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Editing v0.34:Creature token

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{{Quality|Superior|19:05, 26 August 2014 (UTC)}}
+
{{av}}{{Quality|Exceptional}}
{{av}}
 
  
 
A full list of all known creature tokens.
 
A full list of all known creature tokens.
Line 19: Line 18:
  
 
|-
 
|-
| {{text anchor|ADOPTS_OWNER}}
+
| ADOPTS_OWNER
 
| Caste
 
| Caste
 
|
 
|
 
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}
 
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}
  
|-
+
|-  
| {{text anchor|ALCOHOL_DEPENDENT}}
+
| ALCOHOL_DEPENDENT  
 
| Caste
 
| Caste
 
|   
 
|   
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.
+
| Creature needs alcohol to get through the working day.
  
|-
+
|-  
| {{text anchor|ALL_ACTIVE}}
+
| ALL_ACTIVE  
 
| Caste
 
| Caste
 
|   
 
|   
 
| 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.  
 
| 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.  
  
|-
+
|-  
| {{text anchor|ALTTILE}}
+
| ALTTILE  
 
| Creature
 
| Creature
 
|   
 
|   
 
| If set, the creature will blink between its [TILE] and its [ALTTILE].  
 
| If set, the creature will blink between its [TILE] and its [ALTTILE].  
  
|-
+
|-  
| {{text anchor|AMBUSHPREDATOR}}
+
| AMBUSHPREDATOR  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}
 
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}
  
|-
+
|-  
| {{text anchor|AMPHIBIOUS}}
+
| AMPHIBIOUS  
 
| Caste
 
| Caste
 
|   
 
|   
Line 55: Line 54:
  
 
|-
 
|-
| {{text anchor|APP_MOD_DESC_RANGE}}
+
| APP_MOD_DESC_RANGE
 
| Caste
 
| Caste
 
|
 
|
Line 62: Line 61:
  
 
|-
 
|-
| {{text anchor|APP_MOD_GENETIC_MODEL}}
+
| APP_MOD_GENETIC_MODEL
 
| Caste
 
| Caste
 
|
 
|
Line 69: Line 68:
  
 
|-
 
|-
| {{text anchor|APP_MOD_IMPORTANCE}}
+
| APP_MOD_IMPORTANCE
 
| Caste
 
| Caste
 
|
 
|
Line 75: Line 74:
 
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}
 
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}
  
|-
+
|-  
| {{text anchor|APP_MOD_NOUN}}
+
| APP_MOD_NOUN  
 
| Caste
 
| Caste
 
|  
 
|  
Line 83: Line 82:
 
| 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}}
+
| APP_MOD_RATE  
 
| Caste
 
| Caste
 
|  
 
|  
Line 94: Line 93:
 
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.
 
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.
  
|-
+
|-  
| {{text anchor|APPLY_CREATURE_VARIATION}}
+
| APPLY_CREATURE_VARIATION  
 
| Special
 
| Special
 
|  
 
|  
Line 101: Line 100:
 
| Loads the Creature Variation Template specified.
 
| Loads the Creature Variation Template specified.
  
|-
+
|-  
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}
+
| APPLY_CURRENT_CREATURE_VARIATION  
 
| Special
 
| Special
 
|   
 
|   
 
| Applies loaded Creature Variation
 
| Applies loaded Creature Variation
  
|-
+
|-  
| {{text anchor|AQUATIC}}
+
| AQUATIC  
 
| Caste
 
| Caste
 
|   
 
|   
| Creature can breathe in water, but air-drowns on dry land.  
+
| Allows a creature to breathe underwater, but causes it to "drown" out of [[water]].  
  
|-
+
|-  
| {{text anchor|ARENA_RESTRICTED}}
+
| ARENA_RESTRICTED  
 
| Caste
 
| Caste
 
|   
 
|   
| Does not appear in arena mode list.
+
| Does not appear in arena mode list
  
 
|-
 
|-
| {{text anchor|ARTIFICIAL_HIVEABLE}}
+
| ARTIFICIAL_HIVEABLE
 
| Creature
 
| Creature
 
|
 
|
Line 126: Line 125:
  
 
|-
 
|-
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}
+
| AT_PEACE_WITH_WILDLIFE
 
| Caste
 
| Caste
 
|
 
|
 
| Does not attack or frighten wildlife.
 
| Does not attack or frighten wildlife.
  
|-
+
|-  
| {{text anchor|ATTACK}}
+
| ATTACK  
 
| Caste
 
| Caste
 
|  
 
|  
Line 145: Line 144:
 
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)
 
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)
  
|-
+
|-  
| {{text anchor|ATTACK_TRIGGER}}
+
| ATTACK_TRIGGER  
 
| Caste
 
| Caste
 
| pop:exported wealth:created wealth
 
| pop:exported wealth:created wealth
Line 165: Line 164:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-
+
|-  
| {{text anchor|BABY}}
+
| BABY  
 
| Caste
 
| Caste
 
| integer  
 
| integer  
 
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
 
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
  
|-
+
|-  
| {{text anchor|BABYNAME}}
+
| BABYNAME  
 
| Caste
 
| Caste
 
| singular:plural  
 
| singular:plural  
 
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
 
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
  
|-
+
|-  
| {{text anchor|BEACH_FREQUENCY}}
+
| BEACH_FREQUENCY  
 
| Caste
 
| Caste
 
|   
 
|   
 
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.  
 
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.  
  
|-
+
|-  
| {{text anchor|BENIGN}}
+
| BENIGN  
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.
+
| The creature will only show up in "tame" biomes. Such creatures will generally avoid dwarves, although they may chase and/or attack them if they get too close, notably including [[elephant]]s.
  
|-
+
|-  
| {{text anchor|BIOME}}
+
| BIOME  
 
| Creature
 
| Creature
 
|  
 
|  
Line 196: Line 195:
 
| Select a [[Biome]] the creature may appear in.
 
| Select a [[Biome]] the creature may appear in.
  
|-
+
|-  
| {{text anchor|BLOOD}}
+
| BLOOD
 
| Caste
 
| Caste
 
|  
 
|  
Line 204: Line 203:
 
| Specifies what the creature's blood is made of.
 
| Specifies what the creature's blood is made of.
  
|-
+
|-  
| {{text anchor|BLOODSUCKER}}
+
| BLOODSUCKER
 
| Caste
 
| Caste
 
|  
 
|  
 
| Seems to be required to make the creature denouncable as a creature of the night.
 
| Seems to be required to make the creature denouncable as a creature of the night.
  
|-
+
|-  
| {{text anchor|BODY}}
+
| BODY
 
| Caste
 
| Caste
 
| body parts  
 
| body parts  
Line 217: Line 216:
 
'''Example:'''<br />
 
'''Example:'''<br />
 
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
 
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
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. Thats all a maggot needs.
  
|-
+
|-  
| {{text anchor|BODY_APPEARANCE_MODIFIER}}
+
| BODY_APPEARANCE_MODIFIER  
 
| Caste
 
| Caste
 
|  
 
|  
Line 231: Line 230:
 
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.
 
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.
  
|-
+
|-  
| {{text anchor|BODY_DETAIL_PLAN}}
+
| BODY_DETAIL_PLAN  
 
| Caste
 
| Caste
| PlanName, PlanName:type:type:type:etc.
+
| 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.
 
| 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 />
Line 242: Line 241:
 
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''  
 
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''  
  
|-
+
|-  
| {{text anchor|BODY_SIZE}}
+
| BODY_SIZE
 
| Caste
 
| Caste
 
| years:days:size  
 
| years:days:size  
Line 253: Line 252:
 
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old he would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.
 
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old he would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.
  
|-
+
|-  
| {{text anchor|BODYGLOSS}}
+
| BODYGLOSS  
 
| Caste
 
| Caste
 
| gloss  
 
| gloss  
 
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
 
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
  
|-
+
|-  
| {{text anchor|BONECARN}}
+
| BONECARN  
 
| Caste
 
| Caste
 
|   
 
|   
| Creature eats bones. Implies CARNIVORE and has the same worldgen problem.
+
| Creature eats bones. Implies CARNIVORE. Civilized creatures (e.g. Kobolds) with this tag tend to die out during world generation.
  
|-
+
|-  
| {{text anchor|BP_APPEARANCE_MODIFIER}}
+
| BP_APPEARANCE_MODIFIER  
 
| Caste
 
| Caste
 
|  
 
|  
Line 273: Line 272:
 
| 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)
 
| 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)
  
|-
+
|-  
| {{text anchor|BUILDINGDESTROYER}}
+
| BUILDINGDESTROYER  
 
| Caste
 
| Caste
 
| 1 or 2  
 
| 1 or 2  
Line 292: Line 291:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-
+
|-  
| {{text anchor|CAN_DO_INTERACTION}}
+
| CAN_DO_INTERACTION
 
| Caste
 
| Caste
 
| interaction token
 
| interaction token
 
| The creature can perform an interaction.  See [[interaction token]].
 
| The creature can perform an interaction.  See [[interaction token]].
  
|-
+
|-  
| {{text anchor|CAN_LEARN}}
+
| CAN_LEARN  
 
| Caste
 
| Caste
 
|   
 
|   
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.
+
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.
  
|-
+
|-  
| {{text anchor|CAN_SPEAK}}
+
| CAN_SPEAK  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}
 
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}
  
|-
+
|-  
| {{text anchor|CANNOT_UNDEAD}}
+
| CANNOT_UNDEAD  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Alias for NOT_LIVING
 
| Alias for NOT_LIVING
  
|-
+
|-  
| {{text anchor|CANOPENDOORS}}
+
| CANOPENDOORS  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Allows the creature to open doors.  
 
| Allows the creature to open doors.  
  
|-
+
|-  
| {{text anchor|CARNIVORE}}
+
| CARNIVORE  
 
| Caste
 
| Caste
 
|   
 
|   
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Currently bugged in worldgen -- exclusively carnivore civilizations always starve out. Goblins and kobolds live off raw exceptions.
+
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.
  
|-
+
|-  
| {{text anchor|CASTE}}
+
| CASTE  
 
| Creature
 
| Creature
 
|  
 
|  
 
*name  
 
*name  
| Defines a caste.
+
| defines a caste
  
 
|-
 
|-
| {{text anchor|CASTE_ALTTILE}}
+
| CASTE_ALTTILE
 
| Caste
 
| Caste
 
|
 
|
 
*tile number or "letter"
 
