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Editing v0.31:Creature token

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{{Quality|Superior|19:06, 26 August 2014 (UTC)}}
+
{{av}}{{Quality|Exceptional}}
{{av}}
 
  
A full list of all known creature tokens.
+
Tentative at best in some cases.
  
 
__NOTOC__
 
__NOTOC__
Line 16: Line 15:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
| ADOPTS_OWNER
 
|
 
| 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}}
 
 
 
|-  
 
|-  
 
| ALCOHOL_DEPENDENT  
 
| ALCOHOL_DEPENDENT  
Line 40: Line 33:
 
| AMBUSHPREDATOR  
 
| AMBUSHPREDATOR  
 
|   
 
|   
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}
+
| Makes the creature start out hidden. Used by {{L|giant cave spider}}s. May make {{L|web}}s hidden too.
  
 
|-  
 
|-  
 
| AMPHIBIOUS  
 
| AMPHIBIOUS  
 
|   
 
|   
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].
+
| Allows a creature to breathe with or without {{L| water}}.  
  
 
|-
 
|-
| APP_MOD_DESC_RANGE
+
| APP_MOD_GENETIC_MODEL
 
|
 
|
*Range
 
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
 
 
|-
 
| APP_MOD_GENETIC_MODEL
 
 
|
 
|
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
 
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.
 
  
 
|-
 
|-
Line 78: Line 64:
 
*Scale (DAILY,  YEARLY)
 
*Scale (DAILY,  YEARLY)
 
*min:max  of growth
 
*min:max  of growth
*start year:start day
+
*start year:end year  
*end year:end day
+
| setting the growth rate of the modifier
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.
 
  
 
|-  
 
|-  
Line 96: Line 81:
 
| AQUATIC  
 
| AQUATIC  
 
|   
 
|   
| Allows a creature to breathe underwater, but causes it to "drown" out of [[water]].  
+
| Allows a creature to breathe underwater, but causes it to "drown" out of {{L| water}}.  
  
 
|-  
 
|-  
Line 102: Line 87:
 
|   
 
|   
 
| Does not appear in arena mode list
 
| Does not appear in arena mode list
 
|-
 
| ARTIFICIAL_HIVEABLE
 
|
 
| Can be kept in artificial hives by beekeepers.
 
 
|-
 
| AT_PEACE_WITH_WILDLIFE
 
|
 
| Does not attack or frighten wildlife.
 
  
 
|-  
 
|-  
Line 120: Line 95:
 
*selection criteria
 
*selection criteria
 
*location  
 
*location  
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
+
| Defines the attack name, and the body part used.
 
'''Example:'''<br />
 
'''Example:'''<br />
 
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br />
 
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br />
Line 127: Line 102:
  
 
|-  
 
|-  
| ATTACK_TRIGGER
+
| ATTACK_CONTACT_PERC
| pop:exported wealth:created wealth
+
|  
| Specifies when a [[megabeast]] will attack the fortress.
+
*% value
 +
| amount of available tissue used in attack
  
|}
+
|-
 +
| ATTACK_FLAG_CANLATCH
 +
 +
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in it's definition is made.
  
<div align="center">
+
|-  
{{alphabetical TOC}}
+
| ATTACK_FLAG_EDGE
</div>
+
|
 
+
| attack type
==B==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
|-  
 
| BABY
 
| integer
 
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
 
  
 
|-  
 
|-  
| BABYNAME
+
| ATTACK_FLAG_WITH
| 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.
 
 
 
|-
 
| BEACH_FREQUENCY
 
 
|   
 
|   
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.  
+
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
  
 
|-  
 
|-  
| BENIGN
+
| ATTACK_PENETRATION_PERC
|
+
|  
| Determines whether creature can show up on "tame" maps (includes [[elephant]]s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
+
*% value
 +
| probably amount of material that makes contact when penetration is done
  
 
|-  
 
|-  
| BIOME
+
| ATTACK_PRIORITY
 
|  
 
|  
* [[biome token]]
+
*MAIN or SECOND
| Select a [[Biome]] the creature may appear in.
+
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
  
 
|-  
 
|-  
| BLOOD
+
| ATTACK_SKILL
 
|  
 
|  
* [[material token]]
+
*skill used ({{L|Skill tokens}})
*matter state (LIQUID, GAS, SOLID)  
+
| defines the attack skill used
| Specifies what the creature's blood is made of.
 
  
 
|-  
 
|-  
| BODY
+
| ATTACK_TRIGGER
| body parts
+
| pop:exported wealth:created wealth{{verify}}
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
+
| stages when a megabeast will attack a site
'''Example:'''<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. Thats all a maggot needs.
 
  
 
|-  
 
|-  
| BODY_APPEARANCE_MODIFIER
+
| ATTACK_VERB
|  
+
| 2nd person:3rd person
*ATTRIBUTE
+
| descriptive text for the attack
*lowest:lower:low:median:high:higher:highest
 
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
 
'''Example:'''<br />
 
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br />
 
''HEIGHT'' : marks the height to be changed <br />
 
''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.
 
  
|-
+
|}
| BODY_DETAIL_PLAN
 
| PlanName, PlanName:type:type:type:etc
 
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
 
'''Example:'''<br />
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
 
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
 
A [[Purring maggot|maggot]] would only need:<br />
 
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''
 
  
|-  
+
<div align="center">
| BODY_SIZE
+
{{alphabetical TOC}}
| years:days:size
+
</div>
| sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.
+
 
'''Example:'''<br />
+
==B==
[BODY_SIZE:0:0:10000]<br />
+
{| {{prettytable}}
[BODY_SIZE:1:168:50000]<br />
+
|- bgcolor="#ddd"
[BODY_SIZE:12:0:220000]<br />
+
! width="20%" | Token
This describes the size of a [[minotaur]]. His birth size would be 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg
+
! width="20%" | Arguments
 +
! width="60%" | Description
 +
|-  
 +
| BABY
 +
| integer
 +
| age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
  
 
|-  
 
|-  
| BODYGLOSS
+
| BABYNAME
| gloss
+
| singular:plural
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
+
| name at caste level
  
 
|-  
 
|-  
| BONECARN
+
| BEACH_FREQUENCY
 
|   
 
|   
| Creature eats bones. Implies CARNIVORE. Civilized creatures (e.g. Kobolds) with this tag tend to die out during world generation.
+
| {{L|Whale}}s and {{L|Sea nettle jellyfish|jellyfish}} have this. Controls the beaching frequency of the creature.  
  
 
|-  
 
|-  
| BP_APPEARANCE_MODIFIER
+
| BENIGN
|  
+
|
*QUALITY
+
| Determines whether creature can show up on "tame" maps (includes {{L|elephants}}), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
*lowest:lower:low:median:high:higher:highest
 
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)
 
  
 
|-  
 
|-  
| BUILDINGDESTROYER
+
| BIOME
| 1 or 2
+
|  
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands.
+
* biome token
|}
+
| Select a {{L|Biome}} the creature may appear in.
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==C==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
  
 
|-  
 
|-  
| CAN_LEARN
+
| BLOOD, PUS, OTHER MATERIAL state definition
|
+
|  
| 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.
+
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
 +
*selected material
 +
*matter state (LIQUID, GAS, ALL_SOLID)
 +
| Controls bleeding behaviour
  
 
|-  
 
|-  
| CAN_SPEAK
+
| BODY
|
+
| body parts
| 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}}
+
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
 +
'''Example:'''<br />
 +
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
 +
This is the body from a {{L|Purring maggot}}. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.
  
 
|-  
 
|-  
| CANNOT_UNDEAD
+
| BODY_APPEARANCE_MODIFIER
|
+
|  
| Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.
+
*ATTRIBUTE
 +
*lowest:lower:low:median:high:higher:highest
 +
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
 +
'''Example:'''<br />
 +
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] <br />
 +
''HEIGHT'' : marks the height to be changed <br />
 +
''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.
  
 
|-  
 
|-  
| CANOPENDOORS
+
| BODY_DETAIL_PLAN
|
+
| PlanName, PlanName:type:type:type:etc
| Allows the creature to open doors.  
+
| 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 />
 +
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
 +
This creates the detailed body of a {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
 +
A {{L|Purring maggot|maggot}} would only need:<br />
 +
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''
  
 
|-  
 
|-  
| CARNIVORE
+
| BODY_SIZE
|
+
| years:days:size
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.
+
| sets up size at a given time. Size is roughly equal to the creature's average weight in grams.
 
