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Editing v0.31:Creature token

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{{Quality|Superior|19:06, 26 August 2014 (UTC)}}
+
{{av}}{{Quality|Exceptional}}
{{av}}
 
  
A full list of all known creature tokens.
+
Tentative at best in some cases.
  
 
__NOTOC__
 
__NOTOC__
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! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
| ADOPTS_OWNER
 
|
 
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}
 
 
 
|-  
 
|-  
 
| ALCOHOL_DEPENDENT  
 
| ALCOHOL_DEPENDENT  
Line 40: Line 33:
 
| AMBUSHPREDATOR  
 
| AMBUSHPREDATOR  
 
|   
 
|   
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}
+
| Makes the creature start out hidden. Used by {{L|giant cave spider}}s. May make {{L|web}}s hidden too.
  
 
|-  
 
|-  
 
| AMPHIBIOUS  
 
| AMPHIBIOUS  
 
|   
 
|   
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].
+
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].
  
 
|-
 
|-
 
| APP_MOD_DESC_RANGE
 
| APP_MOD_DESC_RANGE
|
+
| ?
*Range
+
| ?
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
 
  
 
|-
 
|-
 
| APP_MOD_GENETIC_MODEL
 
| APP_MOD_GENETIC_MODEL
 
|
 
|
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
+
|
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.
 
  
 
|-
 
|-
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| AQUATIC  
 
| AQUATIC  
 
|   
 
|   
| Allows a creature to breathe underwater, but causes it to "drown" out of [[water]].  
+
| Allows a creature to breathe underwater, but causes it to "drown" out of {{L| water}}.  
  
 
|-  
 
|-  
Line 107: Line 98:
 
|
 
|
 
| Can be kept in artificial hives by beekeepers.
 
| Can be kept in artificial hives by beekeepers.
 
|-
 
| AT_PEACE_WITH_WILDLIFE
 
|
 
| Does not attack or frighten wildlife.
 
  
 
|-  
 
|-  
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| ATTACK_TRIGGER  
 
| ATTACK_TRIGGER  
 
| pop:exported wealth:created wealth
 
| pop:exported wealth:created wealth
| Specifies when a [[megabeast]] will attack the fortress.
+
| 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.
+
| 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  
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
+
| name at caste level
  
 
|-  
 
|-  
 
| BEACH_FREQUENCY  
 
| BEACH_FREQUENCY  
 
|   
 
|   
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.  
+
| {{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 [[elephant]]s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).  
+
| 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]]
+
* biome token
| Select a [[Biome]] the creature may appear in.
+
| Select a {{L|Biome}} the creature may appear in.
  
 
|-  
 
|-  
| BLOOD
+
| BLOOD, PUS, OTHER MATERIAL state definition
 
|  
 
|  
* [[material token]]
+
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
*matter state (LIQUID, GAS, SOLID)  
+
*selected material
| Specifies what the creature's blood is made of.
+
*matter state (LIQUID, GAS, ALL_SOLID)  
 +
| Controls bleeding behaviour
  
 
|-  
 
|-  
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'''Example:'''<br />
 
'''Example:'''<br />
 
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
 
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.
+
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:HEIGHT:90:95:98:100:102:105:110] <br />
+
[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 [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
+
This creates the detailed body of a {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
A [[Purring maggot|maggot]] would only need:<br />
+
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 is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.
+
| 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 [[minotaur]]. His birth size would be 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg
+
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. Civilized creatures (e.g. Kobolds) with this tag tend to die out during world generation.
+
| 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. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}
+
| Can talk. Note that it is not necessary for a creature to gain social skills.  
  
 
|-  
 
|-  
 
| CANNOT_UNDEAD  
 
| CANNOT_UNDEAD  
 
|   
 
|   
| Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.
+
| Cannot be turned into a zombie or skeletal undead
  
 
|-  
 
|-  
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| CARNIVORE  
 
| CARNIVORE  
 
|   
 
|   
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.
+
| Creature ''only'' eats meat
  
 
|-  
 
|-  
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| CASTE_PROFESSION_NAME  
 
| CASTE_PROFESSION_NAME  
 
|  
 
|  
*[[Unit type token]] (Profession)
+
*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  
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
+
| 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.  
  
