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Editing v0.31:Creature token
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Latest revision | Your text | ||
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− | {{ | + | {{av}}{{Quality|Exceptional}} |
− | {{ | ||
− | + | Tentative at best in some cases. | |
__NOTOC__ | __NOTOC__ | ||
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! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | |||
− | |||
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|- | |- | ||
| ALCOHOL_DEPENDENT | | ALCOHOL_DEPENDENT | ||
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| 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_DESC_RANGE | | APP_MOD_DESC_RANGE | ||
− | | | + | | ? |
− | + | | ? | |
− | | | ||
|- | |- | ||
| APP_MOD_GENETIC_MODEL | | APP_MOD_GENETIC_MODEL | ||
| | | | ||
− | + | | | |
− | | | ||
|- | |- | ||
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| 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}}. |
|- | |- | ||
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| | | | ||
| Can be kept in artificial hives by beekeepers. | | Can be kept in artificial hives by beekeepers. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| ATTACK_TRIGGER | | ATTACK_TRIGGER | ||
| pop:exported wealth:created wealth | | pop:exported wealth:created wealth | ||
− | | | + | | stages when a megabeast will attack a site |
|} | |} | ||
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| BABY | | BABY | ||
| integer | | integer | ||
− | | | + | | age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage. |
|- | |- | ||
| BABYNAME | | BABYNAME | ||
| singular:plural | | singular:plural | ||
− | | | + | | name at caste level |
|- | |- | ||
| BEACH_FREQUENCY | | BEACH_FREQUENCY | ||
| | | | ||
− | | | + | | {{L|Whale}}s and {{L|Sea nettle jellyfish|jellyfish}} have this. Controls the beaching frequency of the creature. |
|- | |- | ||
| BENIGN | | BENIGN | ||
| | | | ||
− | | Determines whether creature can show up on "tame" maps (includes | + | | 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 | ||
| | | | ||
− | * | + | * biome token |
− | | Select a | + | | Select a {{L|Biome}} the creature may appear in. |
|- | |- | ||
− | | BLOOD | + | | BLOOD, PUS, OTHER MATERIAL state definition |
| | | | ||
− | * | + | *selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too. |
− | *matter state (LIQUID, GAS, | + | *selected material |
− | | | + | *matter state (LIQUID, GAS, ALL_SOLID) |
+ | | Controls bleeding behaviour | ||
|- | |- | ||
Line 182: | Line 169: | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /> | [BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /> | ||
− | This is the body from a | + | 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. |
|- | |- | ||
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| 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. | | 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 /> | '''Example:'''<br /> | ||
− | [BODY_APPEARANCE_MODIFIER: | + | [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] <br /> |
''HEIGHT'' : marks the height to be changed <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. | ''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. | ||
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'''Example:'''<br /> | '''Example:'''<br /> | ||
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /> | [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /> | ||
− | This creates the detailed body of a | + | This creates the detailed body of a {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /> |
− | A | + | A {{L|Purring maggot|maggot}} would only need:<br /> |
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' | ''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' | ||
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| BODY_SIZE | | BODY_SIZE | ||
| years:days:size | | years:days:size | ||
− | | sets up size at a given time. Size | + | | sets up size at a given time. Size is roughly equal to the creature's average weight in grams. |
'''Example:'''<br /> | '''Example:'''<br /> | ||
[BODY_SIZE:0:0:10000]<br /> | [BODY_SIZE:0:0:10000]<br /> | ||
[BODY_SIZE:1:168:50000]<br /> | [BODY_SIZE:1:168:50000]<br /> | ||
[BODY_SIZE:12:0:220000]<br /> | [BODY_SIZE:12:0:220000]<br /> | ||
− | This describes the size of a | + | 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 |
|- | |- | ||
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| BONECARN | | BONECARN | ||
| | | | ||
− | | Creature eats bones. Implies CARNIVORE | + | | Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE. |
|- | |- | ||
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| CAN_SPEAK | | CAN_SPEAK | ||
| | | | ||
− | | Can talk. Note that it is not necessary for a creature to gain social skills. | + | | Can talk. Note that it is not necessary for a creature to gain social skills. |
