v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing v0.31:Creature token
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{ | + | {{av}}{{Quality|Exceptional}} |
− | {{ | ||
− | + | Tentative at best in some cases. | |
__NOTOC__ | __NOTOC__ | ||
Line 16: | Line 15: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| ALCOHOL_DEPENDENT | | ALCOHOL_DEPENDENT | ||
Line 40: | Line 33: | ||
| AMBUSHPREDATOR | | AMBUSHPREDATOR | ||
| | | | ||
− | | | + | | 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 | + | | Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC]. |
|- | |- | ||
− | | | + | | APP_MOD_GENETIC_MODEL |
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | |||
− | |||
|- | |- | ||
Line 78: | Line 64: | ||
*Scale (DAILY, YEARLY) | *Scale (DAILY, YEARLY) | ||
*min:max of growth | *min:max of growth | ||
− | *start year: | + | *start year:end year |
− | + | | setting the growth rate of the modifier | |
− | | setting the growth rate of the modifier | ||
|- | |- | ||
Line 96: | Line 81: | ||
| AQUATIC | | AQUATIC | ||
| | | | ||
− | | Allows a creature to breathe underwater, but causes it to "drown" out of | + | | 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 | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 120: | Line 95: | ||
*selection criteria | *selection criteria | ||
*location | *location | ||
− | | Defines the attack name, and the body part used. | + | | 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_CONTACT_PERC |
− | | | + | | |
− | | | + | *% 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. | ||
− | + | |- | |
− | + | | ATTACK_FLAG_EDGE | |
− | + | | | |
− | + | | attack type | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |- | ||
− | | | ||
− | | | ||
− | | | ||
|- | |- | ||
− | | | + | | ATTACK_FLAG_WITH |
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | | | + | | In adventure mode, displays the name of the body part used by an attack when announcing the attack. |
|- | |- | ||
− | | | + | | ATTACK_PENETRATION_PERC |
− | | | + | | |
− | | | + | *% value |
+ | | probably amount of material that makes contact when penetration is done | ||
|- | |- | ||
− | | | + | | ATTACK_PRIORITY |
| | | | ||
− | * | + | *MAIN or SECOND |
− | | | + | | use of the attack in combat. Secondary attacks are only used if main attacks are impossible. |
|- | |- | ||
− | | | + | | ATTACK_SKILL |
| | | | ||
− | * | + | *skill used ({{L|Skill tokens}}) |
− | + | | defines the attack skill used | |
− | | | ||
|- | |- | ||
− | | | + | | ATTACK_TRIGGER |
− | | | + | | pop:exported wealth:created wealth{{verify}} |
− | + | | stages when a megabeast will attack a site | |
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | ATTACK_VERB |
− | | | + | | 2nd person:3rd person |
− | + | | descriptive text for the attack | |
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | | | + | |} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |- | + | <div align="center"> |
− | | | + | {{alphabetical TOC}} |
− | | | + | </div> |
− | | | + | |
− | + | ==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 |
− | | | + | | singular:plural |
− | | | + | | name at caste level |
|- | |- | ||
− | | | + | | BEACH_FREQUENCY |
| | | | ||
− | | | + | | {{L|Whale}}s and {{L|Sea nettle jellyfish|jellyfish}} have this. Controls the beaching frequency of the creature. |
|- | |- | ||
− | | | + | | BENIGN |
− | | | + | | |
− | + | | 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). | |
− | |||
− | | | ||
|- | |- | ||
− | | | + | | BIOME |
− | | | + | | |
− | | | + | * biome token |
− | + | | Select a {{L|Biome}} the creature may appear in. | |
− | |||
− | |||
− | {{ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | BLOOD, PUS, OTHER MATERIAL state definition |
− | | | + | | |
− | + | *selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too. | |