+
'''Example:'''<br />
 +
[BODY_SIZE:0:0:10000]<br />
 +
[BODY_SIZE:1:168:50000]<br />
 +
[BODY_SIZE:12:0:220000]<br />
 +
This describes the size of a {{L|minotaur}}. His birth size would be 10000 (~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg
 +
 
 +
|-
 +
| BODYGLOSS
 +
| gloss
 +
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
 +
 
 
|-  
 
|-  
| CASTE
+
| BONECARN
 +
 +
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. This tag implies CARNIVORE.
 +
 
 +
|-
 +
| BP_APPEARANCE_MODIFIER
 
|  
 
|  
*name
+
*QUALITY
| defines a caste
+
*lowest:lower:low:median:high:higher:highest
 +
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)
  
|-
+
|-  
| CASTE_ALTTILE
+
| BUILDINGDESTROYER
|
+
| 1 or 2
*tile number or "letter"
+
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands.  
| Caste-specific alternate tile. Expects CASTE_TILE
+
|}
 
 
|-
 
| CASTE_COLOR
 
|
 
*fg
 
*bg
 
*brightness
 
| Creature tile color of the caste.
 
  
|-
+
<div align="center">
| CASTE_GLOWCOLOR
+
{{alphabetical TOC}}
|
+
</div>
*fg
 
*bg
 
*brightness
 
| GLOWTILE color of the caste.
 
  
|-
+
==C==
| CASTE_GLOWTILE
+
{| {{prettytable}}
|
+
|- bgcolor="#ddd"
*tile value or "letter"
+
! width="20%" | Token
| Caste-specific glowtile
+
! width="20%" | Arguments
 +
! width="60%" | Description
 +
|-  
 +
| CAN_CIV
 +
 +
| Creature can form civilizations.
  
 
|-  
 
|-  
| CASTE_NAME
+
| CAN_LEARN
| singular:plural:adjective
+
|
| The name of the caste of the creature in the game.
+
| Probably means the creature gets skills and professions. Not recommended for uncivilized monsters.
  
 
|-  
 
|-  
| CASTE_PROFESSION_NAME
+
| CAN_SPEAK
|  
+
|
*[[Unit type token]] (Profession)
+
| Can talk. Note that it is not necessary for a creature to gain social skills.
*singular
 
*plural
 
| alters the name of the given profession, caste-specific
 
  
|-
+
|-  
| CASTE_SOLDIER_ALTTILE
+
| CANNOT_UNDEAD
| 'character' or tile number
+
|
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.
+
| Cannot be turned into a zombie or skeletal undead
  
|-
+
|-  
| CASTE_SOLDIER_TILE
+
| CANOPENDOORS
| 'character' or tile number
+
|
| Creatures of this caste active in their civilization's military will use this tile instead.
+
| Allows the creature to open doors.  
  
 
|-  
 
|-  
| CASTE_SPEECH
+
| CARNIVORE
| speech file?
+
|
| Possibly a caste-specific instance of the SPEECH token
+
| Creature eats meat
 +
 
 +
|-
 +
| CASTE
 +
|
 +
*name
 +
| defines a caste
  
 
|-
 
|-
| CASTE_TILE
+
| CASTE_ALTTILE
 
|
 
|
* tile number or "letter"
+
*tile number or "letter"
| Caste-specific creature tile.
+
| Caste-specific alternate tile. Expects CASTE_TILE
 
 
|-
 
| CAVE_ADAPT
 
 
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].
 
  
 
|-
 
|-
| CHANGE_BODY_SIZE_PERC
+
| CASTE_COLOR
|
 
 
|
 
|
 +
*fg
 +
*bg
 +
*brightness
 +
| Creature tile color of the caste.
  
|-  
+
|-
| CHILD
+
| CASTE_GLOWCOLOR
| 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.
 
 
 
|-
 
| CHILDNAME
 
| 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.
 
 
 
|-
 
| CLUSTER_NUMBER
 
 
|
 
|
*min
+
*fg
*max
+
*bg
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.
+
*brightness
e.g. [CLUSTER_NUMBER:1:3]
+
| GLOWTILE color of the caste.
  
 
|-
 
|-
|CLUTCH_SIZE
+
| CASTE_GLOWTILE
 
|
 
|
*min
+
*tile value or "letter"
*max
+
| Caste-specific glowtile
|Number of eggs laid in one sitting.
 
 
 
|-
 
| COLONY_EXTERNAL
 
|
 
| Caste hovers around colony.
 
  
 
|-  
 
|-  
| COLOR
+
| CASTE_NAME
| foreground:background:brightness
+
| singular:plural:adjective
| Color  of the creature's tile.  
+
| The name of the caste of the creature in the game.
 +
 
 +
|-
 +
| CASTE_PROFESSION_NAME
 +
|
 +
*Profession
 +
*singular
 +
*plural
 +
| alters the name of the given profession, caste-specific
  
 
|-  
 
|-  
| COMMON_DOMESTIC
+
| CASTE_SPEECH
|
+
| speech file?
| 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
+
| Possibly a caste-specific instance of the SPEECH token
  
 
|-
 
|-
| CONVERTED_SPOUSE
+
| CASTE_TILE
 
|
 
|
| Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
+
* tile number or "letter"
 +
| Caste-specific creature tile.
  
 
|-  
 
|-  
| COOKABLE_LIVE
+
| CAVE_ADAPT
 
|   
 
|   
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
+
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
  
 
|-  
 
|-  
| COPY_TAGS_FROM
+
| CE_X
 
|  
 
|  
*CREATURE NAME
+
*SEV:<value>  (severity, higher is worse)
| Copies tags from another specified creature.
+
*PROB:<value(1-100)> (probability)
 
+
*RESISTABLE (optional) allows resistance
|-  
+
*SIZE_DILUTES (optional) lessens effect based on size
| CREATURE_CLASS
+
Place effected:
 +
*LOCALIZED (optional)
 +
*VASCULAR_ONLY (optional)
 +
*MUSCULAR_ONLY (optional)
 +
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)
 +
Timeline:
 +
*Start:effect start time
 +
*Peak:effect peak time
 +
*End:effect end time
 +
| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]
 +
 
 +
|-
 +
| CHANGE_BODY_SIZE_PERC
 +
|
 
|
 
|
*classname
 
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.
 
 
|-
 
| CREATURE_SOLDIER_TILE
 
| 'character' or tile number
 
| Creatures active in their civilization's military will use this tile instead.
 