 
|-  
 
|-  
Line 445: Line 451:
  
 
|-  
 
|-  
| CV_ADD_TAG
+
| CV_ADD_TAG  
 
|  
 
|  
 
*TAG NAME  
 
*TAG NAME  
Line 451: Line 457:
  
 
|-  
 
|-  
| CV_REMOVE_TAG
+
| CV_REMOVE_TAG  
 
|  
 
|  
 
*TAG NAME  
 
*TAG NAME  
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| DEMON
 
| DEMON
 
|   
 
|   
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
+
| 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
 
|
 
|
* [[material token]]
+
*LOCAL_CREATURE_MAT
*state (SOLID, LIQUID, or GAS)
+
*EGGSHELL/EGG_WHITE/EGG_YOLK
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
+
*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
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.
+
| Size of creature's egg?
  
 
|-
 
|-
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| EVIL  
 
| EVIL  
 
|   
 
|   
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.
+
| Determines whether creature can show up on "evil" maps
 
 
 
 
|-
 
| EXTRACT
 
|
 
* [[material token]]
 
| Defines a creature extract which can be obtained via [[small animal dissection]].
 
  
 
|-  
 
|-  
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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. Conflicts with [COMMON_DOMESTIC]
+
| 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.
 
|-
 
| FEATURE_BEAST
 
|
 
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
 
  
 
|-  
 
|-  
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| FIREBREATH  
 
| FIREBREATH  
 
|   
 
|   
| The creature breathes long range fireballs and has a short range cone shaped fire breath attack.
+
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
  
 
|-  
 
|-  
 
| FIREIMMUNE  
 
| FIREIMMUNE  
 
|   
 
|   
| The creature is immune to FIREBREATH and steam.
+
| 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. Creatures with this tag will flee at the first sign of resistance.
+
| Determines how soon a creature flees in a losing battle.  
  
 
|-  
 
|-  
 
| FLIER  
 
| FLIER  
 
|   
 
|   
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
+
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
  
 
|-  
 
|-  
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|
 
|
 
*number, max 100
 
*number, max 100
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with POP_RATIO.
+
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. Not to be confused with POP_RATIO
 
|}
 
|}
  
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| GENERATED
 
| GENERATED
 
|   
 
|   
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s.
+
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) titans and [[Demon]]s.
  
 
|-  
 
|-  
 
| GETS_INFECTIONS_FROM_ROT  
 
| GETS_INFECTIONS_FROM_ROT  
 
|   
 
|   
| Creature can get infections from necrotic tissue.
+
| creature can be infected by rot
  
 
|-
 
|-
 
| GETS_WOUND_INFECTIONS  
 
| GETS_WOUND_INFECTIONS  
 
|   
 
|   
| Creature's wounds can become infected.
+
| creature can get infections from wounds
  
 
|-  
 
|-  
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| GNAWER  
 
| GNAWER  
 
| verb (gnawed)  
 
| verb (gnawed)  
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from [[artifact]]s.
+
| The creature chews on food barrels and bags.  
  
 
|-  
 
|-  
 
| GO_TO_END  
 
| GO_TO_END  
 
|   
 
|   
| When using tags from an existing creature, inserts new tags at the end of the creature.
+
| uncertain use, definitely refers to Creature Variants template
  
 
|-  
 
|-  
 
| GO_TO_START  
 
| GO_TO_START  
 
|   
 
|   
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
+
| uncertain use, definitely refers to Creature Variants template
 
 
|-
 
| GO_TO_TAG
 
 
| When using tags from an existing creature, inserts new tags after the specified tag.
 
  
 
|-  
 
|-  
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| GRASSTRAMPLE  
 
| GRASSTRAMPLE  
 
| value  
 
| value  
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.
+
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.
  
 
|-
 
|-
 
| GRAVITATE_BODY_SIZE
 
| GRAVITATE_BODY_SIZE
| target value
+
|
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.
+
| Creature Variants template command, alter body size.
  
 
|-
 
|-
Line 715: Line 705:
 
|
 
|
 
*number
 
*number
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.
+
| 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, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.
+
| 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
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".<sup>[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]</sup> All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
+
| Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
  
 
|-  
 
|-  
Line 744: Line 734:
  
 
|-  
 
|-  
| HASSHELL
+
| HEATDAM_POINT
|
+
| value
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
+
| The maximum temperature limit before the currently selected material will start receiving damage from heat. Used mostly in material templates.
  
 
|-
 
|-
Line 752: Line 742:
 
|
 
|
 
*number
 
*number
*[[time]]
+
*time
*[[item token]]s
+
*item tokens
| What product is harvested from [[Beekeeping industry|beekeeping]].
+
| 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]]
 
 
|-
 
| HUNTS_VERMIN
 
|
 
| Creature hunts and kills nearby vermin.
 