*tile number or "letter"
| Caste-specific ALT_TILE. Requires CASTE_TILE.
+
| Caste-specific alternate tile. Requires CASTE_TILE.
  
 
|-
 
|-
| {{text anchor|CASTE_COLOR}}
+
| CASTE_COLOR
 
| Caste
 
| Caste
 
|
 
|
Line 349: Line 348:
 
*bg
 
*bg
 
*brightness
 
*brightness
| Caste-specific COLOR.
+
| Creature tile color of the caste.
  
 
|-
 
|-
| {{text anchor|CASTE_GLOWCOLOR}}
+
| CASTE_GLOWCOLOR
 
| Caste
 
| Caste
 
|
 
|
Line 358: Line 357:
 
*bg
 
*bg
 
*brightness
 
*brightness
| Caste-specific GLOWCOLOR.
+
| GLOWTILE color of the caste.
  
 
|-
 
|-
| {{text anchor|CASTE_GLOWTILE}}
+
| CASTE_GLOWTILE
 
| Caste
 
| Caste
 
|
 
|
 
*tile value or "letter"
 
*tile value or "letter"
| Caste-specific GLOWTILE.
+
| Caste-specific glowtile
  
|-
+
|-  
| {{text anchor|CASTE_NAME}}
+
| CASTE_NAME  
 
| Caste
 
| Caste
 
| singular:plural:adjective  
 
| singular:plural:adjective  
| Caste-specific NAME.
+
| The name of the caste of the creature in the game.
  
|-
+
|-  
| {{text anchor|CASTE_PROFESSION_NAME}}
+
| CASTE_PROFESSION_NAME  
 
| Caste
 
| Caste
 
|  
 
|  
Line 380: Line 379:
 
*singular
 
*singular
 
*plural  
 
*plural  
| Caste-specific PROFESSION_NAME.
+
| alters the name of the given profession, caste-specific
  
 
|-
 
|-
| {{text anchor|CASTE_SOLDIER_ALTTILE}}
+
| CASTE_SOLDIER_ALTTILE
 
| Caste
 
| Caste
 
| 'character' or tile number
 
| 'character' or tile number
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.
+
| Creatures of this caste active in their civilization's military will blink between their default soldier tile and this one. Requires CASTE_SOLDIER_TILE.
  
 
|-
 
|-
| {{text anchor|CASTE_SOLDIER_TILE}}
+
| CASTE_SOLDIER_TILE
 
| Caste
 
| Caste
 
| 'character' or tile number
 
| 'character' or tile number
| Caste-specific CREATURE_SOLDIER_TILE.
+
| Creatures of this caste active in their civilization's military will use this tile instead.
  
|-
+
|-  
| {{text anchor|CASTE_SPEECH}}
+
| CASTE_SPEECH
 
| Caste
 
| Caste
| speech file
+
| speech file?
| Caste-specific SPEECH.
+
| Possibly a caste-specific instance of the SPEECH token
  
 
|-
 
|-
| {{text anchor|CASTE_TILE}}
+
| CASTE_TILE
 
| Caste
 
| Caste
 
|
 
|
 
* tile number or "letter"
 
* tile number or "letter"
| Caste-specific CREATURE_TILE.
+
| Caste-specific creature tile.
  
|-
+
|-  
| {{text anchor|CAVE_ADAPT}}
+
| CAVE_ADAPT  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
 
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
  
|-
+
|-  
| {{text anchor|CDI}}
+
| CDI
 
| Caste
 
| Caste
 
| Varies
 
| Varies
Line 420: Line 419:
  
 
|-
 
|-
| {{text anchor|CHANGE_BODY_SIZE_PERC}}
+
| CHANGE_BODY_SIZE_PERC
 
| Caste
 
| Caste
 
| integer
 
| integer
 
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.
 
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.
  
|-
+
|-  
| {{text anchor|CHILD}}
+
| CHILD  
 
| Caste
 
| Caste
 
| integer  
 
| integer  
 
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
 
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
  
|-
+
|-  
| {{text anchor|CHILDNAME}}
+
| CHILDNAME  
 
| Caste
 
| Caste
 
| singular:plural  
 
| singular:plural  
 
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
 
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
  
|-
+
|-  
| {{text anchor|CLUSTER_NUMBER}}
+
| CLUSTER_NUMBER  
 
| Creature
 
| Creature
 
|
 
|
Line 447: Line 446:
  
 
|-
 
|-
| {{text anchor|CLUTCH_SIZE}}
+
| CLUTCH_SIZE
 
| Caste
 
| Caste
 
|
 
|
Line 455: Line 454:
  
 
|-
 
|-
| {{text anchor|COLONY_EXTERNAL}}
+
| COLONY_EXTERNAL
 
| Caste
 
| Caste
 
|
 
|
 
| Caste hovers around colony.
 
| Caste hovers around colony.
  
|-
+
|-  
| {{text anchor|COLOR}}
+
| COLOR  
 
| Creature
 
| Creature
 
| foreground:background:brightness  
 
| foreground:background:brightness  
| Color of the creature's tile. See [[Color]] for usage.
+
| Color of the creature's tile.  
  
|-
+
|-  
| {{text anchor|COMMON_DOMESTIC}}
+
| COMMON_DOMESTIC  
 
| Caste
 
| Caste
 
|   
 
|   
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures. Requires NATURAL tag?{{verify}}
+
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT. In addition, the creature must be NATURAL rather than FANCIFUL
  
 
|-
 
|-
| {{text anchor|CONVERTED_SPOUSE}}
+
| CONVERTED_SPOUSE
 
| Caste
 
| Caste
 
|
 
|
 
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
 
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
  
|-
+
|-  
| {{text anchor|COOKABLE_LIVE}}
+
| COOKABLE_LIVE  
 
| Caste
 
| Caste
 
|   
 
|   
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.
+
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
  
 
|-
 
|-
| {{text anchor|CRAZED}}
+
| CRAZED
 
| Caste
 
| Caste
 
|  
 
|  
 
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.
 
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.
  
|-
+
|-  
| {{text anchor|COPY_TAGS_FROM}}
+
| COPY_TAGS_FROM  
 
| Special
 
| Special
 
|  
 
|  
Line 497: Line 496:
 
| Copies tags from another specified creature.
 
| Copies tags from another specified creature.
  
|-
+
|-  
| {{text anchor|CREATURE_CLASS}}
+
| CREATURE_CLASS  
 
| Caste
 
| Caste
 
|
 
|
 
*classname
 
*classname
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.
+
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.
  
 
|-
 
|-
| {{text anchor|CREATURE_SOLDIER_TILE}}
+
| CREATURE_SOLDIER_TILE
 
| Creature
 
| Creature
 
| 'character' or tile number
 
| 'character' or tile number
 
| Creatures active in their civilization's military will use this tile instead.
 
| Creatures active in their civilization's military will use this tile instead.
  
|-
+
|-  
| {{text anchor|CREATURE_TILE}}
+
| CREATURE_TILE  
 
| Creature
 
| Creature
 
| 'character' or tile number  
 
| 'character' or tile number  
 
| The symbol of the creature in ASCII mode.
 
| The symbol of the creature in ASCII mode.
  
|-
+
|-  
| {{text anchor|CREPUSCULAR}}
+
| CREPUSCULAR  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Sets if the creature is active at twilight.
 
| Sets if the creature is active at twilight.
  
|-
+
|-  
| {{text anchor|CURIOUSBEAST_EATER}}
+
| CURIOUSBEAST_EATER  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Allows a creature to steal and eat edible items from a site.  
 
| Allows a creature to steal and eat edible items from a site.  
  
|-
+
|-  
| {{text anchor|CURIOUSBEAST_GUZZLER}}
+
| CURIOUSBEAST_GUZZLER  
 
| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.
+
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.  
  
|-
+
|-  
| {{text anchor|CURIOUSBEAST_ITEM}}
+
| CURIOUSBEAST_ITEM  
 
| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.
+
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking.
  
|-
+
|-  
| {{text anchor|CV_ADD_TAG}}
+
| CV_ADD_TAG
 
| Special
 
| Special
 
|  
 
|  
Line 547: Line 546:
 
| Adds a tag. Used in conjunction with creature variation templates.   
 
| Adds a tag. Used in conjunction with creature variation templates.   
  
|-
+
|-  
| {{text anchor|CV_REMOVE_TAG}}
+
| CV_REMOVE_TAG
 
| Special
 
| Special
 
|  
 
|  
Line 567: Line 566:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-
+
|-  
| {{text anchor|DEMON}}
+
| DEMON
 
| Caste
 
| Caste
 
|   
 
|   
 
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
 
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
  
|-
+
|-  
| {{text anchor|DESCRIPTION}}
+
| DESCRIPTION  
 
| Caste
 
| Caste
 
| text  
 
| text  
Line 580: Line 579:
  
 
|-
 
|-
| {{text anchor|DIE_WHEN_VERMIN_BITE}}
+
| DIE_WHEN_VERMIN_BITE
 
| Caste
 
| Caste
 
|
 
|
| Dies upon attacking. Used for [[bee]] stings.
+
| Dies upon attacking. Used for bee stings.
  
|-
+
|-  
| {{text anchor|DIFFICULTY}}
+
| DIFFICULTY  
 
| Caste
 
| Caste
 
| integer  
 
| integer  
 
| Increases experience gain during adventure mode.  
 
| Increases experience gain during adventure mode.  
  
|-
+
|-  
| {{text anchor|DIURNAL}}
+
| DIURNAL  
 
| Caste
 
| Caste
 
|   
 
|   
Line 598: Line 597:
  
 
|-
 
|-
| {{text anchor|DIVE_HUNTS_VERMIN}}
+
| DIVE_HUNTS_VERMIN
 
| Caste
 
| Caste
 
|  
 
|  
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.
+
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. May be bugged due to fortress pets remaining earthbound.
  
|-
+
|-  
| {{text anchor|DOES_NOT_EXIST}}
+
| DOES_NOT_EXIST  
 
| Creature
 
| Creature
 
|   
 
|   
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.
+
| Creature does not actually exist; used for fanciful creatures.
 