|- | |- | ||
| CANNOT_UNDEAD | | CANNOT_UNDEAD | ||
| | | | ||
− | | Cannot be turned into a zombie or skeletal undead | + | | Cannot be turned into a zombie or skeletal undead |
|- | |- | ||
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| CARNIVORE | | CARNIVORE | ||
| | | | ||
− | | Creature ''only'' eats meat | + | | Creature ''only'' eats meat |
|- | |- | ||
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| CASTE_PROFESSION_NAME | | CASTE_PROFESSION_NAME | ||
| | | | ||
− | * | + | *Profession |
*singular | *singular | ||
*plural | *plural | ||
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| integer | | integer | ||
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode. | | age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode. | ||
+ | |||
+ | |- | ||
+ | | 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 | | CHILDNAME | ||
| singular:plural | | singular:plural | ||
− | | | + | | name at caste level |
|- | |- | ||
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*max | *max | ||
|Number of eggs laid in one sitting. | |Number of eggs laid in one sitting. | ||
+ | |||
+ | |- | ||
+ | | COLDDAM_POINT | ||
+ | | value | ||
+ | | The minimum temperature limit before the currently selected material will start receiving damage from freezing. Used mostly in material templates. | ||
|- | |- | ||
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*CREATURE NAME | *CREATURE NAME | ||
| Copies tags from another specified creature. | | Copies tags from another specified creature. | ||
+ | |||
+ | |- | ||
+ | | CREATURE | ||
+ | | name | ||
+ | | begins defining a new creature with the specified name. | ||
|- | |- | ||
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| CREPUSCULAR | | CREPUSCULAR | ||
| | | | ||
− | | Sets if the creature is active at twilight. | + | | Sets if the creature is active at twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL. |
|- | |- | ||
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|- | |- | ||
− | | CV_ADD_TAG | + | | CV_ADD_TAG |
| | | | ||
*TAG NAME | *TAG NAME | ||
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|- | |- | ||
− | | CV_REMOVE_TAG | + | | CV_REMOVE_TAG |
| | | | ||
*TAG NAME | *TAG NAME | ||
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| DEMON | | DEMON | ||
| | | | ||
− | | | + | | Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]] |
|- | |- | ||
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| EGG_MATERIAL | | EGG_MATERIAL | ||
| | | | ||
− | * | + | *LOCAL_CREATURE_MAT |
− | *state ( | + | *EGGSHELL/EGG_WHITE/EGG_YOLK |
− | | Egg material | + | *state (solid, liquid, or gas) |
+ | | Egg material. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist. | ||
|- | |- | ||
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| | | | ||
*size | *size | ||
− | | | + | | Size of creature's egg? |
|- | |- | ||
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| EVIL | | EVIL | ||
| | | | ||
− | | | + | | Determines whether creature can show up on "evil" maps |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| FANCIFUL | | 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. | + | | 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. |
|- | |- | ||
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| | | | ||
| Found on subterranean animalmen. | | Found on subterranean animalmen. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| FIREBREATH | | FIREBREATH | ||
| | | | ||
− | | The creature breathes | + | | The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone). |
|- | |- | ||
| FIREIMMUNE | | 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. |
|- | |- | ||
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| FLEEQUICK | | FLEEQUICK | ||
| | | | ||
− | | Determines how soon a creature flees in a losing battle | + | | Determines how soon a creature flees in a losing battle. |
|- | |- | ||
| FLIER | | FLIER | ||
| | | | ||
− | | Allows a creature to fly. Fortress Mode pathfinding only partially incorporates | + | | 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. |
|- | |- | ||
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| | | | ||
*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]. Not to be confused with POP_RATIO |
|} | |} | ||
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| 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 |
|- | |- | ||
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| 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 |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| 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. |
|- | |- | ||
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| | | | ||
*number | *number | ||
− | | Animals is a grazer. The higher the number, the less | + | | Animals is a grazer. The higher the number, the less grass it needs. |