 
 
 
|}
 
|}
  
Line 778: Line 762:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
|-
 +
| IF_EXISTS_SET_BOILING_POINT
 +
| value
 +
| The temperature at which the creature boils into gases.
 +
 +
|-
 +
| IF_EXISTS_SET_MELTING_POINT
 +
| value
 +
| The temperature at which the creature will melt into goo.
 +
 +
|-
 +
| IGNITE_POINT
 +
| value
 +
| The temperature at which the creature will burst into flames.
  
 
|-  
 
|-  
 
| IMMOBILE_LAND  
 
| IMMOBILE_LAND  
 
|   
 
|   
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.
+
| The creature is immobile while on land.  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. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials. Due to a bug, however, they will only escape from [[artifact]]s.
+
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.  
  
 
|-  
 
|-  
 
| INTELLIGENT  
 
| INTELLIGENT  
 
|   
 
|   
| Shortcut for [CAN_SPEAK] + [CAN_LEARN].
+
| 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]]
+
* [[Item token]]
* [[material token]]
+
    * subtype
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
+
NO_SUBTYPE
 +
    * matgloss token
 +
    * NO_RACEGLOSS
 +
USE_RACEGLOSS USE_SHARPSTONE
 +
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. ""IRON"" if the corpse type is ""STATUE""). USE_RACEGLOSS applies if the creature has a material glossary assigned by the ""HAS_RACEGLOSS:"" flag and will select necessary adjectives and material from that glossary.
 +
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}
  
 
|-  
 
|-  
Line 820: Line 823:
 
| 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, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
+
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, 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.
  
 
|-
 
|-
Line 854: Line 857:
 
|-
 
|-
 
| LAYS_UNUSUAL_EGGS
 
| LAYS_UNUSUAL_EGGS
|
+
| Item tokens
* [[item token]]
+
| Creature lays a particular item instead of regular eggs.  As of v0.31.19, this tag only makes the game crash.
* [[material token]]
 
| Creature lays a particular item instead of regular eggs.
 
  
 
|-  
 
|-  
 
| LIGAMENTS  
 
| LIGAMENTS  
 
|  
 
|  
* [[material token]]
+
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
 +
*selected material. Almost always SINEW of the creature's materials.
 
*healing rate  
 
*healing rate  
| Defines the material and healing rate of ligaments.
+
| defines the material and healing rate of ligaments.
  
 
|-  
 
|-  
Line 877: Line 879:
  
 
|-  
 
|-  
| LISP
+
| LISP  
|  
+
|
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
+
| Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."  
  
 
|-
 
|-
Line 909: Line 911:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
| MAGICAL
 
 
| Unknown.
 
  
 
|-  
 
|-  
Line 923: Line 920:
 
| MALE  
 
| MALE  
 
|   
 
|   
| The species or caste is all male.
+
| all male
  
 
|-  
 
|-  
 
| MANNERISM_??  
 
| MANNERISM_??  
 
|  
 
|  
*occasionally body part  
+
*occassionally body part  
 
| Adds a possible mannerism to the creature's profile.
 
| Adds a possible mannerism to the creature's profile.
Refer to [[Creature mannerism token]]s
+
Refer to {{L|Creature Token Mannerisms|Mannerisms}}
  
 
|-
 
|-
Line 941: Line 938:
 
| MATERIAL_BREATH_ATTACK  
 
| MATERIAL_BREATH_ATTACK  
 
|  
 
|  
* [[material token]]
+
*MATERIAL TYPE (TISSUE, INORGANIC)
* breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)  
+
*MATERIAL NAME
 +
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)  
 
| Creates an attack referencing a material, using a given type of breath attack.
 
| Creates an attack referencing a material, using a given type of breath attack.
 
|-
 
| MATUTINAL
 
|
 
| Sets if the creature is active in dawn.
 
  
 
|-  
 
|-  
 
| MAXAGE  
 
| MAXAGE  
 
| min:max  
 
| min:max  
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.
+
| range of time in which death from old age may occur
  
 
|-  
 
|-  
Line 963: Line 956:
 
| MEGABEAST  
 
| MEGABEAST  
 
|   
 
|   
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.
+
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped
  
 
|-
 
|-
Line 974: Line 967:
 
|-  
 
|-  
 
| MENT_ATT_RANGE  
 
| MENT_ATT_RANGE  
|
+
|  
 
*ATTRIBUTE
 
*ATTRIBUTE
*lowest:lower:low:median:high:higher:highest  
+
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
 
  
 
|-  
 
|-  
Line 987: Line 979:
 
*rust counter rate
 
*rust counter rate
 
*demotion counter rate
 
*demotion counter rate
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
+
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.
  
 
|-  
 
|-  
 
| MILKABLE  
 
| MILKABLE  
 
|  
 
|  
* [[material token]]
+
*LOCAL_CREATURE_MAT:MILK:amount
* frequency
 
 
| Allows the creature to be milked.  
 
| Allows the creature to be milked.  
  