|}
 
|}
  
Line 623: Line 622:
  
 
|-
 
|-
| {{text anchor|EBO_ITEM}}
+
| EBO_ITEM
 
| Caste
 
| Caste
 
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)
 
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)
Line 629: Line 628:
  
 
|-
 
|-
| {{text anchor|EBO_SHAPE}}
+
| EBO_SHAPE
 
| Caste
 
| Caste
 
| gem shape
 
| gem shape
Line 635: Line 634:
  
 
|-
 
|-
| {{text anchor|EGG_MATERIAL}}
+
| EGG_MATERIAL
 
| Caste
 
| Caste
 
|
 
|
Line 643: Line 642:
  
 
|-
 
|-
| {{text anchor|EGG_SIZE}}
+
| EGG_SIZE
 
| Caste
 
| Caste
 
|
 
|
Line 650: Line 649:
  
 
|-
 
|-
| {{text anchor|EQUIPMENT_WAGON}}
+
| EQUIPMENT_WAGON  
 
| Creature
 
| Creature
 
|   
 
|   
 
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s 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.
  
|-
+
|-  
| {{text anchor|EQUIPS}}
+
| EQUIPS  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Allows the creature to wear or wield items.
 
| Allows the creature to wear or wield items.
  
|-
+
|-  
| {{text anchor|EVIL}}
+
| EVIL  
 
| Creature
 
| Creature
 
|   
 
|   
| 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.
+
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.
  
 
|-
 
|-
| {{text anchor|EXTRA_BUTCHER_OBJECT}}
+
| EXTRA_BUTCHER_OBJECT
 
| Caste
 
| Caste
 
|  
 
|  
Line 675: Line 674:
 
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.
 
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.
  
|-
+
|-  
| {{text anchor|EXTRACT}}
+
| EXTRACT
 
| Caste
 
| Caste
 
|
 
|
Line 682: Line 681:
 
| Defines a creature extract which can be obtained via [[small animal dissection]].
 
| Defines a creature extract which can be obtained via [[small animal dissection]].
  
|-
+
|-  
| {{text anchor|EXTRAVISION}}
+
| EXTRAVISION  
 
| Caste
 
| Caste
 
|   
 
|   
Line 701: Line 700:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-
+
|-  
| {{text anchor|FANCIFUL}}
+
| FANCIFUL  
 
| Creature
 
| Creature
 
|   
 
|   
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}
+
| 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. Conflicts with [COMMON_DOMESTIC]
  
 
|-
 
|-
| {{text anchor|FEATURE_ATTACK_GROUP}}
+
| FEATURE_ATTACK_GROUP
 
| Caste
 
| Caste
 
|
 
|
| Found on subterranean animal-man tribals.
+
| Found on subterranean animalmen.
  
 
|-
 
|-
| {{text anchor|FEATURE_BEAST}}
+
| FEATURE_BEAST
 
| Caste
 
| Caste
 
|
 
|
 
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
 
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
  
|-
+
|-  
| {{text anchor|FEMALE}}
+
| FEMALE  
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is female and can bear young. Usually determined inside a caste.
+
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
  
|-
+
|-  
| {{text anchor|FIREIMMUNE}}
+
| FIREIMMUNE  
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature is immune to FIREBALL and FIREJET attacks.
 
| The creature is immune to FIREBALL and FIREJET attacks.
  
|-
+
|-  
| {{text anchor|FIREIMMUNE_SUPER}}
+
| FIREIMMUNE_SUPER  
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}.  
+
| The creature is immune to DRAGONFIRE attacks. Implies FIREIMMUNE.  
  
|-
+
|-  
| {{text anchor|FISHITEM}}
+
| FISHITEM  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Needs to be cleaned at a fishery
 
| Needs to be cleaned at a fishery
  
|-
+
|-  
| {{text anchor|FIXED_TEMP}}
+
| FIXED_TEMP  
 
| Caste
 
| Caste
 
| temperature  
 
| temperature  
 
| The natural heat generated by the creature.
 
| The natural heat generated by the creature.
  
|-
+
|-  
| {{text anchor|FLEEQUICK}}
+
| FLEEQUICK  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
 
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
  
|-
+
|-  
| {{text anchor|FLIER}}
+
| FLIER  
 
| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
+
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
  
|-
+
|-  
| {{text anchor|FREQUENCY}}
+
| FREQUENCY  
 
| Creature
 
| Creature
 
|
 
|
 
*number, max 100
 
*number, max 100
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. 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}}.
+
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. 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 POP_RATIO.
 
|}
 
|}
  
Line 781: Line 780:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-
+
|-  
| {{text anchor|GENERAL_BABY_NAME}}
+
| GENERAL_BABY_NAME  
 
| Creature
 
| Creature
 
| singular:plural  
 
| singular:plural  
| BABYNAME applied regardless of caste.
+
| name at creature level
  
|-
+
|-  
| {{text anchor|GENERAL_CHILD_NAME}}
+
| GENERAL_CHILD_NAME  
 
| Creature
 
| Creature
 
| singular:plural  
 
| singular:plural  
| CHILDNAME applied regardless of caste.
+
| name at creature level
  
 
|-
 
|-
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}
+
| GENERAL_MATERIAL_FORCE_MULTIPLIER
 
| Caste
 
| Caste
 
| A:B
 
| A:B
 
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}
 
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}
  
|-
+
|-  
| {{text anchor|GENERATED}}
+
| GENERATED
 
| Creature
 
| Creature
 
|   
 
|   
 
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.
 
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.
  
|-
+
|-  
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}
+
| GETS_INFECTIONS_FROM_ROT  
 
| Caste
 
| Caste
 
|   
 
|   
Line 812: Line 811:
  
 
|-
 
|-
| {{text anchor|GETS_WOUND_INFECTIONS}}
+
| GETS_WOUND_INFECTIONS  
 
| Caste
 
| Caste
 
|   
 
|   
| This creature's wounds can become infected if left untreated for too long.
+
| Creature's wounds can become infected.
  
|-
+
|-  
| {{text anchor|GLOWCOLOR}}
+
| GLOWCOLOR  
 
| Creature
 
| Creature
 
|  
 
|  
Line 824: Line 823:
 
*background
 
*background
 
*brightness  
 
*brightness  
| The colour of the creature's GLOWTILE.
+
| The colour of the GLOWTILE of the creature.
  
|-
+
|-  
| {{text anchor|GLOWTILE}}
+
| GLOWTILE  
 
| Creature
 
| Creature
 
| ascii character  
 
| ascii character  
 
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.
 
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.
  
|-
+
|-  
| {{text anchor|GNAWER}}
+
| GNAWER  
 
| Caste
 
| Caste
 
| verb
 
| verb
Line 839: Line 838:
  
 
|-
 
|-
| {{text anchor|GOBBLE_VERMIN_CLASS}}
+
| GOBBLE_VERMIN_CLASS
 
| Caste
 
| Caste
 
| class
 
| class
Line 845: Line 844:
  
 
|-
 
|-
| {{text anchor|GOBBLE_VERMIN_CREATURE}}
+
| GOBBLE_VERMIN_CREATURE
 
| Caste
 
| Caste
 
| creature:caste
 
| creature:caste
 
| The creature eats a specified vermin.
 
| The creature eats a specified vermin.
  
|-
+
|-  
| {{text anchor|GO_TO_END}}
+
| GO_TO_END  
 
| Special
 
| Special
 
|   
 
|   
 
| When using tags from an existing creature, inserts new tags at the end of the creature.
 
| When using tags from an existing creature, inserts new tags at the end of the creature.
  
|-
+
|-  
| {{text anchor|GO_TO_START}}
+
| GO_TO_START  
 
| Special
 
| Special
 
|   
 
|   
 
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
 
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
  
|-
+
|-  
| {{text anchor|GO_TO_TAG}}
+
| GO_TO_TAG
 
| Special
 
| Special
 
|   
 
|   
 
| When using tags from an existing creature, inserts new tags after the specified tag.
 
| When using tags from an existing creature, inserts new tags after the specified tag.
  
|-
+
|-  
| {{text anchor|GOOD}}
+
| GOOD  
 
| Creature
 
| Creature
 
|   
 
|   
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Presumably has no effect on cavern creatures.
+
| Creature is considered good and will only show up in good biomes, for example [[unicorn]]s. Presumably has no effect on cavern creatures.
  
|-
+
|-  
| {{text anchor|GRASSTRAMPLE}}
+
| GRASSTRAMPLE  
 
| Caste
 
| Caste
 
| value  
 
| value  
Line 881: Line 880:
  
 
|-
 
|-
| {{text anchor|GRAVITATE_BODY_SIZE}}
+
| GRAVITATE_BODY_SIZE
 
| Caste
 
| Caste
 
| target value
 
| target value
Line 887: Line 886:
  
 
|-
 
|-
| {{text anchor|GRAZER}}
+
| GRAZER
 
| Caste
 
| Caste
 
|
 
|
 
*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. See [[Pasture]] for details on its issues.
+
| Animals is a grazer. The higher the number, the less frequently it needs to eat in order to survive.
 
|}
 
|}
  
Line 907: Line 906:
  
 
|-
 
|-
| {{text anchor|HABIT}}
+
| HABIT
 
| Caste
 
| Caste
 
| type:probability
 
| type:probability
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, 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.
+
| 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 may require the creature to have a lair to work properly.
  
 
|-
 
|-
| {{text anchor|HABIT_NUM}}
+
| HABIT_NUM
 
| Caste
 
| Caste
 
| number or TEST_ALL
 
| number or TEST_ALL
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".<sup>[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]</sup> All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
+
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".<sup>[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]</sup> All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
  
|-
+
|-  
| {{text anchor|HAS_NERVES}}
+
| HAS_NERVES  
 
| Caste
 
| Caste
 
|   
 
|   
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.
+
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.
  
|-
+
|-  
| {{text anchor|HASSHELL}}
+
| HASSHELL
 
| Caste
 
| Caste
 
|   
 
|   
Line 931: Line 930:
  
 
|-
 
|-
| {{text anchor|HIVE_PRODUCT}}
+
| HIVE_PRODUCT
 
| Creature
 
| Creature
 
|
 
|
Line 939: Line 938:
 
| What product is harvested from [[Beekeeping industry|beekeeping]].
 
| What product is harvested from [[Beekeeping industry|beekeeping]].
  
|-
+
|-  
| {{text anchor|HOMEOTHERM}}
+
| HOMEOTHERM  
 
| Caste
 
| Caste
 
|   
 
|   
Line 946: Line 945:
  
 
|-
 
|-
| {{text anchor|HUNTS_VERMIN}}
+
| HUNTS_VERMIN
 
| Caste
 
| Caste
 
|
 
|
Line 966: Line 965:
  
 
|-
 
|-
| {{text anchor|IMMOBILE}}
+
| IMMOBILE
 
| Caste
 
| Caste
 
|  
 
|  
 
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are effected, if one is IMMOBILE no breeding will happen)
 
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are effected, if one is IMMOBILE no breeding will happen)
  
|-
+
|-  
| {{text anchor|IMMOBILE_LAND}}
+
| IMMOBILE_LAND  
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.
 