  
 
|-  
 
|-  
| CREATURE_TILE
+
| CHILD
| 'character' or tile number
+
| integer
| The symbol of the creature in ASCII 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.
  
 
|-  
 
|-  
| CREPUSCULAR
+
| CHILD_BODYPART_GROUP
|
+
|  
| Sets if the creature is active at twilight.
+
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
 +
*master location
 +
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
 +
*specific location
 +
| selects all parts of a group to be used.
  
 
|-  
 
|-  
| CURIOUSBEAST_EATER
+
| CHILDNAME
|
+
| singular:plural
| Allows a creature to steal and eat edible items from a site.
+
| name at caste level
  
 
|-  
 
|-  
| CURIOUSBEAST_GUZZLER
+
| CLUSTER_NUMBER
 +
|
 +
*min
 +
*max
 +
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.
 +
e.g. [CLUSTER_NUMBER:1:3]
 +
 
 +
|-
 +
| COLDDAM_POINT
 +
| value
 +
| The minimum temperature limit before the currently selected material will start receiving damage from freezing. Used mostly in material templates.
 +
 
 +
|-
 +
| COLOR
 +
| foreground:background:brightness
 +
| Color  of the creature's tile.
 +
 
 +
|-
 +
| COMMON_DOMESTIC
 
|   
 
|   
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.
+
| 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
  
 
|-  
 
|-  
| CURIOUSBEAST_ITEM
+
| COOKABLE_LIVE
 
|   
 
|   
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.
+
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
  
 
|-  
 
|-  
| CV_ADD_TAG
+
| COPY_TAGS_FROM
 
|  
 
|  
*TAG NAME  
+
*CREATURE NAME
| Adds a tag. Used in conjunction with creature variation templates.
+
| Copies tags from another specified creature.
  
 
|-  
 
|-  
| CV_REMOVE_TAG
+
| CREATURE
|  
+
| name
*TAG NAME
+
| begins defining a new creature with the specified name.
| Removes a tag. Used in conjunction with creature variation templates.  
 
|}
 
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| CREATURE_CLASS
</div>
+
|
 +
*classname
 +
| 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.
  
==D==
+
|-  
{| {{prettytable}}
+
| CREATURE_TILE
|- bgcolor="#ddd"
+
| 'character' or tile number
! width="20%" | Token
+
| The symbol of the creature in ASCII mode.
! width="20%" | Arguments
 
! width="60%" | Description
 
  
 
|-  
 
|-  
| DEMON
+
| CREPUSCULAR
 
|   
 
|   
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
+
| Sets if the creature is active at twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL.  
  
 
|-  
 
|-  
| DESCRIPTION
+
| CURIOUSBEAST_EATER
| text
+
|
| A brief description of the creature type.
+
| Allows a creature to steal and eat edible items from a site.  
 
 
|-
 
| DIE_WHEN_VERMIN_BITE
 
|
 
| Dies upon attacking.  Used for bee stings.
 
  
 
|-  
 
|-  
| DIFFICULTY
+
| CURIOUSBEAST_GUZZLER
| integer
+
|
| Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.  
+
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.  
  
 
|-  
 
|-  
| DIURNAL
+
| CURIOUSBEAST_ITEM
 
|   
 
|   
| Sets if the creature is active in day.  
+
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.
  
 
|-  
 
|-  
| DOES_NOT_EXIST
+
| CV_ADD_TAG
|
+
|  
| Creature does not actually exist; used for fanciful creatures.
+
*TAG NAME
 +
| Adds a tag. Used in conjunction with creature variation templates.
  
 
|-  
 
|-  
| DRAGONFIREBREATH
+
| CV_REMOVE_TAG
|
+
|  
| Creature breathes fire in a cone.  
+
*TAG NAME
 +
| Removes a tag. Used in conjunction with creature variation templates.  
 
|}
 
|}
  
Line 508: Line 490:
 
</div>
 
</div>
  
==E==
+
==D==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 515: Line 497:
 
! width="60%" | Description
 
! width="60%" | Description
  
|-
+
|-  
| EGG_MATERIAL
+
| DEMON
|
 
* [[material token]]
 
*state (SOLID, LIQUID, or GAS)
 
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
 
 
 
|-
 
| EGG_SIZE
 
|
 
*size
 
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.
 
 
 
|-
 
| EQUIPMENT_WAGON
 
 
|   
 
|   
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
+
| Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]]
  
 
|-  
 
|-  
| EQUIPS
+
| DEMON_UNIQUE
 
|   
 
|   
| Allows the creature to wear or wield items.
+
| Typically found on genned [[demon]]s; sets the creature as capable of "emerging from the underworld" and taking over during worldgen.
  
 
|-  
 
|-  
| EVIL
+
| DESCRIPTION
|
+
| text
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.
+
| A brief description of the creature type.
  
 +
|-
 +
| DIFFICULTY
 +
| integer
 +
| Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.
  
 
|-  
 
|-  
| EXTRACT
+
| DIURNAL
|
+
|
* [[material token]]
+
| Sets if the creature is active in day.  
| Defines a creature extract which can be obtained via [[small animal dissection]].
 
  
 
|-  
 
|-  
| EXTRAVISION
+
| DOES_NOT_EXIST
 
|   
 
|   
| Creature can see regardless of whether it has working eyes.  
+
| Creature does not actually exist; used for fanciful creatures.
 +
 
 +
|-
 +
| DRAGONFIREBREATH
 +
 +
| Creature breathes fire in a cone.  
 
|}
 
|}
  
Line 560: Line 537:
 
</div>
 
</div>
  
==F==
+
==E==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 566: Line 543:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
|-
 
| FANCIFUL
 
 
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.  Conflicts with [COMMON_DOMESTIC]
 
  
 
|-
 
|-
| FEATURE_ATTACK_GROUP
+
| EQUIPMENT_WAGON
|
+
|
| Found on subterranean animalmen.
+
| Implies several unknown flags{{verify}}
 
 
|-
 
| FEATURE_BEAST
 
|
 
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
 
  
 
|-  
 
|-  
| FEMALE
+
| EQUIPS
 
|   
 
|   
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
+
| Allows the creature to wear or wield items.
  
 
|-  
 
|-  
| FIREBREATH
+
| EVIL
 
|   
 
|   
| The creature breathes long range fireballs and has a short range cone shaped fire breath attack.
+
| Determines whether creature can show up on "evil" maps
  
 
|-  
 
|-  
| FIREIMMUNE
+
| EXTRAVISION
 
|   
 
|   
| The creature is immune to FIREBREATH and steam.
+
| Creature can see regardless of whether it has working eyes.  
 +
|}
  
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
 +
 +
==F==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-  
 
|-  
| FIREIMMUNE_SUPER
+
| FANCIFUL
 
|   
 
|   
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.  
+
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.  
 +
 
 +
|-
 +
| FEATURE_ATTACK_GROUP
 +
|
 +
| Found on subterranean animalmen.
  
 
|-  
 
|-  
| FISHITEM
+
| FEMALE
 
|   
 
|   
| Needs to be cleaned at a fishery
+
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
  
 
|-  
 
|-  
| FIXED_TEMP  
+
| FIREBREATH
| temperature  
+
| The natural heat generated by the creature.
+
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
 +
 
 +
|-
 +
| FIREIMMUNE
 +
 +
| As of version v0.28.181.40d, the FIREIMMUNE token had no effect on a creature's resistance to flame or heat. However, it did affect ability to swim in magma in adventure mode, as well as display of "You are caught in a pool of magma!" warning messages.  It is unknown if these effects persist in DF 2010.
 +
 
 +
|-
 +
| FIREIMMUNE_SUPER
 +
 +
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE.
 +
 
 +
|-
 +
| FISHITEM
 +
 +
| Needs to be cleaned at a fishery
 +
 
 +
|-
 +
| FIXED_TEMP  
 +
| temperature  
 +
| The natural heat generated by the creature.
  