Line 1,000: Line 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."  
 
|-
 
| MODVALUE
 
 
| Seemingly no longer used - holdover from previous versions.
 
  
 
|-  
 
|-  
 
| MOUNT  
 
| MOUNT  
 
|   
 
|   
| Creature may be used as a mount.
+
| Creature may be used as a mount
  
 
|-  
 
|-  
Line 1,019: Line 1,005:
 
| MULTIPLE_LITTER_RARE  
 
| MULTIPLE_LITTER_RARE  
 
|   
 
|   
| Makes litters with more than one offspring rare, only happening with a 1/500 chance.
+
| Makes litters with more than one offspring rare.  
  
 
|-  
 
|-  
Line 1,025: Line 1,011:
 
|  
 
|  
 
*Multiplier  
 
*Multiplier  
| Multiplies value of materials.
+
| multiplies value of materials
  
 
|-  
 
|-  
 
| MUNDANE  
 
| MUNDANE  
 
|   
 
|   
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.
+
| Marks if the creature is an actual real-life creature. Only used for age-names at present.  
 
|}
 
|}
  
Line 1,056: 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.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).
+
| 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. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.
+
| 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 <s>of the opposite sex</s>(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.
+
| 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
 
|-
 
| NO_GENDER
 
|
 
| Creature has no gender.
 
  
 
|-  
 
|-  
Line 1,116: Line 1,097:
 
| NO_THOUGHT_CENTER_FOR_MOVEMENT  
 
| NO_THOUGHT_CENTER_FOR_MOVEMENT  
 
|   
 
|   
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.
+
| Probably shorthand for movement being unaffected by damage in general.
  
 
|-  
 
|-  
Line 1,167: 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. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.
+
| Creature can't be stunned. Evidence suggests creatures with this tag never wake up from sleep in Fortress Mode.
  
 
|-  
 
|-  
Line 1,217: Line 1,203:
 
| PACK_ANIMAL  
 
| PACK_ANIMAL  
 
|   
 
|   
| Allows the creature to be used as a pack animal. Currently only used by merchants. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures.
+
| Allows the creature to be used as a pack animal. Currently only used by merchants.
  
 
|-  
 
|-  
Line 1,244: Line 1,230:
 
*ATTRIBUTE
 
*ATTRIBUTE
 
*lowest:median:highest  
 
*lowest:median:highest  
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.
+
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[DF2010:Personality_trait|Personality traits]] for more info.
  
 
|-  
 
|-  
 
| PET  
 
| PET  
 
|   
 
|   
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.
+
| Allows the creature to be tamed.  
  
 
|-  
 
|-  
Line 1,260: Line 1,246:
 
| 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.  
 
|-
 
| PETVALUE_DIVISOR
 
| value
 
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.
 
  
 
|-
 
|-
Line 1,277: Line 1,258:
 
|  
 
|  
 
*ATTRIBUTE
 
*ATTRIBUTE
*lowest:lower:low:median:high:higher:highest  
+
*lowest
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
+
*lower
 +
*low
 +
*median
 +
*high
 +
*higher
 +
*highest  
 +
| sets up a physical attribute's range of values. Max of 5000.
  
 
|-  
 
|-  
Line 1,288: Line 1,275:
 
*rust counter rate
 
*rust counter rate
 
*demotion counter rate
 
*demotion counter rate
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
+
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.
  
 
|-
 
|-
Line 1,295: Line 1,282:
 
*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. Presumably used immediately after SET_BP_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. Used immediately after SELECT_MATERIAL.
+
| 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 are present in each world map tile of the appropriate region.
+
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.
  
 
|-
 
|-
| POWER
+
|POWER
 
|
 
|
 
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
 
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
Line 1,326: Line 1,330:
 
| PROFESSION_NAME  
 
| PROFESSION_NAME  
 
|  
 
|  
*[[Unit type token]] (Profession)
+
*Profession
 
*singular
 
*singular
 
*plural  
 
*plural  
 
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.
 