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.
  
|-
+
|-  
| {{text anchor|IMMOLATE}}
+
| IMMOLATE  
 
| Caste
 
| Caste
 
|   
 
|   
| 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. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}
+
| 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. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}
  
|-
+
|-  
| {{text anchor|INTELLIGENT}}
+
| INTELLIGENT  
 
| Caste
 
| Caste
 
|   
 
|   
| Alias for [CAN_SPEAK] + [CAN_LEARN].
+
| Shortcut for [CAN_SPEAK] + [CAN_LEARN].
  
|-
+
|-  
| {{text anchor|ITEMCORPSE}}
+
| ITEMCORPSE  
 
| Caste
 
| Caste
 
|     
 
|     
 
* [[item token]]
 
* [[item token]]
 
* [[material token]]
 
* [[material token]]
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).
+
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
  
|-
+
|-  
| {{text anchor|ITEMCORPSE_QUALITY}}
+
| ITEMCORPSE_QUALITY  
 
| Caste
 
| Caste
 
|   
 
|   
Line 1,017: Line 1,016:
  
 
|-
 
|-
| {{text anchor|LAIR}}
+
| LAIR
 
| Caste
 
| Caste
 
| type:probability
 
| type: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 SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
+
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
  
 
|-
 
|-
| {{text anchor|LAIR_CHARACTERISTIC}}
+
| LAIR_CHARACTERISTIC
 
| Caste
 
| Caste
 
| characteristic:probability
 
| characteristic:probability
Line 1,029: Line 1,028:
  
 
|-
 
|-
| {{text anchor|LAIR_HUNTER}}
+
| LAIR_HUNTER
 
| Caste
 
| Caste
 
|
 
|
Line 1,035: Line 1,034:
  
 
|-
 
|-
| {{text anchor|LAIR_HUNTER_SPEECH}}
+
| LAIR_HUNTER_SPEECH
 
| Caste
 
| Caste
 
| speech file
 
| speech file
 
| What this creature says while hunting adventurers in its lair.
 
| What this creature says while hunting adventurers in its lair.
  
|-
+
|-  
| {{text anchor|LARGE_PREDATOR}}
+
| LARGE_PREDATOR  
 
| Caste
 
| Caste
 
|   
 
|   
 
| 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."  
 
| 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."  
  
|-
+
|-  
| {{text anchor|LARGE_ROAMING}}
+
| LARGE_ROAMING  
 
| Creature
 
| Creature
 
|   
 
|   
Line 1,053: Line 1,052:
  
 
|-
 
|-
| {{text anchor|LAYS_EGGS}}
+
| LAYS_EGGS
 
| Caste
 
| Caste
 
|
 
|
Line 1,059: Line 1,058:
  
 
|-
 
|-
| {{text anchor|LAYS_UNUSUAL_EGGS}}
+
| LAYS_UNUSUAL_EGGS
 
| Caste
 
| Caste
 
|
 
|
Line 1,066: Line 1,065:
 
| Creature lays a particular item instead of regular eggs.
 
| Creature lays a particular item instead of regular eggs.
  
|-
+
|-  
| {{text anchor|LIGAMENTS}}
+
| LIGAMENTS  
 
| Caste
 
| Caste
 
|  
 
|  
 
* [[material token]]
 
* [[material token]]
 
*healing rate  
 
*healing rate  
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.
+
| Defines the material and healing rate of ligaments.
  
 
+
|-  
|-
+
| LIGHT_GEN  
| {{text anchor|LIGHT_GEN}}
 
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature will generate light, such as in adventurer mode at night.  
 
| The creature will generate light, such as in adventurer mode at night.  
  
|-
+
|-  
| {{text anchor|LIKES_FIGHTING}}
+
| LIKES_FIGHTING  
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
 
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
  
|-
+
|-  
| {{text anchor|LISP}}
+
| LISP
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,094: Line 1,092:
  
 
|-
 
|-
| {{text anchor|LITTERSIZE}}
+
| LITTERSIZE
 
| Caste
 
| Caste
 
|  
 
|  
* minimum
+
* minumum
 
* maximum
 
* maximum
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
+
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
  
|-
+
|-  
| {{text anchor|LOCKPICKER}}
+
| LOCKPICKER  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Lets a creature open doors that are set to forbidden in Fortress Mode.
 
| Lets a creature open doors that are set to forbidden in Fortress Mode.
  
|-
+
|-  
| {{text anchor|LOOSE_CLUSTERS}}
+
| LOOSE_CLUSTERS  
 
| Creature
 
| Creature
 
|   
 
|   
Line 1,126: Line 1,124:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-
+
|-  
| {{text anchor|MAGICAL}}
+
| MAGICAL
 
| Caste
 
| Caste
 
|   
 
|   
 
| Unknown.
 
| Unknown.
  
|-
+
|-  
| {{text anchor|MAGMA_VISION}}
+
| MAGMA_VISION  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Creature's able to see while covered in magma.  
 
| Creature's able to see while covered in magma.  
  
|-
+
|-  
| {{text anchor|MALE}}
+
| MALE  
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is male. Usually declared inside a caste.
+
| The species or caste is all male.
  
 
|-  
 
|-  
| {{text anchor|MANNERISM|MANNERISM_*}}
+
| MANNERISM_*
 
| Caste
 
| Caste
 
|  
 
|  
 
*occasionally body part  
 
*occasionally body part  
 
| Adds a possible mannerism to the creature's profile.
 
| Adds a possible mannerism to the creature's profile.
See [[Creature mannerism token]] for further info.
+
Refer to [[Creature mannerism token]]s
  
 
|-
 
|-
| {{text anchor|MATERIAL}}
+
| MATERIAL
 
| Creature
 
| Creature
 
|
 
|
Line 1,160: Line 1,158:
  
 
|-
 
|-
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}
+
| MATERIAL_FORCE_MULTIPLIER
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,167: Line 1,165:
 
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}
 
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}
  
|-
+
|-  
| {{text anchor|MATUTINAL}}
+
| MATUTINAL
 
| Caste
 
| Caste
 
|  
 
|  
 
| Sets if the creature is active in dawn.  
 
| Sets if the creature is active in dawn.  
  
|-
+
|-  
| {{text anchor|MAXAGE}}
+
| MAXAGE  
 
| Caste
 
| Caste
 
| min:max  
 
| min:max  
 
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.
 
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.
  
|-
+
|-  
| {{text anchor|MEANDERER}}
+
| MEANDERER  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Gives a creature random movement.  
 
| Gives a creature random movement.  
  
|-
+
|-  
| {{text anchor|MEGABEAST}}
+
| MEGABEAST  
 
| Caste
 
| Caste
 
|   
 
|   
Line 1,192: Line 1,190:
  
 
|-
 
|-
| {{text anchor|MENT_ATT_CAP_PERC}}
+
|MENT_ATT_CAP_PERC
 
| Caste
 
| Caste
 
|
 
|
Line 1,199: Line 1,197:
 
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
 
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
  
|-
+
|-  
| {{text anchor|MENT_ATT_RANGE}}
+
| MENT_ATT_RANGE  
 
| Caste
 
| Caste
 
|
 
|
Line 1,207: Line 1,205:
 
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
 
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
  
|-
+
|-  
| {{text anchor|MENT_ATT_RATES}}
+
| MENT_ATT_RATES
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,218: Line 1,216:
 
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
 
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
  
|-
+
|-  
| {{text anchor|MILKABLE}}
+
| MILKABLE  
 
| Caste
 
| Caste
 
|  
 
|  
 
* [[material token]]
 
* [[material token]]
 
* frequency
 
* frequency
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to "recharge".  
+
| Allows the creature to be milked.  
  
 
|-
 
|-
| {{text anchor|MISCHIEVIOUS}}
+
| MISCHIEVIOUS
 
| Caste
 
| Caste
 
|
 
|
| Alias for MISCHIEVOUS.
+
| Alias for MISCHIEVOUS
  
|-
+
|-  
| {{text anchor|MISCHIEVOUS}}
+
| MISCHIEVOUS  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."  
 
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."  
  
|-
+
|-  
| {{text anchor|MODVALUE}}
+
| MODVALUE
 
| Caste
 
| Caste
 
|   
 
|   
 
| Seemingly no longer used.
 
| Seemingly no longer used.
  
|-
+
|-  
| {{text anchor|MOUNT}}
+
| MOUNT  
 
| Caste
 
| Caste
 
|   
 
|   
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.
+
| Creature may be used as a mount.
  
|-
+
|-  
| {{text anchor|MOUNT_EXOTIC}}
+
| MOUNT_EXOTIC  
 
| Caste
 
| Caste
 
|   
 
|   
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.
+
| ?
  
|-
+
|-  
| {{text anchor|MULTIPLE_LITTER_RARE}}
+
| MULTIPLE_LITTER_RARE  
 
| Caste
 
| Caste
 
|   
 
|   
| Makes litters with more than one offspring rare, only happening with a 1/500 chance. To ensure larger littlers, use [[DF2012:Creature_token#LITTERSIZE|LITTERSIZE]].
+
| Makes litters with more than one offspring rare.  
  
|-
+
|-  
| {{text anchor|MUNDANE}}
+
| MUNDANE  
 
| Creature
 
| Creature
 
|   
 
|   
Line 1,281: Line 1,279:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-
+
|-  
| {{text anchor|NAME}}
+
| NAME  
 
| Creature
 
| Creature
 
| singular:plural:adjective  
 
| singular:plural:adjective  
 
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. 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 CASTE_NAME instead. If left undefined, the creature will be labeled as "nothing" by the game.
  
|-
+
|-  
| {{text anchor|NATURAL}}
+
| NATURAL  
 
| Caste
 
| Caste
 
|   
 
|   
| Animal is considered to be natural. Seems to be the default option and opposite to FANCIFUL.
+
| Alias for NATURAL_ANIMAL
  
 
|-
 
|-
| {{text anchor|NATURAL_ANIMAL}}
+
| NATURAL_ANIMAL
 
| Caste
 
| Caste
 
|  
 
|  
| Alias of NATURAL.
+
| Animal is considered to be natural.
  
 
|-
 
|-
| {{text anchor|NATURAL_SKILL}}
+
| NATURAL_SKILL
 
| Caste
 
| Caste
 
| [[Skill_token|Skill token]]:value
 
| [[Skill_token|Skill token]]:value
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.
+
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.
  
 
|-
 
|-
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}
+
| NIGHT_CREATURE_BOGEYMAN
 
| Caste
 
| Caste
 
|
 
|
Line 1,312: Line 1,310:
  
 
|-
 
|-
| {{text anchor|NIGHT_CREATURE_HUNTER}}
+
| NIGHT_CREATURE_HUNTER
 
| Caste
 
| Caste
 
|
 
|
Line 1,319: Line 1,317:
 
This tag causes the usual behaviour of [[werebeast]]s 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.
 