|} | |} | ||
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| HABIT | | HABIT | ||
| type:probability | | type:probability | ||
− | | Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON | + | | 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, and COLLECT_WEALTH. These may require the creature to have a lair to work properly. |
|- | |- | ||
| HABIT_NUM | | HABIT_NUM | ||
| number or TEST_ALL | | number or TEST_ALL | ||
− | | | + | | Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL] |
|- | |- | ||
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|- | |- | ||
− | | | + | | HEATDAM_POINT |
− | | | + | | value |
− | | The | + | | The maximum temperature limit before the currently selected material will start receiving damage from heat. Used mostly in material templates. |
|- | |- | ||
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| | | | ||
*number | *number | ||
− | * | + | *time |
− | * | + | *item tokens |
− | | What product is harvested from | + | | What product is harvested from beekeeping. |
|- | |- | ||
| HOMEOTHERM | | HOMEOTHERM | ||
| | | | ||
− | | Default 'NONE'. The creature's normal body [[temperature]] | + | | Default 'NONE'. The creature's normal body [[DF2010:Temperature |temperature]] |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
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! 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 | + | | The creature is immobile while on land. Only works on AQUATIC creatures which can't breath 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. |
|- | |- | ||
| 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}} | ||
|- | |- | ||
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| LAIR | | LAIR | ||
| type:probability | | 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 | + | | 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, SHRINE, and LABYRINTH. |
|- | |- | ||
| LAIR_CHARACTERISTIC | | LAIR_CHARACTERISTIC | ||
| characteristic:probability | | characteristic:probability | ||
− | | Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS. | + | | Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS. |
|- | |- | ||
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|- | |- | ||
| LAYS_UNUSUAL_EGGS | | LAYS_UNUSUAL_EGGS | ||
− | | | + | | Item tokens |
− | + | | Creature lays a particular item instead of regular eggs. As of v0.31.19, this tag only makes the game crash. | |
− | |||
− | | Creature lays a particular item instead of regular eggs. | ||
|- | |- | ||
| 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. |
|- | |- | ||
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|- | |- | ||
− | | LISP | + | | LISP |
− | | | + | | |
− | | Creature | + | | Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz." |
|- | |- | ||
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! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| 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}} |
|- | |- | ||
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| 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 |
|- | |- | ||
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| MEGABEAST | | MEGABEAST | ||
| | | | ||
− | | Appears on fortress territory in Fortress Mode occasionally. | + | | Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped |
|- | |- | ||
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|- | |- | ||
| 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 979: | ||
*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 1,000: | Line 991: | ||
| | | | ||
| 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." | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| MOUNT | | MOUNT | ||
| | | | ||
− | | Creature may be used as a mount | + | | Creature may be used as a mount |
|- | |- | ||
Line 1,019: | Line 1,005: | ||
| 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 1,011: | ||
| | | | ||
*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 1,056: | Line 1,042: | ||
| NATURAL_SKILL | | NATURAL_SKILL | ||
| skill:value | | 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 | + | | 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. |
|- | |- | ||
| NIGHT_CREATURE_BOGEYMAN | | NIGHT_CREATURE_BOGEYMAN | ||
| | | | ||
− | | Found on bogeymen. | + | | Found on bogeymen. Presumably makes the creature attack the player at night in hordes like bogeymen do. |
|- | |- | ||
| NIGHT_CREATURE_HUNTER | | 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 | + | | 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 of the opposite sex, convert them, and then have children with them. NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. |
|- | |- | ||
Line 1,092: | Line 1,078: | ||
| | | | ||
| Creature cannot suffer fevers | | Creature cannot suffer fevers | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,116: | Line 1,097: | ||