 
|-  
 
|-  
 
| FLEEQUICK  
 
| FLEEQUICK  
 
|   
 
|   
| 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.  
  
 
|-  
 
|-  
 
| FLIER  
 
| FLIER  
 
|   
 
|   
| 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.
  
 
|-  
 
|-  
Line 625: Line 629:
 
|
 
|
 
*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 POP_RATIO.
+
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].
 
|}
 
|}
  
Line 651: Line 655:
 
| GENERATED
 
| GENERATED
 
|   
 
|   
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s.
+
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) titans and [[Demon]]s.
  
 
|-  
 
|-  
 
| GETS_INFECTIONS_FROM_ROT  
 
| GETS_INFECTIONS_FROM_ROT  
 
|   
 
|   
| Creature can get infections from necrotic tissue.
+
| creature can be infected by rot
  
 
|-
 
|-
 
| GETS_WOUND_INFECTIONS  
 
| GETS_WOUND_INFECTIONS  
 
|   
 
|   
| Creature's wounds can become infected.
+
| creature can get infections from wounds
  
 
|-  
 
|-  
Line 679: Line 683:
 
| GNAWER  
 
| GNAWER  
 
| verb (gnawed)  
 
| verb (gnawed)  
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from [[artifact]]s.
+
| The creature chews on food barrels and bags.  
  
 
|-  
 
|-  
 
| GO_TO_END  
 
| GO_TO_END  
 
|   
 
|   
| When using tags from an existing creature, inserts new tags at the end of the creature.
+
| uncertain use, definitely refers to Creature Variants template
  
 
|-  
 
|-  
 
| GO_TO_START  
 
| GO_TO_START  
 
|   
 
|   
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
+
| uncertain use, definitely refers to Creature Variants template
 
 
|-
 
| GO_TO_TAG
 
 
| When using tags from an existing creature, inserts new tags after the specified tag.
 
  
 
|-  
 
|-  
Line 704: Line 703:
 
| GRASSTRAMPLE  
 
| GRASSTRAMPLE  
 
| value  
 
| value  
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.
+
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.
  
 
|-
 
|-
 
| GRAVITATE_BODY_SIZE
 
| GRAVITATE_BODY_SIZE
| target value
 
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.
 
 
|-
 
| GRAZER
 
 
|
 
|
*number
+
| Creature Variants template command, alter body size.
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.
 
 
|}
 
|}
  
Line 728: Line 721:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
|-
 
| HABIT
 
| type:probability
 
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.
 
 
|-
 
| HABIT_NUM
 
| 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]
 
 
 
|-  
 
|-  
 
| HAS_NERVES  
 
| HAS_NERVES  
Line 744: Line 727:
  
 
|-  
 
|-  
| HASSHELL
+
| HEATDAM_POINT
|
+
| value
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
+
| The maximum temperature limit before the currently selected material will start receiving damage from heat. Used mostly in material templates.
 
 
|-
 
| HIVE_PRODUCT
 
|
 
*number
 
*[[time]]
 
*[[item token]]s
 
| What product is harvested from [[Beekeeping industry|beekeeping]].
 
  
 
|-  
 
|-  
 
| HOMEOTHERM  
 
| HOMEOTHERM  
 
|   
 
|   
| Default 'NONE'. The creature's normal body [[temperature]]
+
| Default 'NONE'. The creature's normal body [[DF2010:Temperature |temperature]]
 
 
|-
 
| HUNTS_VERMIN
 
|
 
| Creature hunts and kills nearby vermin.
 
 
 
 
|}
 
|}
  
Line 778: Line 747:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
|-
 +
| IF_EXISTS_SET_BOILING_POINT
 +
| value
 +
| The temperature at which the creature boils into gases.
 +
 +
|-
 +
| IF_EXISTS_SET_MELTING_POINT
 +
| value
 +
| The temperature at which the creature will melt into goo.
 +
 +
|-
 +
| IGNITE_POINT
 +
| value
 +
| The temperature at which the creature will burst into flames.
  
 
|-  
 
|-  
 
| IMMOBILE_LAND  
 
| IMMOBILE_LAND  
 
|   
 
|   
| 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  
  
 
|-  
 
|-  
 
| IMMOLATE  
 
| IMMOLATE  
 
|   
 
|   
| 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.
+
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.  
 +
 
 +
|-
 +
| INSULATION
 +
| value
 +
| increases the insulation of a selected material (usually hair, feathers or skin)
  
 
|-  
 
|-  
 
| INTELLIGENT  
 
| INTELLIGENT  
 
|   
 
|   
| Shortcut for [CAN_SPEAK] + [CAN_LEARN].
+
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN. CAN_LEARN probably means the creature gets skills and professions. Not recommended for uncivilized monsters.
  
 
|-  
 
|-  
 
| ITEMCORPSE  
 
| ITEMCORPSE  
 
|     
 
|     
* [[item token]]
+
* Item token
* [[material token]]
+
    * subtype
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
+
NO_SUBTYPE
 +
    * matgloss token
 +
    * NO_RACEGLOSS
 +
USE_RACEGLOSS USE_SHARPSTONE
 +
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. ""IRON"" if the corpse type is ""STATUE""). USE_RACEGLOSS applies if the creature has a material glossary assigned by the ""HAS_RACEGLOSS:"" flag and will select necessary adjectives and material from that glossary.
 +
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}
  
 
|-  
 
|-  
Line 817: Line 810:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
|-
+
|-  
| LAIR
+
| LARGE_PREDATOR
| type:probability
+
|
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
+
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
  
|-
+
|-  
| LAIR_CHARACTERISTIC
 
| characteristic:probability
 
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
 
 
 
|-
 
| LAIR_HUNTER
 
|
 
| This creature will actively hunt adventurers in its lair.
 
 
 
|-
 
| LAIR_HUNTER_SPEECH
 
| speech file
 
| What this creature says while hunting adventurers in its lair.
 
 
 
|-
 
| LARGE_PREDATOR
 
 
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
 
 
 
|-  
 
 
| LARGE_ROAMING  
 
| LARGE_ROAMING  
 
|   
 
|   
 
| In Fortress Mode, spawns outdoors and is not a vermin creature.  
 
| In Fortress Mode, spawns outdoors and is not a vermin creature.  
 
|-
 
| LAYS_EGGS
 
|
 
| Creature lays eggs instead of giving birth to live young.
 
 
|-
 
| LAYS_UNUSUAL_EGGS
 
|
 
* [[item token]]
 
* [[material token]]
 
| Creature lays a particular item instead of regular eggs.
 
  
 
|-  
 
|-  
 
| LIGAMENTS  
 
| LIGAMENTS  
 
|  
 
|  
* [[material token]]
+
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
 +
*selected material. Almost always SINEW of the creature's materials.
 
*healing rate  
 
*healing rate  
| Defines the material and healing rate of ligaments.
+
| defines the material and healing rate of ligaments.
  
 
|-  
 
|-  
Line 877: Line 839:
  
 
|-  
 
|-  
| LISP
+
| LISP  
|  
+
|
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
+
| Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."  
  
 
|-
 
|-
Line 909: Line 871:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
| MAGICAL
 
 
| Unknown.
 