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.
 +
|}
  
|-
+
<div align="center">
| PRONE_TO_RAGE
 
| number
 
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat.  As described in file_changes.txt, creatures with this token "follow its normal behavior, but flip out on occasion, higher rate = more flipping out".
 
 
 
|-
 
| PUS
 
|
 
* [[material token]]
 
*matter state (LIQUID, GAS, SOLID)
 
| Specifies what the creature's wounds will ooze when infected.
 
|}
 
 
 
<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
 
| singular:plural
 
| What creature's remains are called.
 
  
 
|-
 
|-
 
| REMAINS_COLOR
 
| REMAINS_COLOR
 
|
 
|
| What color creature's remains are.
+
|
  
 
|-
 
|-
Line 1,380: Line 1,367:
 
| REMAINS_UNDETERMINED
 
| REMAINS_UNDETERMINED
 
|
 
|
| Unknown.
+
|
  
 
|-  
 
|-  
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.
 
|-
 
| RETURNS_VERMIN_KILLS_TO_OWNER
 
|
 
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.
 
 
 
|}
 
|}
  
Line 1,419: Line 1,400:
 
| SECRETION  
 
| SECRETION  
 
|  
 
|  
* [[material token]]
+
*MATERIAL REF (eg LOCAL_CREATURE_MAT
 +
*Material name
 
*Material State
 
*Material State
 
*location secreted from (by_type, by_category, by_token)
 
*location secreted from (by_type, by_category, by_token)
 
*body part  
 
*body part  
 
*tissue layer  
 
*tissue layer  
| creates a secreted material on given tissue on a given part of the body.
+
| creates a secreted material on given tissue on a given part of the body."
  
 
|-  
 
|-  
Line 1,430: Line 1,412:
 
|  
 
|  
 
*caste name
 
*caste name
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.
+
| adds an additional previously defined caste to the selection
  
 
|-  
 
|-  
Line 1,441: Line 1,423:
 
| SELECT_MATERIAL  
 
| SELECT_MATERIAL  
 
|  
 
|  
*Material token
+
*MATERIAL NAME
| Selects a locally defined material. Can be ALL.
+
| Selects the material. Can be ALL.
 +
 
 +
|-
 +
| SELECT_TISSUE
 +
|
 +
*tissue token
 +
| Selects a tissue for editing.
  
 
|-  
 
|-  
| SEMIMEGABEAST
+
| SELECT_TISSUE_LAYER
 
|  
 
|  
| Appears as boss creature in quests. Makes history by rampaging around towns. Appears on fortress territory in Fortress Mode occasionally. Possibly inhabits non-mountain caves.
+
*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  
| Begins a selection of body parts.
+
| 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
|
+
| ?
* tissue modifier
+
| Can be sheared for wool?
* required value
 
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).
 
  
 
|-
 
|-
 
| SKILL_LEARN_RATE
 
| SKILL_LEARN_RATE
| [[skill_token]]:percentage
+
| {{L|skill_token}}:percentage
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.
+
| 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.  Requires CAN_LEARN or INTELLIGENT to function.
+
| The rate at which this creature learns all skills.
  
 
|-
 
|-
 
| SKILL_RATE
 
| SKILL_RATE
| [[skill_token]]:percentage:value:value:value
+
| {{L|skill_token}}:percentage:value:value:value
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.
+
| As SKILL_RATES for individual skills.
  
 
|-  
 
|-  
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:100:8:16:16].  [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.
+
Default is [SKILL_RATES:100:8:8:16].  [SLOW_LEARNER] changes the 100 to a 50.
  
 
|-
 
|-
 
| SKILL_RUST_RATE
 
| SKILL_RUST_RATE
| [[skill_token]]:value:value:value
+
| {{L|skill_token}}:value:value:value
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
+
| 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.  Requires CAN_LEARN or INTELLIGENT to function.
+
| 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 "remains" instead of a corpse.
+
| 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.
  
|-
+
|-  
| SOUND
+
| SPEC_HEAT
|
+
| value
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
+
| Amount of energy required for the creature to heat up or cool down.  
* Sound range (in tiles)
 
* Sound delay (lower values = sound is produced more often)
 
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)
 
* First-person description
 
* Third-person description
 
* Description when out of sight
 
| Creature makes sounds periodically, which can be heard in Adventure mode.
 
 
 
|-
 
| SPECIFIC_FOOD
 
|
 
* PLANT or CREATURE
 
* Plant/creature ID
 
| Indicates that the creature is only capable of eating a particular type of food.
 