| NO_THOUGHT_CENTER_FOR_MOVEMENT | | NO_THOUGHT_CENTER_FOR_MOVEMENT | ||
| | | | ||
− | | | + | | Probably shorthand for movement being unaffected by damage in general. |
|- | |- | ||
Line 1,167: | Line 1,148: | ||
| | | | ||
| Creature doesn't feel pain. | | Creature doesn't feel pain. | ||
+ | |||
+ | |- | ||
+ | | NORMAL | ||
+ | | ??? | ||
+ | | Unknown. Found in string dump. | ||
|- | |- | ||
Line 1,191: | Line 1,177: | ||
| 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 1,203: | ||
| 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 1,230: | ||
*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 1,246: | ||
| 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 1,258: | ||
| | | | ||
*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 1,275: | ||
*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 1,282: | ||
*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 1,288: | ||
| | | | ||
*material | *material | ||
− | | Adds a material to selected materials. | + | | Adds a material to selected materials. |
+ | |||
+ | |- | ||
+ | | 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 | ||
|- | |- | ||
Line 1,311: | Line 1,315: | ||
| 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 1,330: | ||
| 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. | ||
+ | |} | ||
− | + | <div align="center"> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | <div align="center"> | ||
{{alphabetical TOC}} | {{alphabetical TOC}} | ||
</div> | </div> | ||
Line 1,361: | Line 1,353: | ||
*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 | ||
| | | | ||
− | | | + | | |
|- | |- | ||
Line 1,380: | Line 1,367: | ||
| REMAINS_UNDETERMINED | | REMAINS_UNDETERMINED | ||
| | | | ||
− | | | + | | |
|- | |- | ||
Line 1,386: | Line 1,373: | ||
| | | | ||
*material token | *material token | ||
− | | Removes a material from a creature | + | | Removes a material from a creature |
|- | |- | ||
Line 1,393: | Line 1,380: | ||
*material token | *material token | ||
| Removes a tissue from a creature. | | Removes a tissue from a creature. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
Line 1,419: | Line 1,400: | ||
| 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 1,412: | ||
| | | | ||
*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 1,423: | ||
| 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 |
| | | | ||
− | | Appears as boss creature in quests. Makes history by rampaging around towns | + | *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 | ||
+ | | | ||
+ | | Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves. | ||
|- | |- | ||
Line 1,454: | Line 1,451: | ||
*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" |
+ | |||
+ | |- | ||
+ | | SET_LAYER_TISSUE | ||
+ | | ??? | ||
+ | | Unknown. Found in string dump. (Might replace selected tissue layer with different tissue??? Needs testing). | ||
+ | Not to be confused with SELECT_TISSUE_LAYER. | ||
|- | |- | ||
Line 1,467: | Line 1,470: | ||
|- | |- | ||
| SHEARABLE_TISSUE_LAYER | | SHEARABLE_TISSUE_LAYER | ||
− | | | + | | ? |
− | + | | Can be sheared for wool? | |
− | |||
− | | | ||
|- | |- | ||
| SKILL_LEARN_RATE | | SKILL_LEARN_RATE | ||
− | | | + | | {{L|skill_token}}:percentage |
− | | The rate at which this creature learns this skill | + | | The rate at which this creature learns this skill. |
|- | |- | ||
| SKILL_LEARN_RATES | | SKILL_LEARN_RATES | ||
| percentage | | percentage | ||
− | | The rate at which this creature learns all skills | + | | The rate at which this creature learns all skills. |
|- | |- | ||
| SKILL_RATE | | SKILL_RATE | ||
− | | | + | | {{L|skill_token}}:percentage:value:value:value |
− | | As SKILL_RATES for individual skills | + | | As SKILL_RATES for individual skills. |
|- | |- | ||
Line 1,495: | Line 1,496: | ||
*demotion counter rate | *demotion counter rate | ||
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE. | | Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE. | ||
− | Default is [SKILL_RATES:100:8: | + | Default is [SKILL_RATES:100:8:8:16]. [SLOW_LEARNER] changes the 100 to a 50. |
|- | |- | ||
| SKILL_RUST_RATE | | SKILL_RUST_RATE | ||
− | | | + | | {{L|skill_token}}:value:value:value |
− | | The rate at which this skill decays. Lower values cause the skill to decay faster | + | | The rate at which this skill decays. Lower values cause the skill to decay faster. |
|- | |- | ||
| SKILL_RUST_RATES | | SKILL_RUST_RATES | ||
− | | value:value:value | + | | {{L|skill_token}}:value:value:value |
− | | The rate at which all skills decay. Lower values cause the skills to decay faster | + | | The rate at which all skills decay. Lower values cause the skills to decay faster. |
|- | |- | ||
Line 1,515: | Line 1,516: | ||
| 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. |
|- | |- | ||
Line 1,522: | Line 1,523: | ||