+ | *selected material | ||
+ | *matter state (LIQUID, GAS, ALL_SOLID) | ||
+ | | Controls bleeding behaviour | ||
|- | |- | ||
− | | | + | | BODY |
− | | | + | | body parts |
− | | | + | | Draws body parts from OBJECT:BODY files (such as body_default.txt) |
+ | '''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. | ||
|- | |- | ||
− | | | + | | BODY_APPEARANCE_MODIFIER |
− | | | + | | |
− | | | + | *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. | ||
|- | |- | ||
− | | | + | | 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 {{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]'' | ||
|- | |- | ||
− | | | + | | BODY_SIZE |
− | | | + | | years:days:size |
− | | | + | | 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) | ||
+ | |||
|- | |- | ||
− | | | + | | BONECARN |
+ | | | ||
+ | | Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE. | ||
+ | |||
+ | |- | ||
+ | | BP_APPEARANCE_MODIFIER | ||
| | | | ||
− | * | + | *QUALITY |
− | | | + | *lowest:lower:low:median:high:higher:highest |
+ | | sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT) | ||
− | |- | + | |- |
− | | | + | | BUILDINGDESTROYER |
− | | | + | | 1 or 2 |
− | + | | Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. | |
− | | | + | |} |
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | <div align="center"> | |
− | + | {{alphabetical TOC}} | |
− | + | </div> | |
− | |||
− | |||
− | |||
− | |||
− | |- | + | ==C== |
− | | | + | {| {{prettytable}} |
− | | | + | |- bgcolor="#ddd" |
− | + | ! width="20%" | Token | |
− | | | + | ! width="20%" | Arguments |
+ | ! width="60%" | Description | ||
|- | |- | ||
− | | | + | | CAN_LEARN |
− | | | + | | |
− | | | + | | Probably means the creature gets skills and professions. Not recommended for uncivilized monsters. |
|- | |- | ||
− | | | + | | CAN_SPEAK |
− | | | + | | |
− | + | | Can talk. Note that it is not necessary for a creature to gain social skills. | |
− | |||
− | |||
− | | | ||
− | |- | + | |- |
− | | | + | | CANNOT_UNDEAD |
− | | | + | | |
− | | | + | | Cannot be turned into a zombie or skeletal undead |
− | |- | + | |- |
− | | | + | | CANOPENDOORS |
− | | | + | | |
− | | | + | | Allows the creature to open doors. |
|- | |- | ||
− | | | + | | CARNIVORE |
− | | | + | | |
− | | | + | | Creature eats meat |
+ | |||
+ | |- | ||
+ | | CASTE | ||
+ | | | ||
+ | *name | ||
+ | | defines a caste | ||
|- | |- | ||
− | | | + | | CASTE_ALTTILE |
| | | | ||
− | * tile number or "letter" | + | *tile number or "letter" |
− | | Caste-specific | + | | Caste-specific alternate tile. Expects CASTE_TILE |
− | |- | + | |- |
− | | | + | | CASTE_COLOR |
− | | | + | | |
− | | | + | *fg |
+ | *bg | ||
+ | *brightness | ||
+ | | Creature tile color of the caste. | ||
|- | |- | ||
− | | | + | | CASTE_GLOWCOLOR |
| | | | ||
− | | | + | *fg |
− | + | *bg | |
+ | *brightness | ||
+ | | GLOWTILE color of the caste. | ||
+ | |||
+ | |- | ||
+ | | CASTE_GLOWTILE | ||
+ | | | ||
+ | *tile value or "letter" | ||
+ | | Caste-specific glowtile | ||
+ | |||
|- | |- | ||
− | | | + | | CASTE_NAME |
− | | | + | | singular:plural:adjective |
− | | | + | | The name of the caste of the creature in the game. |
|- | |- | ||
− | | | + | | CASTE_PROFESSION_NAME |
− | | singular | + | | |
− | | | + | *Profession |
+ | *singular | ||
+ | *plural | ||
+ | | alters the name of the given profession, caste-specific | ||
|- | |- | ||
− | | | + | | CASTE_SPEECH |
− | | | + | | speech file? |
− | + | | Possibly a caste-specific instance of the SPEECH token | |
− | |||
− | | | ||
− | |||
|- | |- | ||
− | | | + | | CASTE_TILE |
| | | | ||
− | * | + | * tile number or "letter" |
− | + | | Caste-specific creature tile. | |
− | |||
− | |||
− | |- | ||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | CAVE_ADAPT |
− | | | + | | |
− | | | + | | Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. |
|- | |- | ||
− | | | + | | CE_X |
− | | | + | | |
− | + | *SEV:<value> (severity, higher is worse) | |
+ | *PROB:<value(1-100)> (probability) | ||
+ | *RESISTABLE (optional) allows resistance | ||
+ | *SIZE_DILUTES (optional) lessens effect based on size | ||
+ | Place effected: | ||
+ | *LOCALIZED (optional) | ||
+ | *VASCULAR_ONLY (optional) | ||
+ | *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 |
+ | | | ||
| | | | ||
− | |||
|- | |- | ||
− | | | + | | CHILD |
− | | | + | | 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. |
|- | |- | ||
− | | | + | | CHILD_BODYPART_GROUP |
| | | | ||
− | * | + | *master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN. |
− | | | + | *master location |
+ | *specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN. | ||
+ | *specific location | ||
+ | | selects all parts of a group to be used. | ||
|- | |- | ||
− | | | + | | CHILDNAME |
− | | | + | | singular:plural |
− | + | | name at caste level | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
|- | |- | ||
− | | | + | | CLUSTER_NUMBER |
− | | | + | | |
− | | The | + | *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 | + | | 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 |
|- | |- | ||
− | | | + | | COOKABLE_LIVE |
| | | | ||
− | | | + | | Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned. |
|- | |- | ||
− | | | + | | COPY_TAGS_FROM |
| | | | ||
− | * | + | *CREATURE NAME |
− | | | + | | Copies tags from another specified creature. |
|- | |- | ||
− | | | + | | CREATURE |
− | | | + | | name |
− | + | | begins defining a new creature with the specified name. | |
− | | | ||
− | |||
− | + | |- | |
− | + | | CREATURE_CLASS | |
− | + | | | |
+ | *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_TILE | |
− | |- | + | | 'character' or tile number |
− | + | | The symbol of the creature in ASCII mode. | |
− | |||
− | |||
|- | |- | ||
− | | | + | | CREPUSCULAR |
| | | | ||
− | | | + | | Sets if the creature is active at twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL. |
|- | |- | ||
− | | | + | | CURIOUSBEAST_EATER |
− | | | + | | |
− | | | + | | Allows a creature to steal and eat edible items from a site. |
− | |- | + | |- |
− | | | + | | CURIOUSBEAST_GUZZLER |
− | | | + | | |
− | | | + | | Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. |
|- | |- | ||
− | | | + | | CURIOUSBEAST_ITEM |
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | | | + | | 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. |
|- | |- | ||
− | | | + | | CV_ADD_TAG |
− | | | + | | |
− | | | + | *TAG NAME |
+ | | Adds a tag. Used in conjunction with creature variation templates. | ||
|- | |- | ||
− | | | + | | CV_REMOVE_TAG |
− | | | + | | |
− | | | + | *TAG NAME |
+ | | Removes a tag. Used in conjunction with creature variation templates. | ||
|} | |} | ||
Line 508: | Line 486: | ||
</div> | </div> | ||
− | == | + | ==D== |
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
Line 515: | Line 493: | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | |- | + | |- |
− | | | + | | DEMON |
− | | | + | | |
− | + | | Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]] | |
− | |||
− | |||
− | |- | + | |- |
− | | | + | | DEMON_UNIQUE |
− | | | + | | |
− | + | | Typically found on genned [[demon]]s; sets the creature as capable of "emerging from the underworld" and taking over during worldgen. | |
− | | | ||
− | |- | + | |- |
− | | | + | | DESCRIPTION |
− | | | + | | text |
− | | | + | | A brief description of the creature type. |
|- | |- | ||
− | | | + | | DIFFICULTY |
− | | | + | | integer |
− | | | + | | Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode. |
|- | |- | ||
− | | | + | | DIURNAL |
| | | | ||
− | | | + | | Sets if the creature is active in day. |
− | |||
|- | |- | ||
− | | | + | | DOES_NOT_EXIST |
