level.

L

Token Arguments Description
LARGE_PREDATOR Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
LARGE_ROAMING In Fortress Mode, spawns outdoors and is not a vermin creature.
LIGAMENTS
  • selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
  • selected material
  • healing rate
defines the qualities of ligaments"
LIGHT_GEN The creature will generate light, such as in adventurer mode at night.
LIKES_FIGHTING The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.
LISP Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."
LOCKPICKER Lets a creature open doors that are set to forbidden in Fortress Mode.
LOOSE_CLUSTERS The creatures will scatter if they have this tag, or form tight packs if they don't.

M

Token Arguments Description
MAGMA_VISION Creature's able to see while covered in magma.
MALE all male
MANNERISM_??
  • occassionally body part
Adds a possible mannerism to the creature's profile.

Refer to Mannerisms

MATERIAL_BREATH_ATTACK
  • MATERIAL TYPE (TISSUE, INORGANIC)
  • MATERIAL NAME
  • MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)
Creates an attack referencing a material, using a given type of breath attack.
MAXAGE min:max range of time in which death from old age may occur
MEANDERER Gives a creature random movement.
MEGABEAST Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped
MENT_ATT_RANGE
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.
MILKABLE
  • LOCAL_CREATURE_MAT:MILK:amount
Allows the creature to be milked.
MISCHIEVIOUS Will pull any levers it comes across (requires confirmation). "They go on little missions to mess with various fortress buildings, not just levers."
MOUNT Creature may be used as a mount
MOUNT_EXOTIC You need the Dungeon master noble to mount the creature.
MULTIPLE_LITTER_RARE Makes litters with more than one offspring rare.
MULTIPLY_VALUE
  • Multiplier
multiplies value of materials
MUNDANE Marks if the creature is an actual real-life creature. Only used for age-names at present.

N

Token Arguments Description
NAME singular:plural:adjective What the creature is actually called in game.
NATURAL Animal is considered to be natural.
NO_AUTUMN does not appear this season.
NO_DIZZINESS Creature cannot become dizzy
NO_DRINK Creature does not need to drink.
NO_EAT Creature does not need to eat.
NO_FEVERS Creature cannot suffer fevers
NO_SLEEP Creature does not need to sleep.
NO_SPRING does not appear this season.
NO_SUMMER does not appear this season.
NO_THOUGHT_CENTER_FOR_MOVEMENT Probably shorthand for movement being unaffected by damage in general.
NO_WINTER does not appear this season.
NOBONES Creature has no bones.
NOBREATHE Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.
NOCTURNAL Sets if the creature is active in night.
NOEMOTION The creature has no emotions, and does not rage.
NOEXERT Creature can't become tired or over-exerted.
NOFEAR Creature doesn't feel fear and will never run away from battle.
NOMEAT Creature will not drop meat on butcher.
NONAUSEA Creature can't vomit.
NOPAIN Creature doesn't feel pain.
NOSKIN Creature will not drop skin on butcher.
NOSKULL Creature will not drop skull on butcher, rot, or decay of severed head.
NOSMELLYROT Does not produce miasma when rotting
NOSTUCKINS Weapons can't be stuck in creature.
NOSTUN Creature can't be stunned.
NOT_BUTCHERABLE Cannot be butchered
NOTHOUGHT Creature doesn't think, or doesn't require a [BRAIN] body part.

P

Token Arguments Description
PACK_ANIMAL Allows the creature to be used as a pack animal. Currently only used by merchants.
PARALYZEIMMUNE The creature is immune to all paralyzing special attacks.
PEARL Creature will generate pearls.
PENETRATEPOWER value Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.
PERSONALITY
  • ATTRIBUTE
  • lowest:median:highest
Determines chance of personality traits. Standard is 0:50:100. See Personality traits for more info.
PET Allows the creature to be tamed.
PET_EXOTIC You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming).
PETVALUE value How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.
PHYS_ATT_RANGE
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest
sets up a physical attribute's range of values. Max of 5000.
PLUS_TISSUE_LAYER
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
Adds a tissue to those selected
PLUS_TL_GROUP
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
continues a selection of tissue layers
POP_RATIO Weighted population of caste
POPULATION_NUMBER min:max The minimum/maximum numbers of how many of these creatures can show up on a map per year.
POWER Allows the being to represent itself as a deity.
PREFSTRING object Sets what other creatures like about this creature. "Blarghh likes dwarves for their beards." Multiple entries will be chosen from at random
PROFESSION_NAME
  • Profession
  • singular
  • plural
alters the name of the given profession

R

Token Arguments Description
RELSIZE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Relsize
Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
REMOVE_MATERIAL
  • MATERIAL NAME
Removes a material from a creature

S

Token Arguments Description
SAVAGE Allows creature to show up on (and limits it to) "savage" maps.
SECRETION
  • MATERIAL REF (eg LOCAL_CREATURE_MAT
  • Material name
  • Material State
  • location secreted from (by_type, by_category, by_token)
  • body part
  • tissue layer
creates a secreted material on given tissue on a given part of the body."
SELECT_CASTE
  • caste name, or ALL
selects a caste
SELECT_MATERIAL
  • MATERIAL NAME
selects the material
SELECT_TISSUE_LAYER
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token | Selects a tissue at a location"
SEMIMEGABEAST Appears as boss creature in quests.
SET_BP_GROUP
  • selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
  • category, type, or token
selection token"
SET_TL_GROUP
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
begins a selection of tissue laters
SKILL_RATES
  • % of improvement points you get
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). These slots may also be replaced with NONE. Cannot yet be applied to individual skills.