This tag causes the usual behaviour of [[werebeast]]s 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.
  
|-
+
|-  
| {{text anchor|NO_AUTUMN}}
+
| NO_AUTUMN
 
| Caste
 
| Caste
 
|   
 
|   
Line 1,326: Line 1,324:
  
 
|-
 
|-
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}
+
| NO_CONNECTIONS_FOR_MOVEMENT
 
| Caste
 
| Caste
 
|  
 
|  
 
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.
 
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.
  
|-
+
|-  
| {{text anchor|NO_DIZZINESS}}
+
| NO_DIZZINESS  
 
| Caste
 
| Caste
 
|   
 
|   
| Creature cannot become dizzy.
+
| Creature cannot become dizzy
  
|-
+
|-  
| {{text anchor|NO_DRINK}}
+
| NO_DRINK  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Creature does not need to drink.  
 
| Creature does not need to drink.  
  
|-
+
|-  
| {{text anchor|NO_EAT}}
+
| NO_EAT  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Creature does not need to eat.  
 
| Creature does not need to eat.  
  
|-
+
|-  
| {{text anchor|NO_FEVERS}}
+
| NO_FEVERS  
 
| Caste
 
| Caste
 
|   
 
|   
| Creature cannot suffer fevers.
+
| Creature cannot suffer fevers
  
 
|-
 
|-
| {{text anchor|NO_GENDER}}
+
| NO_GENDER
 
| Caste
 
| Caste
 
|
 
|
Line 1,362: Line 1,360:
  
 
|-
 
|-
| {{text anchor|NO_PHYS_ATT_GAIN}}
+
| NO_PHYS_ATT_GAIN
 
| Caste
 
| Caste
 
|
 
|
Line 1,368: Line 1,366:
  
 
|-
 
|-
| {{text anchor|NO_PHYS_ATT_RUST}}
+
| NO_PHYS_ATT_RUST
 
| Caste
 
| Caste
 
|  
 
|  
 
| The affected caste cannot lose any physical skills.
 
| The affected caste cannot lose any physical skills.
  
|-
+
|-  
| {{text anchor|NO_SLEEP}}
+
| NO_SLEEP  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Creature does not need to sleep.  
 
| Creature does not need to sleep.  
  
|-
+
|-  
| {{text anchor|NO_SPRING}}
+
| NO_SPRING  
 
| Caste
 
| Caste
 
|   
 
|   
 
| This creature caste does not appear in [[Calendar|spring]].
 
| This creature caste does not appear in [[Calendar|spring]].
  
|-
+
|-  
| {{text anchor|NO_SUMMER}}
+
| NO_SUMMER  
 
| Caste
 
| Caste
 
|   
 
|   
 
| This creature caste does not appear in [[Calendar|summer]].
 
| This creature caste does not appear in [[Calendar|summer]].
  
|-
+
|-  
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}
+
| NO_THOUGHT_CENTER_FOR_MOVEMENT  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.
 
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.
  
|-
+
|-  
| {{text anchor|NO_UNIT_TYPE_COLOR}}
+
| NO_WINTER  
| Caste
 
 
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).
 
 
 
|-
 
| {{text anchor|NO_WINTER}}
 
 
| Caste
 
| Caste
 
|   
 
|   
 
| This creature caste does not appear in [[Calendar|winter]].
 
| This creature caste does not appear in [[Calendar|winter]].
  
|-
+
|-  
| {{text anchor|NOBONES}}
+
| NOBONES  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Creature has no bones.
 
| Creature has no bones.
  
|-
+
|-  
| {{text anchor|NOBREATHE}}
+
| NOBREATHE  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.  
 
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.  
  
|-
+
|-  
| {{text anchor|NOCTURNAL}}
+
| NOCTURNAL  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Sets if the creature is active in night.  
 
| Sets if the creature is active in night.  
  
|-
+
|-  
| {{text anchor|NOEMOTION}}
+
| NOEMOTION  
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature has no emotions, and does not rage.
 
| The creature has no emotions, and does not rage.
  
|-
+
|-  
| {{text anchor|NOEXERT}}
+
| NOEXERT  
 
| Caste
 
| Caste
 
|   
 
|   
| Creature can't become tired or over-exerted from taking too many combat actions.  
+
| Creature can't become tired or over-exerted.  
  
|-
+
|-  
| {{text anchor|NOFEAR}}
+
| NOFEAR  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Creature doesn't feel fear and will never run away from battle.  
 
| Creature doesn't feel fear and will never run away from battle.  
  
|-
+
|-  
| {{text anchor|NOMEAT}}
+
| NOMEAT  
 
| Caste
 
| Caste
 
|   
 
|   
| Creature will not drop meat when butchered.
+
| Creature will not drop meat on butcher.  
  
|-
+
|-  
| {{text anchor|NONAUSEA}}
+
| NONAUSEA  
 
| Caste
 
| Caste
 
|   
 
|   
| Creature isn't nauseated by gut hits and cannot vomit.
+
| Creature can't vomit.
  
|-
+
|-  
| {{text anchor|NOPAIN}}
+
| NOPAIN  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Creature doesn't feel pain.  
 
| Creature doesn't feel pain.  
  
|-
+
|-  
| {{text anchor|NOSKIN}}
+
| NOSKIN  
 
| Caste
 
| Caste
 
|   
 
|   
| Creature will not drop a hide when butchered.  
+
| Creature will not drop skin on butcher.  
  
|-
+
|-  
| {{text anchor|NOSKULL}}
+
| NOSKULL  
 
| Caste
 
| Caste
 
|   
 
|   
| Creature will not drop a skull on butcher, rot, or decay of severed head.
+
| Creature will not drop skull on butcher, rot, or decay of severed head.  
  
|-
+
|-  
| {{text anchor|NOSMELLYROT}}
+
| NOSMELLYROT  
 
| Caste
 
| Caste
 
|   
 
|   
| Does not produce miasma when rotting.
+
| Does not produce miasma when rotting
  
|-
+
|-  
| {{text anchor|NOSTUCKINS}}
+
| NOSTUCKINS  
 
| Caste
 
| Caste
 
|   
 
|   
| Weapons can't get stuck in creature.  
+
| Weapons can't be stuck in creature.  
  
|-
+
|-  
| {{text anchor|NOSTUN}}
+
| NOSTUN  
 
| Caste
 
| Caste
 
|   
 
|   
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.
+
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.
  
|-
+
|-  
| {{text anchor|NOT_BUTCHERABLE}}
+
| NOT_BUTCHERABLE  
 
| Caste
 
| Caste
 
|   
 
|   
Line 1,500: Line 1,492:
  
 
|-
 
|-
| {{text anchor|NOT_LIVING}}
+
| NOT_LIVING
 
| Caste
 
| Caste
 
|  
 
|  
 
| Cannot be raised from the dead.
 
| Cannot be raised from the dead.
  
|-
+
|-  
| {{text anchor|NOTHOUGHT}}
+
| NOTHOUGHT  
 
| Caste
 
| Caste
 
|   
 
|   
Line 1,524: Line 1,516:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-
+
|-  
| {{text anchor|OPPOSED_TO_LIFE}}
+
| OPPOSED_TO_LIFE
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,544: Line 1,536:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-
+
|-  
| {{text anchor|PACK_ANIMAL}}
+
| PACK_ANIMAL  
 
| Caste
 
| Caste
 
|   
 
|   
| 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!
+
| Allows the creature to be used as a pack animal. Currently only used by merchants. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures.
  
|-
+
|-  
| {{text anchor|PARALYZEIMMUNE}}
+
| PARALYZEIMMUNE  
 
| Caste
 
| Caste
 
|   
 
|   
Line 1,557: Line 1,549:
  
 
|-
 
|-
| {{text anchor|PATTERNFLIER}}
+
| PATTERNFLIER
 
| Caste
 
| Caste
 
|   
 
|   
| Unknown. No creatures currently have this token.
+
|  
  
|-
+
|-  
| {{text anchor|PEARL}}
+
| PEARL  
 
| Caste
 
| Caste
 
|   
 
|   
| In earlier versions, creature would generate pearls. Does nothing in the current version.
+
| In earlier versions, creature would generate pearls. Does nothing in the current version.
  
|-
+
|-  
| {{text anchor|PENETRATEPOWER}}
+
| PENETRATEPOWER  
 
| Caste
 
| Caste
 
| 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.
  
|-
+
|-  
| {{text anchor|PERSONALITY}}
+
| PERSONALITY  
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,582: Line 1,574:
 
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.
 