  
 
|-  
 
|-  
Line 923: Line 880:
 
| MALE  
 
| MALE  
 
|   
 
|   
| The species or caste is all male.
+
| all male
  
 
|-  
 
|-  
 
| MANNERISM_??  
 
| MANNERISM_??  
 
|  
 
|  
*occasionally body part  
+
*occassionally body part  
 
| Adds a possible mannerism to the creature's profile.
 
| Adds a possible mannerism to the creature's profile.
Refer to [[Creature mannerism token]]s
+
Refer to {{L|Creature Token Mannerisms|Mannerisms}}
  
 
|-
 
|-
Line 941: Line 898:
 
| MATERIAL_BREATH_ATTACK  
 
| MATERIAL_BREATH_ATTACK  
 
|  
 
|  
* [[material token]]
+
*MATERIAL TYPE (TISSUE, INORGANIC)
* breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)  
+
*MATERIAL NAME
 +
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)  
 
| Creates an attack referencing a material, using a given type of breath attack.
 
| Creates an attack referencing a material, using a given type of breath attack.
 
|-
 
| MATUTINAL
 
|
 
| Sets if the creature is active in dawn.
 
  
 
|-  
 
|-  
 
| MAXAGE  
 
| MAXAGE  
 
| 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 which death from old age may occur
  
 
|-  
 
|-  
Line 963: Line 916:
 
| MEGABEAST  
 
| MEGABEAST  
 
|   
 
|   
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.
+
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped
  
 
|-
 
|-
Line 974: Line 927:
 
|-  
 
|-  
 
| MENT_ATT_RANGE  
 
| MENT_ATT_RANGE  
|
+
|  
 
*ATTRIBUTE
 
*ATTRIBUTE
*lowest:lower:low:median:high:higher:highest  
+
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
 
  
 
|-  
 
|-  
Line 987: Line 939:
 
*rust counter rate
 
*rust counter rate
 
*demotion counter rate
 
*demotion counter rate
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
+
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.
  
 
|-  
 
|-  
 
| MILKABLE  
 
| MILKABLE  
 
|  
 
|  
* [[material token]]
+
*LOCAL_CREATURE_MAT:MILK:amount
* frequency
 
 
| Allows the creature to be milked.  
 
| Allows the creature to be milked.  
  
Line 1,000: Line 951:
 
|   
 
|   
 
| 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."  
 
|-
 
| MODVALUE
 
 
| Seemingly no longer used - holdover from previous versions.
 
  
 
|-  
 
|-  
 
| MOUNT  
 
| MOUNT  
 
|   
 
|   
| Creature may be used as a mount.
+
| Creature may be used as a mount
  
 
|-  
 
|-  
Line 1,019: Line 965:
 
| MULTIPLE_LITTER_RARE  
 
| MULTIPLE_LITTER_RARE  
 
|   
 
|   
| Makes litters with more than one offspring rare, only happening with a 1/500 chance.
+
| Makes litters with more than one offspring rare.  
  
 
|-  
 
|-  
Line 1,025: Line 971:
 
|  
 
|  
 
*Multiplier  
 
*Multiplier  
| Multiplies value of materials.
+
| multiplies value of materials
  
 
|-  
 
|-  
 
| MUNDANE  
 
| MUNDANE  
 
|   
 
|   
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.
+
| Marks if the creature is an actual real-life creature. Only used for age-names at present.  
 
|}
 
|}
  
Line 1,052: Line 998:
 
|   
 
|   
 
| Animal is considered to be natural.
 
| Animal is considered to be natural.
 
|-
 
| NATURAL_SKILL
 
| skill:value
 
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).
 
 
|-
 
| NIGHT_CREATURE_BOGEYMAN
 
|
 
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.
 
 
|-
 
| NIGHT_CREATURE_HUNTER
 
|
 
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET <s>of the opposite sex</s>(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.
 
  
 
|-  
 
|-  
Line 1,092: Line 1,023:
 
|   
 
|   
 
| Creature cannot suffer fevers
 
| Creature cannot suffer fevers
 
|-
 
| NO_GENDER
 
|
 
| Creature has no gender.
 
  
 
|-  
 
|-  
Line 1,116: Line 1,042:
 
| NO_THOUGHT_CENTER_FOR_MOVEMENT  
 
| NO_THOUGHT_CENTER_FOR_MOVEMENT  
 
|   
 
|   
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.
+
| Probably shorthand for movement being unaffected by damage in general.
  
 
|-  
 
|-  
Line 1,191: Line 1,117:
 
| NOSTUN  
 
| NOSTUN  
 
|   
 
|   
| 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.
+
| Creature can't be stunned. Evidence suggests creatures with this tag never wake up from sleep in Fortress Mode.
  
 
|-  
 
|-  
Line 1,217: Line 1,143:
 
| PACK_ANIMAL  
 
| PACK_ANIMAL  
 
|   
 
|   
| 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.
+
| Allows the creature to be used as a pack animal. Currently only used by merchants.
  
 
|-  
 
|-  
Line 1,244: Line 1,170:
 
*ATTRIBUTE
 
*ATTRIBUTE
 
*lowest:median:highest  
 
*lowest:median:highest  
| 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 [[DF2010:Personality_trait|Personality traits]] for more info.
  
 
|-  
 
|-  
 
| PET  
 
| PET  
 
|   
 
|   
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.
+
| Allows the creature to be tamed.  
  
 
|-  
 
|-  
Line 1,260: Line 1,186:
 
| value  
 
| value  
 
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.  
 
| 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.  
 
|-
 
| PETVALUE_DIVISOR
 
| value
 
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.
 
  
 
|-
 
|-
Line 1,277: Line 1,198:
 
|  
 
|  
 
*ATTRIBUTE
 
*ATTRIBUTE
*lowest:lower:low:median:high:higher:highest  
+
*lowest
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
+
*lower
 +
*low
 +
*median
 +
*high
 +
*higher
 +
*highest  
 +
| sets up a physical attribute's range of values. Max of 5000.
  
 
|-  
 
|-  
Line 1,288: Line 1,215:
 
*rust counter rate
 
*rust counter rate
 
*demotion counter rate
 
*demotion counter rate
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
+
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.
  
 
|-
 
|-
Line 1,295: Line 1,222:
 
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
 
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
 
*body type, category, or token
 
*body type, category, or token
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
+
| Adds a body part group to selected body part group.
  
 
|-  
 
|-  
Line 1,301: Line 1,228:
 
|  
 
|  
 
*material
 
*material
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
+
| Adds a material to selected materials.
  
 
|-  
 
|-  
| POP_RATIO  
+
| PLUS_TISSUE_LAYER
|   
+
|
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
+
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
| Adds a tissue to those selected
 +
 
 +
|-
 +
| PLUS_TL_GROUP
 +
|
 +
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
*tissue
 +
| continues a selection of tissue layers
 +
 
 +
|-
 +
| POP_RATIO  
 +
|   
 +
| Weighted population of caste
  
 
|-  
 
|-  
 
| POPULATION_NUMBER  
 
| POPULATION_NUMBER  
 
| min:max  
 
| min:max  
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
+
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.
  
 
|-
 
|-
| POWER
+
|POWER
 
|
 
|
 
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
 
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
Line 1,326: Line 1,270:
 
| PROFESSION_NAME  
 
| PROFESSION_NAME  
 
|  
 
|  
*[[Unit type token]] (Profession)
+
*Profession
 
*singular
 
*singular
 
*plural  
 
*plural  
 
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.
 
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.
 
|-
 
| PRONE_TO_RAGE
 
| number
 
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat.  As described in file_changes.txt, creatures with this token "follow its normal behavior, but flip out on occasion, higher rate = more flipping out".
 
 
|-
 
| PUS
 
|
 
* [[material token]]
 
*matter state (LIQUID, GAS, SOLID)
 
| Specifies what the creature's wounds will ooze when infected.
 
 
|}
 
|}
  
Line 1,361: Line 1,293:
 
*Relsize  
 
*Relsize  
 
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
 
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
 
|-
 
| REMAINS
 
| singular:plural
 
| What creature's remains are called.
 