− | | | + | | |
− | + | | Creature does not actually exist; used for fanciful creatures. | |
− | | | ||
|- | |- | ||
− | | | + | | DRAGONFIREBREATH |
| | | | ||
− | | Creature | + | | Creature breathes fire in a cone. |
|} | |} | ||
Line 560: | Line 533: | ||
</div> | </div> | ||
− | == | + | ==E== |
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
Line 566: | Line 539: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | EQUIPMENT_WAGON |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | | | + | | Implies several unknown flags{{verify}} |
|- | |- | ||
− | | | + | | EQUIPS |
| | | | ||
− | | | + | | Allows the creature to wear or wield items. |
|- | |- | ||
− | | | + | | EVIL |
| | | | ||
− | | | + | | Determines whether creature can show up on "evil" maps |
|- | |- | ||
− | | | + | | EXTRAVISION |
| | | | ||
− | | | + | | Creature can see regardless of whether it has working eyes. |
+ | |} | ||
− | |- | + | <div align="center"> |
− | | | + | {{alphabetical TOC}} |
+ | </div> | ||
+ | |||
+ | ==F== | ||
+ | {| {{prettytable}} | ||
+ | |- bgcolor="#ddd" | ||
+ | ! width="20%" | Token | ||
+ | ! width="20%" | Arguments | ||
+ | ! 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. |
+ | |||
+ | |- | ||
+ | | FEATURE_ATTACK_GROUP | ||
+ | | | ||
+ | | Found on subterranean animalmen. | ||
|- | |- | ||
− | | | + | | FEMALE |
− | | | + | | |
− | | | + | | Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste. |
|- | |- | ||
− | | | + | | FIREBREATH |
| | | | ||
− | | | + | | 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. |
|- | |- | ||
− | | FREQUENCY | + | | FIREIMMUNE_SUPER |
+ | | | ||
+ | | The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Implies FIREIMMUNE. | ||
+ | |||
+ | |- | ||
+ | | FISHITEM | ||
+ | | | ||
+ | | Needs to be cleaned at a fishery | ||
+ | |||
+ | |- | ||
+ | | FIXED_TEMP | ||
+ | | temperature | ||
+ | | The natural heat generated by the creature. | ||
+ | |||
+ | |- | ||
+ | | FLEEQUICK | ||
+ | | | ||
+ | | Determines how soon a creature flees in a losing battle. | ||
+ | |||
+ | |- | ||
+ | | FLIER | ||
+ | | | ||
+ | | Allows a creature to fly. 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. | ||
+ | |||
+ | |- | ||
+ | | FREQUENCY | ||
| | | | ||
*number, max 100 | *number, max 100 | ||
− | | Determines the | + | | 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 651: | ||
| GENERATED | | GENERATED | ||
| | | | ||
− | | Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) | + | | 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 be infected by rot |
|- | |- | ||
| GETS_WOUND_INFECTIONS | | GETS_WOUND_INFECTIONS | ||
| | | | ||
− | | | + | | creature can get infections from wounds |
|- | |- | ||
Line 679: | Line 679: | ||
| GNAWER | | GNAWER | ||
| verb (gnawed) | | verb (gnawed) | ||
− | | The creature | + | | The creature chews on food barrels and bags. |
|- | |- | ||
| GO_TO_END | | GO_TO_END | ||
| | | | ||
− | | | + | | uncertain use, definitely refers to Creature Variants template |
|- | |- | ||
| GO_TO_START | | GO_TO_START | ||
| | | | ||
− | | | + | | uncertain use, definitely refers to Creature Variants template |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 704: | Line 699: | ||
| GRASSTRAMPLE | | GRASSTRAMPLE | ||
| value | | value | ||
− | | | + | | Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. |
|- | |- | ||
| GRAVITATE_BODY_SIZE | | GRAVITATE_BODY_SIZE | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | + | | Creature Variants template command, alter body size. | |
− | | | ||
|} | |} | ||
Line 728: | Line 717: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| HAS_NERVES | | HAS_NERVES | ||
Line 744: | Line 723: | ||
|- | |- | ||
− | | | + | | HEATDAM_POINT |
− | | | + | | value |