Default is [SKILL_RATES:100:8:8:16]. [SLOW_LEARNER] changes the 100 to a 50.


SLOW_LEARNER Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races.
SMALL_REMAINS If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.
SPEC_HEAT value Amount of energy required for the creature to heat up or cool down.
SPECIALATTACK_INJECT_EXTRACT
  • LOCAL_CREATURE_MAT
  • MATERIAL eg.POISON
  • MATTERSTATE (ALL_SOLID, LIQUID, GAS)
  • min:max
attack type addition that injects a material into the victim.
SPECIALATTACK_SUCK_BLOOD min:max Successful attack draws out an amount of blood randomised between the min and max value.
SPEECH speech file Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u
SPEED value Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed for more information.
SPHERE
  • sphere name
Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.
SWIM_SPEED
  • speed
How fast the creature swims. Typically 2500 (0.38 times the default speed).
SWIMS_INNATE The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
SWIMS_LEARNED The creature must learn to swim. Requires [CAN_LEARN], obviously.
SYN_AFFECTED_CLASS adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON
SYN_AFFECTED_CREATURE Creature Name adds a specific creature to those affected.
SYN_CONTACT syndrome can be contracted on contact
SYN_IMMUNE_CREATURE creates an exception for the creature so that it not affected by the syndrome.
SYN_INHALED syndrome can be contracted by inhaled.
SYN_INJECTED syndrome can be contracted by injection.
SYN_NAME text defines the name of the syndrome
SYNDROME begins definition of a Syndrome for poison use

T

Token Arguments Description
TENDONS
  • selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
  • selected tissue
  • healing rate
Defines the qualities of tendons
THICKWEB The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]
TISSUE name Begins defining a tissue in the creature file.
TISSUE_LAYER
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
  • LOCATION
Adds the tissue layer to wherever it is required.

Non-argument Locations can be FRONT, RIGHT, LEFT. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing

TISSUE_LAYER_APPEARANCE_MODIFIER
  • QUALITY
  • lowest:lower:low:median:high:higher:highest
sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
TISSUE_STYLE_UNIT
  • tissue
  • shaping
sets tissue to be in a certain shape"
TL_COLOR_MODIFIER COLOR:FREQ:COLOR:FREQ etc Creates a list of color patterns, giving each a frequency
TL_MAJOR_ARTERIES Gives Major Artery attribute to selected layers.
TLCM_NOUN
  • name
  • SINGULAR or PLURAL | names the tissue layer color modifier, and determines the noun"
TLCM_TIMING
  • ROOT
  • start change window years:days:end change window years:days | determines the point in the creature's life where the color change begins"
TRADE_CAPACITY How much the creature can carry when used by merchants.
TRAINABLE Allows a tame creature to be trained into a "War" or "Hunting" variation by way of Kennels.
TRAINABLE_HUNTING Can be trained as hunting beasts by way of kennels
TRAINABLE_WAR Can be trained as war beasts by way of kennels
TRANCES Allows the creature to go into martial trances.
TRAPAVOID The creature is immune to traps.
TRIGGERABLE_GROUP min:max unknown
TSU_NOUN
  • noun
  • SINGULAR or PLURAL
creates a noun for the tissue used and whether it is singular or plural"

U

Token Arguments Description
UNDERGROUND_DEPTH mindepth:maxdepth Depth the creature appears underground
UNDERSWIM Creature swims under the water and can't be seen.
USE_MATERIAL_TEMPLATE token:material template Loads a material, and gives it a shortname for later reference
USE_TISSUE_TEMPLATE Template Name Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.
UTTERANCES Changes the language of the creature into an unintelligible mess.

V

Token Arguments Description
VEGETATION unknown
VIEWRANGE value Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.
VERMIN_BITE
  • amount
  • verb (bitten, stung)
  • LOCAL_CREATURE_MAT
  • MATERIAL
vermin bites, and injects something.
VERMIN_FISH Acts like a fish
VERMIN_GROUNDER The creature can be picked up if you stand over it. (Requires confirmation)

'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'

VERMIN_HATEABLE Some dwarves will hate the creature and get unhappy thoughts when around it.
VERMIN_MICRO This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.
VERMIN_NOFISH The creature cannot be caught by fishing.
VERMIN_NOROAM The creature will not be observed randomly roaming about the map.
VERMIN_NOTRAP The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf 04:45, 15 June 2009 (UTC))
VERMIN_ROTTER Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.
VERMIN_SOIL The creature randomly appears near dirt or mud.
VERMIN_SOIL_COLONY The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
VERMINHUNTER A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.
VESPERTINE Sets if the creature is active in evening.

W

Token Arguments Description
WAGON_PULLER Allows the creature to pull caravan wagons.
WEBBER
  • LOCAL_CREATURE_MAT
  • MATERIAL (eg SILK)
allows the creature to web, and defines what the webs are made of.
WEBIMMUNE The creature will not get caught in webs.