| If this creature is active in its civilization's military, it will blink between its default tile and this one. | | If this creature is active in its civilization's military, it will blink between its default tile and this one. | ||
− | |- | + | |- |
− | | | + | | SPEC_HEAT |
− | | | + | | value |
− | + | | Amount of energy required for the creature to heat up or cool down. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| 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 1,608: | Line 1,585: | ||
| 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 1,599: | ||
| 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_OVER |
− | | | + | | Presumably: |
− | * | + | *BY_TYPE, BY_CATEGORY, BY_TOKEN |
− | * | + | *TYPE,CATEGORY, or TOKEN |
− | | | + | *TISSUE |
+ | *LOCATION | ||
+ | | Presumably a counterpart to TISSUE_LAYER_UNDER (see below). Found in string dump. | ||
|- | |- | ||
− | | | + | | 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_CONNECTS |
| | | | ||
− | | | + | | Presumably gives the CONNECTS attribute to selected layers. Found in String Dump. |
|- | |- | ||
− | | | + | | TL_HEALING_RATE |
− | | | + | | |
− | | | + | *new tissue healing rate number? |
+ | | Presumably changes the HEALING_RATE of the selected tissue layers. Found in String Dump. | ||
|- | |- | ||
− | | | + | | TL_MAJOR_ARTERIES |
| | | | ||
− | | | + | | Gives Major Artery attribute to selected layers. |
+ | |||
+ | |- | ||
+ | | TL_PAIN_RECEPTORS | ||
+ | | | ||
+ | *new pain receptor number? | ||
+ | | Seems to set new number of pain receptors for selected tissue layers. Found in String Dump. | ||
− | |- | + | |- |
− | | | + | | TL_RELATIVE_THICKNESS |
− | | | + | | |
− | | | + | *new relative thickness? |
+ | | Seems to set new relative thickness for selected tissue layers. Found in String Dump. | ||
− | |- | + | |- |
− | | | + | | TL_VASCULAR |
− | | | + | | |
− | + | *new VASCULAR value? | |
− | + | | Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers. Found in String Dump. | |
− | |||
− | |||
− | |||
− | |||
− | * | ||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | TLCM_GENETIC_MODEL |
| | | | ||
− | | | + | | tissue layer color modifier is passed to offspring genetically? |
− | |- | + | |- |
− | | | + | | 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 |
+ | | | ||
+ | *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 |
| | | | ||
− | | | + | | 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. |
− | |} | + | |
+ | |- | ||
+ | | TRIGGERABLE_GROUP | ||
+ | | min:max | ||
+ | | A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}} | ||
+ | |||
+ | |- | ||
+ | | TSU_NOUN | ||
+ | | | ||
+ | *noun | ||
+ | *SINGULAR or PLURAL | ||
+ | | Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style. | ||
+ | |} | ||
<div align="center"> | <div align="center"> | ||
Line 1,779: | Line 1,762: | ||
</div> | </div> | ||
− | == | + | ==U== |
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
Line 1,785: | Line 1,768: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
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|- | |- | ||
− | | | + | | UBIQUITOUS |
| | | | ||
− | | | + | | Creature will occur in every region with the correct biome. Does not apply to evil/good tags. |
|- | |- | ||
− | | | + | | UNDERGROUND_DEPTH |
− | | | + | | |
− | | | + | *mindepth |
+ | *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. | ||
|- | |- | ||
− | | | + | | UNDERSWIM |
| | | | ||
− | | | + | | Creature swims under the water and can't be seen.{{verify}} |
|- | |- | ||
− | | | + | | UNIQUE_DEMON |
+ | | | ||
+ | | Typically found on genned [[demon]]s; sets the creature as capable of "emerging from the underworld" and taking over during worldgen. | ||
+ | |||
+ | |- | ||
+ | | USE_CASTE | ||
+ | | | ||
+ | *caste token | ||
| | | | ||
− | |||
− | |- | + | |- |
− | | | + | | USE_MATERIAL |
− | | | + | | |
− | | | + | *new material token |
+ | *old material id | ||
+ | | Uses a local creature mat to define a new material?{{verify}} | ||
|- | |- | ||
− | | | + | | USE_MATERIAL_TEMPLATE |
− | | | + | | |
− | | | + | *new material token |
+ | *material template | ||
+ | | Loads a material, and gives it a shortname for later reference | ||
− | |- | + | |- |
− | | | + | | USE_TISSUE |
− | | | + | | |
− | | | + | *new tissue token |
+ | *old tissue id | ||
+ | | Uses a local creature mat to define a new material?{{verify}} | ||
|- | |- | ||
− | | | + | | USE_TISSUE_TEMPLATE |
− | | | + | | |
− | | | + | *new tissue token |
+ | *tissue template | ||
+ | | Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. | ||
|- | |- | ||
− | | | + | | UTTERANCES |
| | | | ||
− | | | + | | Changes the language of the creature into an unintelligible mess. |
+ | |} | ||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
+ | |||
+ | ==V== | ||
+ | {| {{prettytable}} | ||
+ | |- bgcolor="#ddd" | ||
+ | ! width="20%" | Token | ||