− | | The | + | | The maximum temperature limit before the currently selected material will start receiving damage from heat. Used mostly in material templates. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| HOMEOTHERM | | HOMEOTHERM | ||
| | | | ||
− | | Default 'NONE'. The creature's normal body [[temperature]] | + | | Default 'NONE'. The creature's normal body [[DF2010:Temperature |temperature]] |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
Line 778: | Line 743: | ||
! 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 | + | | 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. | + | | 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 | ||
| | | | ||
− | | | + | | Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills and professions. Not recommended for uncivilized monsters. |
|- | |- | ||
| ITEMCORPSE | | ITEMCORPSE | ||
| | | | ||
− | * | + | * Item 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 806: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | + | |- | |
− | + | | LARGE_PREDATOR | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |- | ||
− | | 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." | | 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." | ||
Line 846: | Line 815: | ||
| | | | ||
| In Fortress Mode, spawns outdoors and is not a vermin creature. | | In Fortress Mode, spawns outdoors and is not a vermin creature. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| LIGAMENTS | | LIGAMENTS | ||
| | | | ||
− | * | + | *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. |
|- | |- | ||
Line 877: | Line 835: | ||
|- | |- | ||
− | | LISP | + | | LISP |
− | | | + | | |
− | | Creature | + | | Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz." |
|- | |- | ||
Line 909: | Line 867: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 923: | Line 876: | ||
| MALE | | MALE | ||
| | | | ||
− | | | + | | all male |
|- | |- | ||
| MANNERISM_?? | | MANNERISM_?? | ||
| | | | ||
− | * | + | *occassionally body part |
| Adds a possible mannerism to the creature's profile. | | Adds a possible mannerism to the creature's profile. | ||
− | Refer to | + | Refer to {{L|Creature Token Mannerisms|Mannerisms}} |
|- | |- | ||
Line 941: | Line 894: | ||
| MATERIAL_BREATH_ATTACK | | MATERIAL_BREATH_ATTACK | ||
| | | | ||
− | * | + | *MATERIAL TYPE (TISSUE, INORGANIC) |
− | * | + | *MATERIAL NAME |
+ | *MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) | ||
| Creates an attack referencing a material, using a given type of breath attack. | | Creates an attack referencing a material, using a given type of breath attack. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| MAXAGE | | MAXAGE | ||
| min:max | | min:max | ||
− | | | + | | range of time in which death from old age may occur |
|- | |- | ||
Line 963: | Line 912: | ||
| MEGABEAST | | MEGABEAST | ||
| | | | ||
− | | Appears on fortress territory in Fortress Mode occasionally. | + | | Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped |
|- | |- | ||
Line 974: | Line 923: | ||
|- | |- | ||
| 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. |
− | | | ||
|- | |- | ||
Line 987: | Line 935: | ||
*rust counter rate | *rust counter rate | ||
*demotion counter rate | *demotion counter rate | ||
− | | | + | | 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 | ||
| | | | ||
− | * | + | *LOCAL_CREATURE_MAT:MILK:amount |
− | |||
| Allows the creature to be milked. | | Allows the creature to be milked. | ||
Line 1,002: | Line 949: | ||
|- | |- | ||
− | | | + | | MOUNT |
| | | | ||
− | + | | Creature may be used as a mount | |
− | |||
− | |||
− | |||
− | |||
− | | Creature may be used as a mount | ||
|- | |- | ||
Line 1,019: | Line 961: | ||
| MULTIPLE_LITTER_RARE | | MULTIPLE_LITTER_RARE | ||
| | | | ||
− | | Makes litters with more than one offspring rare | + | | Makes litters with more than one offspring rare. |
|- | |- | ||