  
 
|-  
 
|-  
 
| SPEECH  
 
| SPEECH  
 
| speech file  
 
| speech file  
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
+
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u
 
 
|-
 
| SPEECH_FEMALE
 
| speech file
 
| Boasting speeches relating to killing females of this creature.
 
 
 
|-
 
| SPEECH_MALE
 
| speech file
 
| Boasting speeches relating to killing males of this creature.
 
  
 
|-  
 
|-  
 
| SPEED  
 
| SPEED  
 
| value  
 
| value  
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.
+
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [http://df.magmawiki.com/index.php/Speed/ Speed] for more information.
  
 
|-  
 
|-  
Line 1,608: Line 1,585:
 
| TENDONS  
 
| TENDONS  
 
|  
 
|  
* [[material token]]
+
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
 +
*selected tissue
 
*healing rate  
 
*healing rate  
| Defines the material and healing rate of tendons.
+
| Defines the material and healing rare of tendons.
  
 
|-  
 
|-  
 
| THICKWEB  
 
| THICKWEB  
 
|   
 
|   
| The creature's webs can catch larger creatures.
+
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR].
  
 
|-  
 
|-  
Line 1,621: Line 1,599:
 
| name  
 
| name  
 
| Begins defining a tissue in the creature file.
 
| Begins defining a tissue in the creature file.
 
|-
 
| TITAN
 
|
 
| Found on [[titan]]s. Cannot be specified in user-defined raws.
 
  
 
|-  
 
|-  
| TL_COLOR_MODIFIER
+
| TISSUE_LAYER
| COLOR:freq:COLOR:freq etc
+
|  
| Creates a list of color patterns, giving each a frequency.
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 
+
*TYPE,CATEGORY, or TOKEN
|-
+
*TISSUE
| TLCM_GENETIC_MODEL
+
*LOCATION
|
+
| Adds the tissue layer to wherever it is required.
| tissue layer color modifier is passed to offspring genetically?
+
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing
 
 
|-
 
| TLCM_IMPORTANCE
 
|
 
*number
 
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.
 
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
 
  
 
|-  
 
|-  
| TLCM_NOUN
+
| TISSUE_LAYER_OVER
|  
+
| Presumably:
*name
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
*SINGULAR or PLURAL
+
*TYPE,CATEGORY, or TOKEN
| names the tissue layer color modifier, and determines the noun
+
*TISSUE
 +
*LOCATION
 +
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below). Found in string dump.
  
 
|-  
 
|-  
| TLCM_TIMING
+
| TISSUE_LAYER_UNDER
 
|  
 
|  
*ROOT
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
*start change window years:days:end change window years:days
+
*TYPE,CATEGORY, or TOKEN
| determines the point in the creature's life where the color change begins
+
*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
 +
 
  
 
|-  
 
|-  
| TRADE_CAPACITY
+
| TISSUE_STYLE_UNIT
|
+
|  
| How much the creature can carry when used by merchants.  
+
*tissue
 +
*shaping
 +
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
  
 
|-  
 
|-  
| TRAINABLE
+
| TL_COLOR_MODIFIER
|
+
| COLOR:freq:COLOR:freq etc
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
+
| Creates a list of color patterns, giving each a frequency.  
  
 
|-  
 
|-  
| TRAINABLE_HUNTING
+
| TL_CONNECTS
 
|   
 
|   
| Can be trained as hunting beasts by way of kennels.
+
| Presumably gives the CONNECTS attribute to selected layers. Found in String Dump.
  
 
|-  
 
|-  
| TRAINABLE_WAR
+
| TL_HEALING_RATE
|
+
|
| Can be trained as war beasts by way of kennels.
+
*new tissue healing rate number?
 +
| Presumably changes the HEALING_RATE of the selected tissue layers. Found in String Dump.
  
 
|-  
 
|-  
| TRANCES
+
| TL_MAJOR_ARTERIES
 
|   
 
|   
| Allows the creature to go into martial trances.
+
| 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.
  
|-  
+
|-
| TRAPAVOID
+
| TL_RELATIVE_THICKNESS
|
+
|
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
+
*new relative thickness?
 +
| Seems to set new relative thickness for selected tissue layers. Found in String Dump.
  
|-  
+
|-
| TRIGGERABLE_GROUP
+
| TL_VASCULAR
| min:max
+
|
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
+
*new VASCULAR value?
 