  
 
|-
 
|-
 
| REMAINS_COLOR
 
| REMAINS_COLOR
 
|
 
|
| What color creature's remains are.
 
 
|-
 
| REMAINS_ON_VERMIN_BITE_DEATH
 
 
|
 
|
| Leaves remains when its attack causes it to die?  Seems to go with DIE_WHEN_VERMIN_BITE.
 
  
 
|-
 
|-
 
| REMAINS_UNDETERMINED
 
| REMAINS_UNDETERMINED
 
|
 
|
| Unknown.
+
|
  
 
|-  
 
|-  
Line 1,386: Line 1,308:
 
|  
 
|  
 
*material token  
 
*material token  
| Removes a material from a creature.
+
| Removes a material from a creature
  
 
|-
 
|-
Line 1,393: Line 1,315:
 
*material token
 
*material token
 
| Removes a tissue from a creature.
 
| Removes a tissue from a creature.
 
|-
 
| RETURNS_VERMIN_KILLS_TO_OWNER
 
|
 
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.
 
 
 
|}
 
|}
  
Line 1,419: Line 1,335:
 
| SECRETION  
 
| SECRETION  
 
|  
 
|  
* [[material token]]
+
*MATERIAL REF (eg LOCAL_CREATURE_MAT
 +
*Material name
 
*Material State
 
*Material State
 
*location secreted from (by_type, by_category, by_token)
 
*location secreted from (by_type, by_category, by_token)
 
*body part  
 
*body part  
 
*tissue layer  
 
*tissue layer  
| 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."
  
 
|-  
 
|-  
Line 1,430: Line 1,347:
 
|  
 
|  
 
*caste name
 
*caste name
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.
+
| adds an additional previously defined caste to the selection
  
 
|-  
 
|-  
Line 1,441: Line 1,358:
 
| SELECT_MATERIAL  
 
| SELECT_MATERIAL  
 
|  
 
|  
*Material token
+
*MATERIAL NAME
| Selects a locally defined material. Can be ALL.
+
| Selects the material. Can be ALL.
  
|-  
+
|-
 +
| SELECT_TISSUE
 +
|
 +
*tissue token
 +
| Selects a tissue for editing.
 +
 
 +
|-
 +
| SELECT_TISSUE_LAYER
 +
|
 +
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token | Selects a tissue at a location
 +
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 +
| Selects a tissue layer for descriptor and cosmetic purposes.
 +
 
 +
|-  
 
| SEMIMEGABEAST  
 
| SEMIMEGABEAST  
 
|  
 
|  
| Appears as boss creature in quests. Makes history by rampaging around towns. Appears on fortress territory in Fortress Mode occasionally. Possibly inhabits non-mountain caves.
+
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.
  
 
|-  
 
|-  
Line 1,454: Line 1,386:
 
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*category, type, or token  
 
*category, type, or token  
| Begins a selection of body parts.
+
| selection token"
  
 
|-  
 
|-  
Line 1,464: Line 1,396:
 
*tissue  
 
*tissue  
 
| begins a selection of tissue layers
 
| begins a selection of tissue layers
 
|-
 
| SHEARABLE_TISSUE_LAYER
 
|
 
* tissue modifier
 
* required value
 
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).
 
 
|-
 
| SKILL_LEARN_RATE
 
| [[skill_token]]:percentage
 
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.
 
 
|-
 
| SKILL_LEARN_RATES
 
| percentage
 
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.
 
 
|-
 
| SKILL_RATE
 
| [[skill_token]]:percentage:value:value:value
 
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.
 
  
 
|-  
 
|-  
Line 1,494: Line 1,404:
 
*rust counter rate
 
*rust counter rate
 
*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. Cannot yet be applied to individual skills.
Default is [SKILL_RATES:100:8:16:16].  [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.
+
Default is [SKILL_RATES:100:8:8:16].  [SLOW_LEARNER] changes the 100 to a 50.
  
|-
 
| SKILL_RUST_RATE
 
| [[skill_token]]:value:value:value
 
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
 
 
|-
 
| SKILL_RUST_RATES
 
| 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.
 
  
 
|-  
 
|-  
Line 1,515: Line 1,416:
 
| SMALL_REMAINS  
 
| SMALL_REMAINS  
 
|   
 
|   
| If a creature has this token, it'll leave "remains" instead of a corpse.
+
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.
  
|-
+
|-  
| SOLDIER_ALTTILE
+
| SPEC_HEAT
| 'character' or tile number
+
| value
| If this creature is active in its civilization's military, it will blink between its default tile and this one.
+
| Amount of energy required for the creature to heat up or cool down.  
  
|-
+
|-  
| SOUND
+
| SPECIALATTACK_INJECT_EXTRACT
|
+
|  
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
+
*LOCAL_CREATURE_MAT
* Sound range (in tiles)
+
*MATERIAL eg.POISON
* Sound delay (lower values = sound is produced more often)
+
*MATTERSTATE (ALL_SOLID, LIQUID, GAS)
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)
+
*min:max
* First-person description
+
| attack type addition that injects a material into the victim.
* Third-person description
 
* Description when out of sight
 
| Creature makes sounds periodically, which can be heard in Adventure mode.
 
  
 
|-
 
|-
| SPECIFIC_FOOD
+
| SPECIALATTACK_SUCK_BLOOD
|
+
| min:max
* PLANT or CREATURE
+
| Successful attack draws out an amount of blood randomized between the min and max value.
* Plant/creature ID
 
| Indicates that the creature is only capable of eating a particular type of food.
 
  
 
|-  
 
|-  
 
| SPEECH  
 
| SPEECH  
 
| 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 the Speech folder in Data.u
 
 
|-
 
| SPEECH_FEMALE
 
| speech file
 
| Boasting speeches relating to killing females of this creature.
 
 
 
|-
 
| SPEECH_MALE
 
| speech file
 
| Boasting speeches relating to killing males of this creature.
 
  
 
|-  
 
|-  
 
| SPEED  
 
| SPEED  
 
| 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 [http://df.magmawiki.com/index.php/Speed/ Speed] for more information.
  
 
|-  
 
|-  
Line 1,566: Line 1,452:
 
*sphere name  
 
*sphere name  
 
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.
 
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.
 
|-
 
| SPOUSE_CONVERSION_TARGET
 
|
 
| This creature can be converted by a night creature with SPOUSE_CONVERTED.
 
 
|-
 
| SPOUSE_CONVERTER
 
|
 
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.
 
  
 
|-  
 
|-  
Line 1,593: Line 1,469:
 
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.  
 
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.  
  
|}
+
|-
 +
| SYN_AFFECTED_CLASS
 +
 +
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON
 +
 
 +
|-
 +
| SYN_AFFECTED_CREATURE
 +
| Creature Name
 +
| adds a specific creature to those affected.
 +
 
 +
|-
 +
| SYN_CONTACT
 +
 +
| syndrome can be contracted on contact.
 +
 
 +
|-
 +
| SYN_IMMUNE_CREATURE
 +
 +
| creates an exception for the creature so that it not affected by the syndrome.
 +
 
 +
|-
 +
| SYN_INHALED
 +
 +
| syndrome can be contracted by inhalation, eg. poison dust.
 +
 
 +
|-
 +
| SYN_INJECTED
 +
 +
| syndrome can be contracted by injection, eg. snake bite.
 +
 
 +
|-
 +
| SYN_NAME
 +
| text
 +
| defines the name of the syndrome
 +
 
 +
|-
 +
| SYNDROME
 +
 +
| begins definition of a syndrome for poison use
 +
|}
  
 
<div align="center">
 
<div align="center">
Line 1,608: Line 1,523:
 
| TENDONS  
 
| TENDONS  
 
|  
 
|  
* [[material token]]
+
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
 +
*selected tissue
 
*healing rate  
 
*healing rate  
| Defines the material and healing rate of tendons.
+
| Defines the material and healing rare of tendons.
  
 
|-  
 
|-  
 
| THICKWEB  
 
| THICKWEB  
 
|   
 
|   
| The creature's webs can catch larger creatures.
+
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR].
  
 
|-  
 
|-  
Line 1,621: Line 1,537:
 
| name  
 
| name  
 
| Begins defining a tissue in the creature file.
 
| Begins defining a tissue in the creature file.
 
|-
 
| TITAN
 
|
 
| Found on [[titan]]s. Cannot be specified in user-defined raws.
 