Line 1,025: | Line 967: | ||
| | | | ||
*Multiplier | *Multiplier | ||
− | | | + | | multiplies value of materials |
|- | |- | ||
| MUNDANE | | MUNDANE | ||
| | | | ||
− | | Marks if the creature is an actual real-life creature. Only used for age-names at present | + | | Marks if the creature is an actual real-life creature. Only used for age-names at present. |
|} | |} | ||
Line 1,052: | Line 994: | ||
| | | | ||
| Animal is considered to be natural. | | Animal is considered to be natural. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,092: | Line 1,019: | ||
| | | | ||
| Creature cannot suffer fevers | | Creature cannot suffer fevers | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,116: | Line 1,038: | ||
| NO_THOUGHT_CENTER_FOR_MOVEMENT | | NO_THOUGHT_CENTER_FOR_MOVEMENT | ||
| | | | ||
− | | | + | | Probably shorthand for movement being unaffected by damage in general. |
|- | |- | ||
Line 1,191: | Line 1,113: | ||
| NOSTUN | | NOSTUN | ||
| | | | ||
− | | Creature can't be stunned. | + | | Creature can't be stunned. Evidence suggests creatures with this tag never wake up from sleep in Fortress Mode. |
|- | |- | ||
Line 1,217: | Line 1,139: | ||
| PACK_ANIMAL | | PACK_ANIMAL | ||
| | | | ||
− | | Allows the creature to be used as a pack animal. Currently only used by merchants | + | | Allows the creature to be used as a pack animal. Currently only used by merchants. |
|- | |- | ||
Line 1,244: | Line 1,166: | ||
*ATTRIBUTE | *ATTRIBUTE | ||
*lowest:median:highest | *lowest:median:highest | ||
− | | Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality | + | | 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 | + | | Allows the creature to be tamed. |
|- | |- | ||
Line 1,260: | Line 1,182: | ||
| 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. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,277: | Line 1,194: | ||
| | | | ||
*ATTRIBUTE | *ATTRIBUTE | ||
− | *lowest | + | *lowest |
− | | | + | *lower |
+ | *low | ||
+ | *median | ||
+ | *high | ||
+ | *higher | ||
+ | *highest | ||
+ | | sets up a physical attribute's range of values. Max of 5000. | ||
|- | |- | ||
Line 1,288: | Line 1,211: | ||
*rust counter rate | *rust counter rate | ||
*demotion counter rate | *demotion counter rate | ||
− | | | + | | 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 1,218: | ||
*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 | + | | Adds a body part group to selected body part group. |
|- | |- | ||
Line 1,301: | Line 1,224: | ||
| | | | ||
*material | *material | ||
− | | Adds a material to selected materials | + | | Adds a material to selected materials. |
|- | |- | ||
− | | POP_RATIO | + | | PLUS_TISSUE_LAYER |
− | | | + | | |
− | | Weighted population of caste | + | *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 | + | | 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 1,266: | ||
| PROFESSION_NAME | | PROFESSION_NAME | ||
| | | | ||
− | * | + | *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. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
Line 1,361: | Line 1,289: | ||
*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_COLOR | | REMAINS_COLOR | ||
| | | | ||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | |||
|- | |- | ||
| REMAINS_UNDETERMINED | | REMAINS_UNDETERMINED | ||
| | | | ||
− | | | + | | |
|- | |- | ||
Line 1,386: | Line 1,304: | ||
| | | | ||
*material token | *material token | ||
− | | Removes a material from a creature | + | | Removes a material from a creature |
|- | |- | ||
Line 1,393: | Line 1,311: | ||
*material token | *material token | ||
| Removes a tissue from a creature. | | Removes a tissue from a creature. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
Line 1,419: | Line 1,331: | ||
| SECRETION | | SECRETION | ||
| | | | ||
− | * | + | *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 1,343: | ||