+
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.  Found in String Dump.
|-
 
| 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">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==U==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
  
 
|-
 
|-
| UBIQUITOUS
+
| TLCM_GENETIC_MODEL
 
|
 
|
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.
+
| tissue layer color modifier is passed to offspring genetically?
  
|-  
+
|-
| UNDERGROUND_DEPTH
+
| TLCM_IMPORTANCE
 
|
 
|
*mindepth
+
*number
*maxdepth
+
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.
| 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.
+
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
  
 
|-  
 
|-  
| UNDERSWIM
+
| 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
 
|   
 
|   
| Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.
+
| How much the creature can carry when used by merchants.  
  
 
|-  
 
|-  
| UNIQUE_DEMON
+
| TRAINABLE
 
|   
 
|   
| Typically found on generated [[demon]]s; causes the game to create a single (or double, one per caste, if have two genders) named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.
+
| Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].
  
|-
+
|-  
| USE_CASTE
+
| TRAINABLE_HUNTING
|
+
|
*new caste token
+
| Can be trained as hunting beasts by way of kennels.
*old caste token
 
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
 
 
 
|-
 
| USE_MATERIAL
 
|
 
*new material ID
 
*old material ID
 
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.
 
  
 
|-  
 
|-  
| USE_MATERIAL_TEMPLATE
+
| TRAINABLE_WAR
|
+
|
*new material token
+
| Can be trained as war beasts by way of kennels.
*material template
 
| Defines a new local creature material and populates it with all properties defined in the specified template.
 
 
 
|-
 
| USE_TISSUE
 
|
 
*new tissue token
 
*old tissue id
 
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
 
  
 
|-  
 
|-  
| USE_TISSUE_TEMPLATE
+
| TRANCES
|
+
|
*new tissue token
+
| Allows the creature to go into martial trances.
*tissue template
 
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
 
  
 
|-  
 
|-  
| UTTERANCES
+
| TRAPAVOID
 
|   
 
|   
| Changes the language of the creature into an unintelligible mess.
+
| 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>
  
==V==
+
==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
|-
 
| VEGETATION
 
 
| unknown
 
 
|-
 
| VERMIN_BITE
 
|
 
*chance of occurance{{verify}}
 
*verb (bitten, stung, etc)
 
* [[material token]]
 
| Vermin bites, and injects something.
 
  
 
|-
 
|-
| VERMIN_EATER
+
| UBIQUITOUS
 
|
 
|
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
+
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.
  
 
|-  
 
|-  
| VERMIN_FISH
+
| UNDERGROUND_DEPTH
|
+
|
| The vermin appears in water and will attempt to swim around.
+
*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.
  
 
|-  
 
|-  
| VERMIN_GROUNDER
+
| UNDERSWIM
 
|   
 
|   
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
+
| Creature swims under the water and can't be seen.{{verify}}
  
 
|-  
 
|-  
| VERMIN_HATEABLE
+
| 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
 
|
 
|
| Some dwarves will hate the creature and get unhappy thoughts when around it.
 
  
|-  
+
|-
| VERMIN_MICRO
+
| USE_MATERIAL
|
+
|
| 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.
+
*new material token
 +
*old material id
 +
| Uses a local creature mat to define a new material?{{verify}}
  
 
|-  
 
|-  
| VERMIN_NOFISH
+
| USE_MATERIAL_TEMPLATE
|
+
|
| The creature cannot be caught by fishing.
+
*new material token
 +
*material template
 +
| Loads a material, and gives it a shortname for later reference
  
|-  
+
|-
| VERMIN_NOROAM
+
| USE_TISSUE
|
+
|
| The creature will not be observed randomly roaming about the map.
+
*new tissue token
 +
*old tissue id
 +
| Uses a local creature mat to define a new material?{{verify}}
  
 
|-  
 
|-  
| VERMIN_NOTRAP
+
| USE_TISSUE_TEMPLATE
|
+
|
| The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
+
*new tissue token
 +
*tissue template
 +
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
  
 
|-  
 
|-  
| VERMIN_ROTTER
+
| UTTERANCES
 
|   
 
|   
| 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.
+
| 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
 
|-  
 
|-  
| VERMIN_SOIL
+
| VEGETATION
 
|   
 
|   
| The creature randomly appears near dirt or mud.
+
| 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_SOIL_COLONY
+
| VERMIN_BITE
 +
|
 +
*amount
 +
*verb (bitten, stung)
 +
*LOCAL_CREATURE_MAT
 +
*MATERIAL
 +
| vermin bites, and injects something.
 +
 