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.
  
|-
+
|-  
| {{text anchor|PET}}
+
| PET  
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations that encounter it in worldgen will tame and domesticate it for their own use.
+
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.
  
|-
+
|-  
| {{text anchor|PET_EXOTIC}}
+
| PET_EXOTIC  
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}}
+
| The creature can be tamed, but it is much harder to tame and most civilizations have limited knowledge.
  
|-
+
|-  
| {{text anchor|PETVALUE}}
+
| PETVALUE  
 
| Caste
 
| Caste
 
| value  
 
| value  
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one.  
+
| 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.  
  
 
|-
 
|-
| {{text anchor|PETVALUE_DIVISOR}}
+
| PETVALUE_DIVISOR
 
| Caste
 
| Caste
 
| value
 
| value
Line 1,607: Line 1,599:
  
 
|-
 
|-
| {{text anchor|PHYS_ATT_CAP_PERC}}
+
|PHYS_ATT_CAP_PERC
 
| Caste
 
| Caste
 
|
 
|
Line 1,614: Line 1,606:
 
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
 
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
  
|-
+
|-  
| {{text anchor|PHYS_ATT_RANGE}}
+
| PHYS_ATT_RANGE  
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,622: Line 1,614:
 
| Sets up a 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.
  
|-
+
|-  
| {{text anchor|PHYS_ATT_RATES}}
+
| PHYS_ATT_RATES
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,634: Line 1,626:
  
 
|-
 
|-
| {{text anchor|PLUS_BP_GROUP}}
+
| PLUS_BP_GROUP
 
| Caste
 
| Caste
 
|
 
|
Line 1,641: Line 1,633:
 
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
 
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
  
|-
+
|-  
| {{text anchor|PLUS_MATERIAL}}
+
| PLUS_MATERIAL
 
| Creature
 
| Creature
 
|  
 
|  
Line 1,648: Line 1,640:
 
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
 
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
  
|-
+
|-  
| {{text anchor|POP_RATIO}}
+
| POP_RATIO  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
 
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
  
|-
+
|-  
| {{text anchor|POPULATION_NUMBER}}
+
| POPULATION_NUMBER  
 
| Creature
 
| Creature
 
| min:max  
 
| min:max  
Line 1,661: Line 1,653:
  
 
|-
 
|-
| {{text anchor|POWER}}
+
| POWER
 
| Caste
 
| Caste
 
|
 
|
 
| Allows the being to represent itself as a deity. 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.
 
| Allows the being to represent itself as a deity. 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.
  
|-
+
|-  
| {{text anchor|PREFSTRING}}
+
| PREFSTRING  
 
| Creature
 
| Creature
 
| string
 
| string
 
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
 
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
  
|-
+
|-  
| {{text anchor|PROFESSION_NAME}}
+
| PROFESSION_NAME  
 
| Creature
 
| Creature
 
|  
 
|  
Line 1,682: Line 1,674:
  
 
|-
 
|-
| {{text anchor|PRONE_TO_RAGE}}
+
| PRONE_TO_RAGE
 
| Caste
 
| Caste
| Chance
+
| number
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.
+
| Small creatures with this tag will occasionally attack larger creatures on sight instead of running away; the number indicates how likely it is to do so.  They are also more likely to enter a 'rage' state during combat, increasing their offensive power.
  
|-
+
|-  
| {{text anchor|PUS}}
+
| PUS
 
| Caste
 
| Caste
 
|  
 
|  
 
* [[material token]]
 
* [[material token]]
 
*matter state (LIQUID, GAS, SOLID)  
 
*matter state (LIQUID, GAS, SOLID)  
| The creature has pus. Specifies the stuff secreted by infected wounds.
+
| Specifies what the creature's wounds will ooze when infected.
 
|}
 
|}
  
Line 1,708: Line 1,700:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-
+
|-  
| {{text anchor|RELSIZE}}
+
| RELSIZE  
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,718: Line 1,710:
  
 
|-
 
|-
| {{text anchor|REMAINS}}
+
| REMAINS
 
| Caste
 
| Caste
 
| singular:plural
 
| singular:plural
Line 1,724: Line 1,716:
  
 
|-
 
|-
| {{text anchor|REMAINS_COLOR}}
+
| REMAINS_COLOR
 
| Caste
 
| Caste
 
|
 
|
Line 1,730: Line 1,722:
  
 
|-
 
|-
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}
+
| REMAINS_ON_VERMIN_BITE_DEATH
 
| Caste
 
| Caste
 
|
 
|
Line 1,736: Line 1,728:
  
 
|-
 
|-
| {{text anchor|REMAINS_UNDETERMINED}}
+
| REMAINS_UNDETERMINED
 
| Caste
 
| Caste
 
|
 
|
 
| Unknown.
 
| Unknown.
  
|-
+
|-  
| {{text anchor|REMOVE_MATERIAL}}
+
| REMOVE_MATERIAL  
 
| Creature
 
| Creature
 
|  
 
|  
Line 1,749: Line 1,741:
  
 
|-
 
|-
| {{text anchor|REMOVE_TISSUE}}
+
| REMOVE_TISSUE
 
| Creature
 
| Creature
 
|
 
|
Line 1,756: Line 1,748:
  
 
|-
 
|-
| {{text anchor|RETRACT_INTO_BP}}
+
| RETRACT_INTO_BP
 
| Caste
 
| Caste
 
|
 
|
 
*BY_TYPE, BY_CATEGORY or BY_TOKEN
 
*BY_TYPE, BY_CATEGORY or BY_TOKEN
 
*TYPE, CATEGORY or TOKEN
 
*TYPE, CATEGORY or TOKEN
| 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.
+
| The creature will retract 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.
  
 
|-
 
|-
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}
+
| 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 his feet. Requires HUNTS_VERMIN, obviously.
+
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.
  
 
|-
 
|-
| {{text anchor|ROOT_AROUND}}
+
| ROOT_AROUND
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,789: Line 1,781:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-
+
|-  
| {{text anchor|SAVAGE}}
+
| SAVAGE  
 
| Creature
 
| Creature
 
|   
 
|   
 
| The creature will only show up in "savage" biomes.
 
| The creature will only show up in "savage" biomes.
  
|-
+
|-  
| {{text anchor|SECRETION}}
+
| SECRETION  
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,806: Line 1,798:
 
| creates a secreted material on given tissue on a given part of the body.
 
| creates a secreted material on given tissue on a given part of the body.
  
|-
+
|-  
| {{text anchor|SELECT_ADDITIONAL_CASTE}}
+
| SELECT_ADDITIONAL_CASTE
 
| Creature
 
| Creature
 
|  
 
|  
 
*caste name
 
*caste name
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.
+
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.
  
|-
+
|-  
| {{text anchor|SELECT_CASTE}}
+
| SELECT_CASTE  
 
| Creature
 
| Creature
 
|  
 
|  
Line 1,820: Line 1,812:
 
| selects a previously defined caste
 
| selects a previously defined caste
  
|-
+
|-  
| {{text anchor|SELECT_MATERIAL}}
+
| SELECT_MATERIAL  
 
| Creature
 
| Creature
 
|  
 
|  
Line 1,827: Line 1,819:
 
| Selects a locally defined material. Can be ALL.
 
| Selects a locally defined material. Can be ALL.
  
|-
+
|-  
| {{text anchor|SEMIMEGABEAST}}
+
| SEMIMEGABEAST  
 
| Caste
 
| Caste
 
|  
 
|  
 
| Essentially the same as MEGABEAST, but more of them are created during worldgen.
 
| Essentially the same as MEGABEAST, but more of them are created during worldgen.
  
|-
+
|-  
| {{text anchor|SET_BP_GROUP}}
+
| SET_BP_GROUP  
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,841: Line 1,833:
 
| Begins a selection of body parts.
 
| Begins a selection of body parts.
  
|-
+
|-  
| {{text anchor|SET_TL_GROUP}}
+
| SET_TL_GROUP  
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,852: Line 1,844:
  
 
|-
 
|-
| {{text anchor|SHEARABLE_TISSUE_LAYER}}
+
| SHEARABLE_TISSUE_LAYER
 
| Caste
 
| Caste
 
|
 
|
Line 1,860: Line 1,852:
  
 
|-
 
|-
| {{text anchor|SKILL_LEARN_RATE}}
+
| SKILL_LEARN_RATE
 
| Caste
 
| Caste
 
| [[skill_token]]:percentage
 
| [[skill_token]]:percentage
Line 1,866: Line 1,858:
  
 
|-
 
|-
| {{text anchor|SKILL_LEARN_RATES}}
+
| SKILL_LEARN_RATES
 
| Caste
 
| Caste
 
| percentage
 
| percentage
Line 1,872: Line 1,864:
  
 
|-
 
|-
| {{text anchor|SKILL_RATE}}
+
| SKILL_RATE
 
| Caste
 
| Caste
 
| [[skill_token]]:percentage:value:value:value
 
| [[skill_token]]:percentage:value:value:value
 
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.
 
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.
  
|-
+
|-  
| {{text anchor|SKILL_RATES}}
+
| SKILL_RATES
 
| Caste
 
| Caste
 
|   
 
|   
Line 1,886: Line 1,878:
 
*demotion 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). The counter rates may also be replaced with NONE.
 