  
 
|-  
 
|-  
| TL_COLOR_MODIFIER
+
| TISSUE_LAYER
| COLOR:freq:COLOR:freq etc
+
|  
| Creates a list of color patterns, giving each a frequency.
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 
+
*TYPE,CATEGORY, or TOKEN
|-
+
*TISSUE
| TLCM_GENETIC_MODEL
+
*LOCATION
|
+
| Adds the tissue layer to wherever it is required.
| tissue layer color modifier is passed to offspring genetically?
+
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
 
 
|-
 
| TLCM_IMPORTANCE
 
|
 
*number
 
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.
 
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
 
  
 
|-  
 
|-  
| TLCM_NOUN
+
| TISSUE_LAYER_UNDER
 
|  
 
|  
*name
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
*SINGULAR or PLURAL
+
*TYPE,CATEGORY, or TOKEN
| names the tissue layer color modifier, and determines the noun
+
*TISSUE
 +
*LOCATION
 +
| Adds the tissue layer under a given part ex. is Iron Man he has a gaseous poison within him and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature) sample [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man
 +
        [TISSUE:GAS]
 +
[TISSUE_NAME:gas:NP]
 +
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS]
 +
[TISSUE_MAT_STATE:GAS]
 +
[RELATIVE_THICKNESS:50]
 +
[TISSUE_LEAKS]
 +
[TISSUE_SHAPE:LAYER]
  
 
|-  
 
|-  
| TLCM_TIMING
+
| TISSUE_LAYER_APPEARANCE_MODIFIER
 
|  
 
|  
*ROOT
+
*QUALITY
*start change window years:days:end change window years:days
+
*lowest:lower:low:median:high:higher:highest
| determines the point in the creature's life where the color change begins
+
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
  
 
|-  
 
|-  
| TRADE_CAPACITY
+
| TISSUE_STYLE_UNIT
|
+
|  
| How much the creature can carry when used by merchants.  
+
*tissue
 +
*shaping
 +
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
  
 
|-  
 
|-  
| TRAINABLE
+
| TL_COLOR_MODIFIER
|
+
| COLOR:freq:COLOR:freq etc
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
+
| Creates a list of color patterns, giving each a frequency.  
  
 
|-  
 
|-  
| TRAINABLE_HUNTING
+
| TL_MAJOR_ARTERIES
 
|   
 
|   
| Can be trained as hunting beasts by way of kennels.
+
| Gives Major Artery attribute to selected layers.
  
|-  
+
|-
| TRAINABLE_WAR
+
| TLCM_GENETIC_MODEL
|
+
|
| Can be trained as war beasts by way of kennels.
+
| tissue layer color modifier is passed to offspring genetically?
 +
 
 +
|-
 +
| TLCM_IMPORTANCE
 +
|
 +
*number
 +
| Modifies the importance of the tissue layer color modifier, for description purposes.
 +
 
 +
|-
 +
| TLCM_NOUN
 +
|
 +
*name
 +
*SINGULAR or PLURAL
 +
| names the tissue layer color modifier, and determines the noun
 +
 
 +
|-
 +
| TLCM_TIMING
 +
|
 +
*ROOT
 +
*start change window years:days:end change window years:days
 +
| determines the point in the creature's life where the color change begins
  
 
|-  
 
|-  
| TRANCES
+
| TRADE_CAPACITY
 
|   
 
|   
| Allows the creature to go into martial trances.
+
| How much the creature can carry when used by merchants.  
  
 
|-  
 
|-  
| TRAPAVOID
+
| TRAINABLE
 
|   
 
|   
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
+
| Allows a tame creature to be trained into a "War" or "Hunting" variation by way of Kennels.  
  
 
|-  
 
|-  
| TRIGGERABLE_GROUP  
+
| TRAINABLE_HUNTING
| min:max  
+
 +
| Can be trained as hunting beasts by way of kennels
 +
 
 +
|-
 +
| TRAINABLE_WAR
 +
 +
| Can be trained as war beasts by way of kennels
 +
 
 +
|-
 +
| TRANCES
 +
 +
| Allows the creature to go into martial trances.
 +
 
 +
|-
 +
| TRAPAVOID
 +
 +
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
 +
 
 +
|-
 +
| TRIGGERABLE_GROUP  
 +
| min:max  
 
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
 
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
  
Line 1,711: Line 1,666:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
| UBIQUITOUS
 
|
 
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.
 
 
 
|-  
 
|-  
 
| UNDERGROUND_DEPTH  
 
| UNDERGROUND_DEPTH  
Line 1,722: Line 1,671:
 
*mindepth
 
*mindepth
 
*maxdepth  
 
*maxdepth  
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
+
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.
  
 
|-  
 
|-  
 
| UNDERSWIM  
 
| UNDERSWIM  
 
|   
 
|   
| Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.
+
| Creature swims under the water and can't be seen.{{verify}}
 
 
|-
 
| UNIQUE_DEMON
 
 
| Typically found on generated [[demon]]s; causes the game to create a single (or double, one per caste, if have two genders) named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.
 
  
 
|-
 
|-
 
| USE_CASTE
 
| USE_CASTE
 
|
 
|
*new caste token
+
*caste token
*old caste token
+
|
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
 
  
 
|-
 
|-
 
| USE_MATERIAL
 
| USE_MATERIAL
 
|
 
|
*new material ID
+
*new material token
*old material ID
+
*old material id
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.
+
| Uses a local creature mat to define a new material?{{verify}}
  
 
|-  
 
|-  
Line 1,753: Line 1,696:
 
*new material token
 
*new material token
 
*material template  
 
*material template  
| Defines a new local creature material and populates it with all properties defined in the specified template.
+
| Loads a material, and gives it a shortname for later reference
  
 
|-
 
|-
Line 1,760: Line 1,703:
 
*new tissue token
 
*new tissue token
 
*old tissue id
 
*old tissue id
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
+
| Uses a local creature mat to define a new material?{{verify}}
  
 
|-  
 
|-  
Line 1,789: Line 1,732:
 
|   
 
|   
 
| unknown
 
| unknown
 +
 +
|-
 +
| VIEWRANGE
 +
| value
 +
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.
  
 
|-  
 
|-  
 
| VERMIN_BITE  
 
| VERMIN_BITE  
 
|  
 
|  
*chance of occurance{{verify}}
+
*amount
*verb (bitten, stung, etc)
+
*verb (bitten, stung)
* [[material token]]
+
*LOCAL_CREATURE_MAT
| Vermin bites, and injects something.
+
*MATERIAL
 +
| vermin bites, and injects something.
  
 
|-
 
|-
 
| VERMIN_EATER
 
| VERMIN_EATER
 
|
 
|
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
+
| Vermin can nibble food?{{verify}}
  
 
|-  
 
|-  
 
| VERMIN_FISH  
 
| VERMIN_FISH  
 
|   
 
|   
| The vermin appears in water and will attempt to swim around.
+
| Acts like a fish
  
 
|-  
 
|-  
 
| VERMIN_GROUNDER  
 
| VERMIN_GROUNDER  
 
|   
 
|   
| 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 can be picked up if you stand over it. (Requires confirmation)
 +
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'
  
 
|-  
 
|-  
 
| VERMIN_HATEABLE  
 
| VERMIN_HATEABLE  
|
+
|
 
| 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.  
  