| | | | ||
*caste name | *caste name | ||
− | | adds an additional previously defined caste to the selection | + | | adds an additional previously defined caste to the selection |
|- | |- | ||
Line 1,441: | Line 1,354: | ||
| SELECT_MATERIAL | | SELECT_MATERIAL | ||
| | | | ||
− | * | + | *MATERIAL NAME |
− | | Selects | + | | 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 as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves. |
|- | |- | ||
Line 1,454: | Line 1,382: | ||
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN | *selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN | ||
*category, type, or token | *category, type, or token | ||
− | | | + | | selection token" |
|- | |- | ||
Line 1,464: | Line 1,392: | ||
*tissue | *tissue | ||
| begins a selection of tissue layers | | begins a selection of tissue layers | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,494: | Line 1,400: | ||
*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: | + | Default is [SKILL_RATES:100:8:8:16]. [SLOW_LEARNER] changes the 100 to a 50. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,515: | Line 1,412: | ||
| SMALL_REMAINS | | SMALL_REMAINS | ||
| | | | ||
− | | If a creature has this token, it'll leave | + | | If a creature has this token, it'll leave a small corpse that only rots once, and without miasma. |
− | |- | + | |- |
− | | | + | | SPEC_HEAT |
− | | | + | | value |
− | | | + | | Amount of energy required for the creature to heat up or cool down. |
− | |- | + | |- |
− | | | + | | SPECIALATTACK_INJECT_EXTRACT |
− | | | + | | |
− | * | + | *LOCAL_CREATURE_MAT |
− | * | + | *MATERIAL eg.POISON |
− | * | + | *MATTERSTATE (ALL_SOLID, LIQUID, GAS) |
− | * | + | *min:max |
− | + | | attack type addition that injects a material into the victim. | |
− | |||
− | |||
− | | | ||
|- | |- | ||
− | | | + | | SPECIALATTACK_SUCK_BLOOD |
− | | | + | | min:max |
− | + | | Successful attack draws out an amount of blood randomized between the min and max value. | |
− | |||
− | | | ||
|- | |- | ||
| SPEECH | | SPEECH | ||
| speech file | | speech file | ||
− | | Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in | + | | Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| 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 [ | + | | 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 1,448: | ||
*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. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,593: | Line 1,465: | ||
| 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 1,519: | ||
| TENDONS | | TENDONS | ||
| | | | ||
− | * | + | *selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too. |
+ | *selected tissue | ||
*healing rate | *healing rate | ||
− | | Defines the material and healing | + | | 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 1,533: | ||
| name | | name | ||
| Begins defining a tissue in the creature file. | | Begins defining a tissue in the creature file. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | TISSUE_LAYER |
− | | | + | | |
− | + | *BY_TYPE, BY_CATEGORY, BY_TOKEN | |
− | + | *TYPE,CATEGORY, or TOKEN | |
− | + | *TISSUE | |
− | + | *LOCATION | |
− | + | | Adds the tissue layer to wherever it is required. | |
− | | tissue layer | + | 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_UNDER |
| | | | ||
− | * | + | *BY_TYPE, BY_CATEGORY, BY_TOKEN |
− | * | + | *TYPE,CATEGORY, or TOKEN |
− | | | + | *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] | ||
|- | |- | ||
− | | | + | | TISSUE_LAYER_APPEARANCE_MODIFIER |
| | | | ||
− | * | + | *QUALITY |
− | * | + | *lowest:lower:low:median:high:higher:highest |
− | | | + | | sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY |
|- | |- | ||
− | | | + | | TISSUE_STYLE_UNIT |
− | | | + | | |
− | | | + | *tissue |