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.
+
Default is [SKILL_RATES:100:8:16:16].   [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.
  
 
|-
 
|-
| {{text anchor|SKILL_RUST_RATE}}
+
| SKILL_RUST_RATE
 
| Caste
 
| Caste
 
| [[skill_token]]:value:value:value
 
| [[skill_token]]:value:value:value
Line 1,895: Line 1,887:
  
 
|-
 
|-
| {{text anchor|SKILL_RUST_RATES}}
+
| SKILL_RUST_RATES
 
| Caste
 
| Caste
 
| value:value:value
 
| value:value:value
 
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
 
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
  
|-
+
|-  
| {{text anchor|SLOW_LEARNER}}
+
| SLOW_LEARNER  
 
| Caste
 
| Caste
 
|   
 
|   
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races.  
+
| 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.  
  
|-
+
|-  
| {{text anchor|SMALL_REMAINS}}
+
| SMALL_REMAINS  
 
| Caste
 
| Caste
 
|   
 
|   
| Creature leaves a "remains" instead of a corpse. Used for vermin.
+
| If a creature has this token, it'll leave "remains" instead of a corpse.
  
 
|-
 
|-
| {{text anchor|SOLDIER_ALTTILE}}
+
| SOLDIER_ALTTILE
 
| Creature
 
| Creature
 
| 'character' or tile number
 
| 'character' or tile number
Line 1,919: Line 1,911:
  
 
|-
 
|-
| {{text anchor|SOUND}}
+
| SOUND
 
| Caste
 
| Caste
 
|
 
|
Line 1,932: Line 1,924:
  
 
|-
 
|-
| {{text anchor|SPECIFIC_FOOD}}
+
| SPECIFIC_FOOD
 
| Caste
 
| Caste
 
|
 
|
 
* PLANT or CREATURE
 
* PLANT or CREATURE
 
* Plant/creature ID
 
* Plant/creature ID
| Creature can will only graze or eat the designated plant or creature parts.
+
| Indicates that the creature is only capable of eating a particular type of food.
  
|-
+
|-  
| {{text anchor|SPEECH}}
+
| SPEECH  
 
| Creature
 
| Creature
 
| speech file  
 
| speech file  
 
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
 
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
  
|-
+
|-  
| {{text anchor|SPEECH_FEMALE}}
+
| SPEECH_FEMALE
 
| Creature
 
| Creature
 
| speech file  
 
| speech file  
 
| Boasting speeches relating to killing females of this creature.
 
| Boasting speeches relating to killing females of this creature.
  
|-
+
|-  
| {{text anchor|SPEECH_MALE}}
+
| SPEECH_MALE
 
| Creature
 
| Creature
 
| speech file  
 
| speech file  
 
| Boasting speeches relating to killing males of this creature.
 
| Boasting speeches relating to killing males of this creature.
  
|-
+
|-  
| {{text anchor|SPEED}}
+
| SPEED  
 
| Caste
 
| Caste
 
| value  
 
| 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.
 
| 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.
  
|-
+
|-  
| {{text anchor|SPHERE}}
+
| SPHERE  
 
| Creature
 
| Creature
 
|  
 
|  
Line 1,971: Line 1,963:
  
 
|-
 
|-
| {{text anchor|SPOUSE_CONVERSION_TARGET}}
+
| SPOUSE_CONVERSION_TARGET
 
| Caste
 
| Caste
 
|
 
|
Line 1,977: Line 1,969:
  
 
|-
 
|-
| {{text anchor|SPOUSE_CONVERTER}}
+
| SPOUSE_CONVERTER
 
| Caste
 
| Caste
 
|
 
|
Line 1,983: Line 1,975:
  
 
|-
 
|-
| {{text anchor|SUPERNATURAL}}
+
| SUPERNATURAL
 
| Caste
 
| Caste
 
|  
 
|  
 
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.
 
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.
  
|-
+
|-  
| {{text anchor|SWIM_SPEED}}
+
| SWIM_SPEED  
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,995: Line 1,987:
 
| How fast the creature swims. Typically 2500 (0.38 times the default speed).  
 
| How fast the creature swims. Typically 2500 (0.38 times the default speed).  
  
|-
+
|-  
| {{text anchor|SWIMS_INNATE}}
+
| SWIMS_INNATE  
 
| Caste
 
| Caste
 
|   
 
|   
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there.  
+
| 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.  
  
|-
+
|-  
| {{text anchor|SWIMS_LEARNED}}
+
| SWIMS_LEARNED  
 
| Caste
 
| Caste
 
|   
 
|   
Line 2,021: Line 2,013:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-
+
|-  
| {{text anchor|TENDONS}}
+
| TENDONS  
 
| Caste
 
| Caste
 
|  
 
|  
 
* [[material token]]
 
* [[material token]]
 
*healing rate  
 
*healing rate  
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.
+
| Defines the material and healing rate of tendons.
  
|-
+
|-  
| {{text anchor|THICKWEB}}
+
| THICKWEB  
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature's webs can catch larger creatures.
 
| The creature's webs can catch larger creatures.
  
|-
+
|-  
| {{text anchor|TISSUE}}
+
| TISSUE  
 
| Creature
 
| Creature
 
| name  
 
| name  
Line 2,042: Line 2,034:
  
 
|-
 
|-
| {{text anchor|TITAN}}
+
| TITAN
 
| Caste
 
| Caste
 
|
 
|
 
| Found on [[titan]]s. Cannot be specified in user-defined raws.
 
| Found on [[titan]]s. Cannot be specified in user-defined raws.
  
|-
+
|-  
| {{text anchor|TL_COLOR_MODIFIER}}
+
| TL_COLOR_MODIFIER  
 
| Caste
 
| Caste
| COLOR:freq:COLOR:freq etc.
+
| COLOR:freq:COLOR:freq etc  
| Creates a list of color patterns, giving each a relative frequency.  
+
| Creates a list of color patterns, giving each a frequency.  
  
 
|-
 
|-
| {{text anchor|TLCM_GENETIC_MODEL}}
+
| TLCM_GENETIC_MODEL
 
| Caste
 
| Caste
 
|
 
|
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}
+
| tissue layer color modifier is passed to offspring genetically?
  
 
|-
 
|-
| {{text anchor|TLCM_IMPORTANCE}}
+
| TLCM_IMPORTANCE
 
| Caste
 
| Caste
 
|
 
|
Line 2,067: Line 2,059:
 
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
 
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}}
+
| TLCM_NOUN  
 
| Caste
 
| Caste
 
|  
 
|  
 
*name
 
*name
 
*SINGULAR or PLURAL
 
*SINGULAR or PLURAL
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts.
+
| names the tissue layer color modifier, and determines the noun
  
|-
+
|-  
| {{text anchor|TLCM_TIMING}}
+
| TLCM_TIMING  
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,083: Line 2,075:
 
| determines the point in the creature's life where the color change begins
 
| determines the point in the creature's life where the color change begins
  
|-
+
|-  
| {{text anchor|TRADE_CAPACITY}}
+
| TRADE_CAPACITY  
 
| Caste
 
| Caste
 
|   
 
|   
 
| How much the creature can carry when used by merchants.  
 
| How much the creature can carry when used by merchants.  
  
|-
+
|-  
| {{text anchor|TRAINABLE}}
+
| TRAINABLE  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
 
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
  
|-
+
|-  
| {{text anchor|TRAINABLE_HUNTING}}
+
| TRAINABLE_HUNTING  
 
| Caste
 
| Caste
 
|   
 
|   
| Can be trained as a hunting beast, increasing speed.
+
| Can be trained as hunting beasts by way of kennels.
  
|-
+
|-  
| {{text anchor|TRAINABLE_WAR}}
+
| TRAINABLE_WAR  
 
| Caste
 
| Caste
 
|   
 
|   
| Can be trained as a war beast, increasing strength and endurance.
+
| Can be trained as war beasts by way of kennels.
  
|-
+
|-  
| {{text anchor|TRANCES}}
+
| TRANCES  
 
| Caste
 
| Caste
 
|   
 
|   
 
| Allows the creature to go into martial trances.
 
| Allows the creature to go into martial trances.
  
|-
+
|-  
| {{text anchor|TRAPAVOID}}
+
| TRAPAVOID  
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
 
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
  
|-
+
|-  
| {{text anchor|TRIGGERABLE_GROUP}}
+
| TRIGGERABLE_GROUP  
 
| Creature
 
| Creature
 
| min:max  
 
| min:max  
 
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
 
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
  
|-
+
|-  
| {{text anchor|TSU_NOUN}}
+
| TSU_NOUN  
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,147: Line 2,139:
  
 
|-
 
|-
| {{text anchor|UBIQUITOUS}}
+
| UBIQUITOUS
 
| Creature
 
| Creature
 
|
 
|
 
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.
 
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.
  
|-
+
|-  
| {{text anchor|UNDERGROUND_DEPTH}}
+
| UNDERGROUND_DEPTH  
 
| Creature
 
| Creature
 
|
 
|
Line 2,160: Line 2,152:
 
| Depth 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.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.
 
| Depth 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.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.
  
|-
+
|-  
| {{text anchor|UNDERSWIM}}
+
| UNDERSWIM  
 
| Caste
 
| Caste
 
|   
 
|   
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.
+
| Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.
  
|-
+
|-  
| {{text anchor|UNIQUE_DEMON}}
+
| UNIQUE_DEMON
 
| Caste
 
| Caste
 
|   
 
|   
Line 2,173: Line 2,165:
  
 
|-
 
|-
| {{text anchor|USE_CASTE}}
+
| USE_CASTE
 
| Creature
 
| Creature
 
|
 
|
Line 2,181: Line 2,173:
  
 
|-
 
|-
| {{text anchor|USE_MATERIAL}}
+
| USE_MATERIAL
 
| Creature
 
| Creature
 
|
 
|
Line 2,188: Line 2,180:
 
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.
 
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.
  
|-
+
|-  
| {{text anchor|USE_MATERIAL_TEMPLATE}}
+
| USE_MATERIAL_TEMPLATE  
 
| Creature
 
| Creature
 
|
 
|
Line 2,197: Line 2,189:
  
 
|-
 
|-
| {{text anchor|USE_TISSUE}}
+
| USE_TISSUE
 
| Creature
 
| Creature
 
|
 
|
Line 2,204: Line 2,196:
 
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
 
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
  
|-
+
|-  
| {{text anchor|USE_TISSUE_TEMPLATE}}
+
| USE_TISSUE_TEMPLATE  
 
| Creature
 
| Creature
 
|
 
|
Line 2,212: Line 2,204:
 
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
 
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
  
|-
+
|-  
| {{text anchor|UTTERANCES}}
+
| UTTERANCES  
 
| Caste
 
| Caste
 
|   
 
|   
Line 2,231: Line 2,223:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-
+
|-  
| {{text anchor|VEGETATION}}
+
| VEGETATION  
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is made of swamp stuff. Used for [[grimeling]]s.
+
| unknown
  
|-
+
|-  
| {{text anchor|VERMIN_BITE}}
+
| VERMIN_BITE  
 
| Caste
 
| Caste
 
|  
 
|  
*chance of occurrence{{verify}}
+
*chance of occurance{{verify}}
*verb (bitten, stung, etc.)
+
*verb (bitten, stung, etc)
 
* [[material token]]
 
* [[material token]]
 
| Vermin bites, and injects something.
 
| Vermin bites, and injects something.
  
 
|-
 
|-
| {{text anchor|VERMIN_EATER}}
+
| VERMIN_EATER
 
| Creature
 
| Creature
 
|
 
|
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.
+
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
  
|-
+
|-  
| {{text anchor|VERMIN_FISH}}
+
| VERMIN_FISH  
 
| Creature
 
| Creature
 
|   
 
|   
 
| The vermin appears in water and will attempt to swim around.
 