Line 1,821: Line 1,771:
 
| VERMIN_MICRO  
 
| VERMIN_MICRO  
 
|   
 
|   
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.
+
| 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.  
  
 
|-  
 
|-  
Line 1,836: Line 1,786:
 
| VERMIN_NOTRAP  
 
| VERMIN_NOTRAP  
 
|   
 
|   
| 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 by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC))
  
 
|-  
 
|-  
 
| VERMIN_ROTTER  
 
| VERMIN_ROTTER  
 
|   
 
|   
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.
+
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.  
  
 
|-  
 
|-  
 
| VERMIN_SOIL  
 
| VERMIN_SOIL  
 
|   
 
|   
| The creature randomly appears near dirt or mud.
+
| The creature randomly appears near dirt or mud.  
  
 
|-  
 
|-  
Line 1,856: Line 1,806:
 
| VERMINHUNTER  
 
| VERMINHUNTER  
 
|   
 
|   
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
+
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.  
  
 
|-  
 
|-  
Line 1,862: Line 1,812:
 
|   
 
|   
 
| Sets if the creature is active in evening.
 
| Sets if the creature is active in evening.
 
|-
 
| VIEWRANGE
 
| value
 
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.
 
 
|}
 
|}
  
Line 1,887: Line 1,832:
 
| WEBBER  
 
| WEBBER  
 
|  
 
|  
* [[material token]]
+
*LOCAL_CREATURE_MAT
| Allows the creature to create webs, and defines what the webs are made of.
+
*MATERIAL (eg SILK)
 +
| allows the creature to web, and defines what the webs are made of.
  
 
|-  
 
|-  
 
| WEBIMMUNE  
 
| WEBIMMUNE  
 
|   
 
|   
| The creature will not get caught in thick webs.
+
| The creature will not get caught in webs.
|}
 
 
 
==Attack Tokens==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
 
|-
 
| ATTACK_SKILL
 
|
 
*skill used ([[Skill token]])
 
| defines the attack skill used
 
 
 
|-
 
| ATTACK_VERB
 
| 2nd person:3rd person
 
| descriptive text for the attack
 
 
 
|-
 
| ATTACK_CONTACT_PERC
 
|
 
*% value
 
| amount of available tissue used in attack, or possibly percent chance the attack makes contact
 
 
 
|-
 
| ATTACK_PENETRATION_PERC
 
|
 
*% value
 
| probably amount of material that makes contact when penetration is done, or possibly percent chance the attack penetrates (as in sharp items. Default is 0, so it can be left out for blunt attacks, if this is what it does)
 
 
 
|-
 
| ATTACK_PRIORITY
 
|
 
*MAIN or SECOND
 
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
 
 
 
|-
 
| ATTACK_VELOCITY_MODIFIER
 
| number
 
| Modifies the attack velocity.  Believed to be percent based (so 100 would be "normal").  May be on same scale as weapon velocity (where 1000 is "normal").
 
 
 
|-
 
| ATTACK_FLAG_CANLATCH
 
 
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.
 
 
 
|-
 
| ATTACK_FLAG_WITH
 
 
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
 
 
 
|-
 
| ATTACK_FLAG_EDGE
 
 
| attack type
 
 
 
|-
 
| SPECIALATTACK_INJECT_EXTRACT
 
|
 
* [[material token]]
 
*state (SOLID, LIQUID, GAS)
 
*min:max
 
| attack type addition that injects a material into the victim.
 
 
 
|-
 
| SPECIALATTACK_SUCK_BLOOD
 
| min:max
 
| Successful attack draws out an amount of blood randomized between the min and max value.
 
|}
 
 
 
==Important Related Tokens==
 
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)
 
 
 
===Tissue Modification===
 
This next group of tokens deals setting and modifying tissue properties. (See also [[Tissue definition token]])
 
 
 
 
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
 
|-
 
| INSULATION
 
|
 
*value
 
| Tissue supplies the creature with heat insulation. Higher values result in more insulation.
 
 
 
|-
 
| PLUS_TISSUE_LAYER
 
|
 
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
| Adds a tissue to those selected
 
 
 
|-
 
| PLUS_TL_GROUP
 
|
 
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
*tissue
 
| continues a selection of tissue layers
 
 
 
|-
 
| SELECT_TISSUE
 
|
 
*tissue token
 
| Selects a tissue for editing.
 
 
 
|-
 
| SELECT_TISSUE_LAYER
 
|
 
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token | Selects a tissue at a location
 
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 
| Selects a tissue layer for descriptor and cosmetic purposes.
 
 
 
|-
 
| SET_LAYER_TISSUE
 
|
 
| Sets a tissue layer to be made of a different tissue.
 
 
 
|-
 
| TISSUE_LAYER
 
|
 
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*TYPE,CATEGORY, or TOKEN
 
*TISSUE
 
*LOCATION
 
| Adds the tissue layer to wherever it is required.
 
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing
 
 
 
|-
 
| TISSUE_LAYER_OVER
 
|
 
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*TYPE,CATEGORY, or TOKEN
 
*TISSUE
 
*LOCATION
 
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
 
 
 
|-
 
| TISSUE_LAYER_UNDER
 
|
 
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*TYPE,CATEGORY, or TOKEN
 
*TISSUE
 
| Adds the tissue layer under a given part.
 
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man
 
      [TISSUE:GAS]
 
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]
 
 
 
|-
 
| TISSUE_LAYER_APPEARANCE_MODIFIER
 
|
 
*QUALITY
 
*lowest:lower:low:median:high:higher:highest
 
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 
 
 
|-
 
| TISSUE_LEAKS
 
|
 
| The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.
 
 
 
|-
 
| TISSUE_MATERIAL
 
|
 
*VALUE (material)
 
*MATERIAL (material subtype)
 
| Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]
 
 
 
|-
 
| TISSUE_STYLE_UNIT
 
|
 
*tissue
 
*shaping
 
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
 
 
 
|-
 
| TL_COLOR_MODIFIER
 
| COLOR:freq:COLOR:freq etc
 
| Creates a list of color patterns, giving each a frequency.
 
 
 
|-
 
| TL_CONNECTS
 
|
 
| Presumably gives the CONNECTS attribute to selected layers.
 
 
 
|-
 
| TL_HEALING_RATE
 
|
 
| Presumably changes the HEALING_RATE of the selected tissue layers.
 
 
 
|-
 
| TL_MAJOR_ARTERIES
 
|
 
| Gives Major Artery attribute to selected layers.
 
 
 
|-
 
| TL_PAIN_RECEPTORS
 
|
 
| Seems to set new number of pain receptors for selected tissue layers.
 
 
 
|-
 
| TL_RELATIVE_THICKNESS
 
|
 
| Seems to set new relative thickness for selected tissue layers.
 
 
 
|-
 
| TL_VASCULAR
 
|
 
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.
 
 
 
 
|}
 
|}
  
==See Also==
 
*[[Body detail plan token]]
 
*[[Body token]]
 
*[[Material definition token]]
 
*[[Syndrome]]
 
*[[Tissue definition token]]
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

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