+ | *shaping | ||
+ | | sets tissue to be in a certain shape, 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_MAJOR_ARTERIES |
| | | | ||
− | | | + | | Gives Major Artery attribute to selected layers. |
− | |- | + | |- |
− | | | + | | TLCM_GENETIC_MODEL |
− | | | + | | |
− | | | + | | 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 | ||
|- | |- | ||
− | | | + | | TRADE_CAPACITY |
| | | | ||
− | | | + | | How much the creature can carry when used by merchants. |
|- | |- | ||
− | | | + | | TRAINABLE |
| | | | ||
− | | The creature is immune to traps. Probably every procedurally generated megabeast has this. | + | | Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR]. |
+ | |||
+ | |- | ||
+ | | TRAINABLE_HUNTING | ||
+ | | | ||
+ | | Can be trained as hunting beasts by way of kennels. | ||
+ | |||
+ | |- | ||
+ | | TRAINABLE_WAR | ||
+ | | | ||
+ | | Can be trained as war beasts by way of kennels. | ||
+ | |||
+ | |- | ||
+ | | TRANCES | ||
+ | | | ||
+ | | Allows the creature to go into martial trances. | ||
+ | |||
+ | |- | ||
+ | | TRAPAVOID | ||
+ | | | ||
+ | | The creature is immune to traps. Probably every procedurally generated megabeast has this. | ||
|- | |- | ||
Line 1,711: | Line 1,662: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| UNDERGROUND_DEPTH | | UNDERGROUND_DEPTH | ||
Line 1,722: | Line 1,667: | ||
*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 | + | | 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. | + | | Creature swims under the water and can't be seen.{{verify}} |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| USE_CASTE | | USE_CASTE | ||
| | | | ||
− | * | + | *caste token |
− | + | | | |
− | | | ||
|- | |- | ||
| USE_MATERIAL | | USE_MATERIAL | ||
| | | | ||
− | *new material | + | *new material token |
− | *old material | + | *old material id |
− | | | + | | Uses a local creature mat to define a new material?{{verify}} |
|- | |- | ||
Line 1,753: | Line 1,692: | ||
*new material token | *new material token | ||
*material template | *material template | ||
− | | | + | | Loads a material, and gives it a shortname for later reference |
|- | |- | ||
Line 1,760: | Line 1,699: | ||
*new tissue token | *new tissue token | ||
*old tissue id | *old tissue id | ||
− | | | + | | Uses a local creature mat to define a new material?{{verify}} |
|- | |- | ||
Line 1,789: | Line 1,728: | ||
| | | | ||
| 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 | ||
| | | | ||
− | * | + | *amount |
− | *verb (bitten, stung | + | *verb (bitten, stung) |
− | * | + | *LOCAL_CREATURE_MAT |
− | | | + | *MATERIAL |
+ | | vermin bites, and injects something. | ||
|- | |- | ||
| VERMIN_EATER | | VERMIN_EATER | ||
| | | | ||
− | | | + | | Vermin can nibble food?{{verify}} |
|- | |- | ||
| VERMIN_FISH | | VERMIN_FISH | ||
| | | | ||
− | | | + | | Acts like a fish |
|- | |- | ||
| VERMIN_GROUNDER | | VERMIN_GROUNDER | ||
| | | | ||
− | | The creature | + | | 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 1,767: | ||
| 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 1,782: | ||
| VERMIN_NOTRAP | | VERMIN_NOTRAP | ||
| | | | ||
− | | The creature cannot be caught | + | | 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 1,802: | ||
| VERMINHUNTER | | VERMINHUNTER | ||
| | | | ||
− | | | + | | A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. |
|- | |- | ||
Line 1,862: | Line 1,808: | ||
| | | | ||
| Sets if the creature is active in evening. | | Sets if the creature is active in evening. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
Line 1,887: | Line 1,828: | ||
| WEBBER | | WEBBER | ||
| | | | ||
− | * | + | *LOCAL_CREATURE_MAT |
− | | | + | *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 | + | | The creature will not get caught in webs. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} |