+ | ! width="20%" | Arguments | ||
+ | ! width="60%" | Description | ||
|- | |- | ||
− | | | + | | VEGETATION |
| | | | ||
− | | | + | | unknown |
+ | |||
+ | |- | ||
+ | | VIEWRANGE | ||
+ | | value | ||
+ | | Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20. | ||
|- | |- | ||
− | | | + | | VERMIN_BITE |
+ | | | ||
+ | *amount | ||
+ | *verb (bitten, stung) | ||
+ | *LOCAL_CREATURE_MAT | ||
+ | *MATERIAL | ||
+ | | vermin bites, and injects something. | ||
+ | |||
+ | |- | ||
+ | | VERMIN_EATER | ||
+ | | | ||
+ | | Vermin can nibble food?{{verify}} | ||
+ | |||
+ | |- | ||
+ | | VERMIN_FISH | ||
| | | | ||
− | | | + | | Acts like a fish |
|- | |- | ||
− | | | + | | VERMIN_GROUNDER |
| | | | ||
− | | | + | | The creature can be picked up if you stand over it. (Requires confirmation) |
+ | 'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)' | ||
|- | |- | ||
− | | | + | | VERMIN_HATEABLE |
| | | | ||
− | | | + | | Some dwarves will hate the creature and get unhappy thoughts when around it. |
− | |- | + | |- |
− | | | + | | VERMIN_MICRO |
− | | | + | | |
− | | | + | | This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. |
− | |||
− | + | |- | |
− | + | | VERMIN_NOFISH | |
− | + | | | |
+ | | The creature cannot be caught by fishing. | ||
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|- | |- | ||
− | | | + | | VERMIN_NOROAM |
| | | | ||
− | | | + | | The creature will not be observed randomly roaming about the map. |
|- | |- | ||
− | | | + | | VERMIN_NOTRAP |
− | | | + | | |
− | + | | The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf 04:45, 15 June 2009 (UTC)) | |
− | | | ||
|- | |- | ||
− | | | + | | VERMIN_ROTTER |
| | | | ||
− | | | + | | Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. |
− | |||
− | == | + | |- |
+ | | VERMIN_SOIL | ||
+ | | | ||
+ | | The creature randomly appears near dirt or mud. | ||
+ | |||
+ | |- | ||
+ | | VERMIN_SOIL_COLONY | ||
+ | | | ||
+ | | The vermin will appear in a single tile cluster of many vermin, such as a colony of ants. | ||
+ | |||
+ | |- | ||
+ | | VERMINHUNTER | ||
+ | | | ||
+ | | A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. | ||
+ | |||
+ | |- | ||
+ | | VESPERTINE | ||
+ | | | ||
+ | | Sets if the creature is active in evening. | ||
+ | |} | ||
+ | |||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
+ | |||
+ | ==W== | ||
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
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! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
+ | |- | ||
+ | | WAGON_PULLER | ||
+ | | | ||
+ | | Allows the creature to pull caravan wagons. | ||
|- | |- | ||
− | | | + | | WEBBER |
| | | | ||
− | *skill used ( | + | *LOCAL_CREATURE_MAT |
− | | defines the attack skill used | + | *MATERIAL (eg SILK) |
+ | | allows the creature to web, and defines what the webs are made of. | ||
+ | |||
+ | |- | ||
+ | | WEBIMMUNE | ||
+ | | | ||
+ | | The creature will not get caught in webs. | ||
+ | |} | ||
+ | |||
+ | ==Attack Tokens== | ||
+ | {| {{prettytable}} | ||
+ | |- bgcolor="#ddd" | ||
+ | ! width="20%" | Token | ||
+ | ! width="20%" | Arguments | ||
+ | ! width="60%" | Description | ||
+ | |||
+ | |- | ||
+ | | ATTACK_SKILL | ||
+ | | | ||
+ | *skill used ({{L|Skill tokens}}) | ||
+ | | defines the attack skill used | ||
|- | |- | ||
Line 1,918: | Line 1,977: | ||
| | | | ||
*% value | *% value | ||
− | | amount of available tissue used in attack | + | | amount of available tissue used in attack |
|- | |- | ||
Line 1,924: | Line 1,983: | ||
| | | | ||
*% value | *% value | ||
− | | probably amount of material that makes contact when penetration is done, | + | | probably amount of material that makes contact when penetration is done |
+ | |||
+ | |- | ||
+ | | 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. | ||
|- | |- | ||
Line 1,932: | Line 2,001: | ||
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible. | | use of the attack in combat. Secondary attacks are only used if main attacks are impossible. | ||
− | |- | + | |- |
+ | | 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_VELOCITY_MODIFIER | | ATTACK_VELOCITY_MODIFIER | ||
| number | | 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"). | | 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"). | ||
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| SPECIALATTACK_INJECT_EXTRACT | | SPECIALATTACK_INJECT_EXTRACT | ||
| | | | ||
− | * | + | *material source, eg. LOCAL_CREATURE_MAT, INORGANIC |
− | * | + | *MATERIAL eg.POISON, |
+ | *MATTERSTATE (ALL_SOLID, LIQUID, GAS) | ||
*min:max | *min:max | ||
| attack type addition that injects a material into the victim. | | attack type addition that injects a material into the victim. | ||
Line 1,966: | Line 2,026: | ||
|} | |} | ||
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{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} |