| The vermin appears in water and will attempt to swim around.
  
|-
+
|-  
| {{text anchor|VERMIN_GROUNDER}}
+
| VERMIN_GROUNDER  
 
| Creature
 
| Creature
 
|   
 
|   
 
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
 
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
  
|-
+
|-  
| {{text anchor|VERMIN_HATEABLE}}
+
| VERMIN_HATEABLE  
 
| Caste
 
| Caste
 
|
 
|
 
| Some dwarves will hate the creature and get unhappy thoughts when around it.  
 
| Some dwarves will hate the creature and get unhappy thoughts when around it.  
  
|-
+
|-  
| {{text anchor|VERMIN_MICRO}}
+
| VERMIN_MICRO  
 
| Caste
 
| Caste
 
|   
 
|   
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).
+
| 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.  
  
|-
+
|-  
| {{text anchor|VERMIN_NOFISH}}
+
| VERMIN_NOFISH  
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature cannot be caught by fishing.  
 
| The creature cannot be caught by fishing.  
  
|-
+
|-  
| {{text anchor|VERMIN_NOROAM}}
+
| VERMIN_NOROAM  
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature will not be observed randomly roaming about the map.  
 
| The creature will not be observed randomly roaming about the map.  
  
|-
+
|-  
| {{text anchor|VERMIN_NOTRAP}}
+
| VERMIN_NOTRAP  
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
 
| The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
  
|-
+
|-  
| {{text anchor|VERMIN_ROTTER}}
+
| VERMIN_ROTTER  
 
| Creature
 
| Creature
 
|   
 
|   
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}
+
| 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.
  
|-
+
|-  
| {{text anchor|VERMIN_SOIL}}
+
| VERMIN_SOIL  
 
| Creature
 
| Creature
 
|   
 
|   
 
| The creature randomly appears near dirt or mud.
 
| The creature randomly appears near dirt or mud.
  
|-
+
|-  
| {{text anchor|VERMIN_SOIL_COLONY}}
+
| VERMIN_SOIL_COLONY  
 
| Creature
 
| Creature
 
|   
 
|   
 
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
 
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
  
|-
+
|-  
| {{text anchor|VERMINHUNTER}}
+
| VERMINHUNTER  
 
| Caste
 
| Caste
 
|   
 
|   
| Old shorthand for "does cat stuff". Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
+
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
  
|-
+
|-  
| {{text anchor|VESPERTINE}}
+
| VESPERTINE  
 
| Caste
 
| Caste
 
|   
 
|   
Line 2,325: Line 2,317:
  
 
|-
 
|-
| {{text anchor|VIEWRANGE}}
+
| VIEWRANGE
 
| Caste
 
| Caste
 
| value
 
| value
Line 2,343: Line 2,335:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-
+
|-  
| {{text anchor|WAGON_PULLER}}
+
| WAGON_PULLER  
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.
+
| Allows the creature to pull caravan wagons.  
  
|-
+
|-  
| {{text anchor|WEBBER}}
+
| WEBBER  
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,356: Line 2,348:
 
| Allows the creature to create webs, and defines what the webs are made of.
 
| Allows the creature to create webs, and defines what the webs are made of.
  
|-
+
|-  
| {{text anchor|WEBIMMUNE}}
+
| WEBIMMUNE  
 
| Caste
 
| Caste
 
|   
 
|   
Line 2,371: Line 2,363:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-
+
|-  
| {{text anchor|ATTACK_SKILL}}
+
| ATTACK_SKILL  
 
| Caste
 
| Caste
 
|  
 
|  
*[[Skill token]]
+
*skill used ([[Skill token]])
| Defines the skill used by the attack.
+
| defines the attack skill used
  
|-
+
|-  
| {{text anchor|ATTACK_VERB}}
+
| ATTACK_VERB  
 
| Caste
 
| Caste
 
| 2nd person:3rd person  
 
| 2nd person:3rd person  
| Descriptive text for the attack.
+
| descriptive text for the attack
  
|-
+
|-  
| {{text anchor|ATTACK_CONTACT_PERC}}
+
| ATTACK_CONTACT_PERC  
 
| Caste
 
| Caste
 
|  
 
|  
 
*% value  
 
*% value  
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.
+
| The contact area of the attack, measured in % of the body part's volume.
  
|-
+
|-  
| {{text anchor|ATTACK_PENETRATION_PERC}}
+
| ATTACK_PENETRATION_PERC  
 
| Caste
 
| Caste
 
|  
 
|  
 
*% value  
 
*% value  
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.
+
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE.
  
|-
+
|-  
| {{text anchor|ATTACK_PRIORITY}}
+
| ATTACK_PRIORITY  
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,406: Line 2,398:
  
 
|-
 
|-
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}
+
| ATTACK_VELOCITY_MODIFIER
 
| Caste
 
| Caste
 
| number
 
| number
 
| The velocity multiplier of the attack, multiplied by 1000.
 
| The velocity multiplier of the attack, multiplied by 1000.
  
|-
+
|-  
| {{text anchor|ATTACK_FLAG_CANLATCH}}
+
| ATTACK_FLAG_CANLATCH  
 
| Caste
 
| Caste
 
|   
 
|   
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.
+
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe tensile damage according to the attacker's body volume.
  
|-
+
|-  
| {{text anchor|ATTACK_FLAG_WITH}}
+
| ATTACK_FLAG_WITH  
 
| Caste
 
| Caste
 
|   
 
|   
 
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
 
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
  
|-
+
|-  
| {{text anchor|ATTACK_FLAG_EDGE}}
+
| ATTACK_FLAG_EDGE  
 
| Caste
 
| Caste
 
|   
 
|   
 
| The attack is edged, with all the effects on physical resistance and contact area that it entails.
 
| The attack is edged, with all the effects on physical resistance and contact area that it entails.
  
|-
+
|-  
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}
+
| SPECIALATTACK_INJECT_EXTRACT  
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,439: Line 2,431:
  
 
|-
 
|-
| {{text anchor|SPECIALATTACK_INTERACTION}}
+
| SPECIALATTACK_INTERACTION
 
| Caste
 
| Caste
 
| interaction
 
| interaction
Line 2,445: Line 2,437:
  
 
|-
 
|-
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}
+
| SPECIALATTACK_SUCK_BLOOD
 
| Caste
 
| Caste
 
| min:max
 
| min:max
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.
+
| Successful attack draws out an amount of blood randomized between the min and max value.
 
|}
 
|}
  
Line 2,455: Line 2,447:
  
 
===Tissue Modification===
 
===Tissue Modification===
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])
+
This next group of tokens deals setting and modifying tissue properties. (See also [[Tissue definition token]])
  
  
Line 2,465: Line 2,457:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-
+
|-  
| {{text anchor|PLUS_TISSUE_LAYER}}
+
| PLUS_TISSUE_LAYER  
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,474: Line 2,466:
 
| Adds a tissue to those selected
 
| Adds a tissue to those selected
  
|-
+
|-  
| {{text anchor|PLUS_TL_GROUP}}
+
| PLUS_TL_GROUP  
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,485: Line 2,477:
  
 
|-
 
|-
| {{text anchor|SELECT_TISSUE}}
+
| SELECT_TISSUE
 
| Creature
 
| Creature
 
|
 
|
Line 2,491: Line 2,483:
 
| Selects a tissue for editing.
 
| Selects a tissue for editing.
  
|-
+
|-  
| {{text anchor|SELECT_TISSUE_LAYER}}
+
| SELECT_TISSUE_LAYER  
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,500: Line 2,492:
 
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 
| Selects a tissue layer for descriptor and cosmetic purposes.
 
| Selects a tissue layer for descriptor and cosmetic purposes.
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]
 
  
 
|-
 
|-
| {{text anchor|SET_LAYER_TISSUE}}
+
| SET_LAYER_TISSUE
 
| Caste
 
| Caste
 
|
 
|
 
| Sets a tissue layer to be made of a different tissue.
 
| Sets a tissue layer to be made of a different tissue.
  
|-
+
|-  
| {{text anchor|TISSUE_LAYER}}
+
| TISSUE_LAYER  
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,519: Line 2,510:
 
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
 
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}}
+
| TISSUE_LAYER_OVER
 
| Caste
 
| Caste
 
|
 
|
Line 2,529: Line 2,520:
 
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
 
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
  
|-
+
|-  
| {{text anchor|TISSUE_LAYER_UNDER}}
+
| TISSUE_LAYER_UNDER  
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,539: Line 2,530:
 
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>  
 
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]  
 
[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}}
+
| TISSUE_LAYER_APPEARANCE_MODIFIER  
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,547: Line 2,538:
 
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
  
|-
+
|-  
| {{text anchor|TISSUE_STYLE_UNIT}}
+
| TISSUE_STYLE_UNIT  
 
| Caste
 
| Caste
 
|  
 
|  
*tissue style unit ID
+
*tissue
*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 to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
  
 
|-
 
|-
| {{text anchor|TL_CONNECTS}}
+
| TL_CONNECTS
 
| Caste
 
| Caste
 
|
 
|
Line 2,562: Line 2,553:
  
 
|-
 
|-
| {{text anchor|TL_HEALING_RATE}}
+
| TL_HEALING_RATE
 
| Caste
 
| Caste
 
|
 
|
Line 2,568: Line 2,559:
  
 
|-
 
|-
| {{text anchor|TL_MAJOR_ARTERIES}}
+
| TL_MAJOR_ARTERIES
 
| Caste
 
| Caste
 
|
 
|
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.
+
| Gives Major Artery attribute to selected layers.
  
 
|-
 
|-
| {{text anchor|TL_PAIN_RECEPTORS}}
+
| TL_PAIN_RECEPTORS
 
| Caste
 
| Caste
 
|
 
|
Line 2,580: Line 2,571:
  
 
|-
 
|-
| {{text anchor|TL_RELATIVE_THICKNESS}}
+
| TL_RELATIVE_THICKNESS
 
| Caste
 
| Caste
 
|
 
|
Line 2,586: Line 2,577:
  
 
|-
 
|-
| {{text anchor|TL_VASCULAR}}
+
| TL_VASCULAR
 
| Caste
 
| Caste
 
|
 
|

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