 +
|-
 +
| VERMIN_EATER
 +
|
 +
| Vermin can nibble food?{{verify}}
 +
 
 +
|-
 +
| VERMIN_FISH
 
|   
 
|   
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
+
| Acts like a fish
  
 
|-  
 
|-  
| VERMINHUNTER
+
| VERMIN_GROUNDER
 
|   
 
|   
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
+
| 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)'
  
 
|-  
 
|-  
| VESPERTINE
+
| VERMIN_HATEABLE
 
|   
 
|   
| Sets if the creature is active in evening.
+
| Some dwarves will hate the creature and get unhappy thoughts when around it.  
  
|-
+
|-  
| VIEWRANGE
+
| VERMIN_MICRO
| 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.
+
| 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.  
|}
 
  
<div align="center">
+
|-
{{alphabetical TOC}}
+
| VERMIN_NOFISH
</div>
+
 +
| The creature cannot be caught by fishing.
  
==W==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| WAGON_PULLER
+
| VERMIN_NOROAM
 
|   
 
|   
| Allows the creature to pull caravan wagons.  
+
| The creature will not be observed randomly roaming about the map.  
  
 
|-  
 
|-  
| WEBBER
+
| VERMIN_NOTRAP
|  
+
|
* [[material token]]
+
| 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))
| Allows the creature to create webs, and defines what the webs are made of.
 
  
 
|-  
 
|-  
| WEBIMMUNE
+
| VERMIN_ROTTER
 
|   
 
|   
| The creature will not get caught in thick webs.
+
| 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.  
|}
 
  
==Attack Tokens==
+
|-
 +
| 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"
Line 1,902: Line 1,937:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
|-
 +
| WAGON_PULLER
 +
 +
| Allows the creature to pull caravan wagons.
  
 
|-  
 
|-  
| ATTACK_SKILL
+
| WEBBER
 
|  
 
|  
*skill used ([[Skill token]])
+
*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, or possibly percent chance the attack makes contact
+
| 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, or possibly percent chance the attack penetrates (as in sharp items. Default is 0, so it can be left out for blunt attacks, if this is what it does)
+
| 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").
 
|-
 
| ATTACK_FLAG_CANLATCH
 
 
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.
 
 
|-
 
| ATTACK_FLAG_WITH
 
 
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
 
 
|-
 
| ATTACK_FLAG_EDGE
 
 
| attack type
 
  
 
|-  
 
|-  
 
| SPECIALATTACK_INJECT_EXTRACT  
 
| SPECIALATTACK_INJECT_EXTRACT  
 
|  
 
|  
* [[material token]]
+
*material source, eg. LOCAL_CREATURE_MAT, INORGANIC
*state (SOLID, LIQUID, GAS)
+
*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:
 
|}
 
|}
  
==Important Related Tokens==
 
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)
 
 
===Tissue Modification===
 
This next group of tokens deals setting and modifying tissue properties. (See also [[Tissue definition token]])
 
 
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-
 
| INSULATION
 
|
 
*value
 
| Tissue supplies the creature with heat insulation. Higher values result in more insulation.
 
 
|-
 
| PLUS_TISSUE_LAYER
 
|
 
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
| Adds a tissue to those selected
 
 
|-
 
| PLUS_TL_GROUP
 
|
 
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
*tissue
 
| continues a selection of tissue layers
 
 
|-
 
| SELECT_TISSUE
 
|
 
*tissue token
 
| Selects a tissue for editing.
 
 
|-
 
| SELECT_TISSUE_LAYER
 
|
 
*TISSUE
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token | Selects a tissue at a location
 
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 
| Selects a tissue layer for descriptor and cosmetic purposes.
 
 
|-
 
| SET_LAYER_TISSUE
 
|
 
| Sets a tissue layer to be made of a different tissue.
 
 
|-
 
| TISSUE_LAYER
 
|
 
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*TYPE,CATEGORY, or TOKEN
 
*TISSUE
 
*LOCATION
 
| Adds the tissue layer to wherever it is required.
 
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing
 
 
|-
 
| TISSUE_LAYER_OVER
 
|
 
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*TYPE,CATEGORY, or TOKEN
 
*TISSUE
 
*LOCATION
 
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
 
 
|-
 
| TISSUE_LAYER_UNDER
 
|
 
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*TYPE,CATEGORY, or TOKEN
 
*TISSUE
 
| Adds the tissue layer under a given part.
 
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man
 
      [TISSUE:GAS]
 
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]
 
 
|-
 
| TISSUE_LAYER_APPEARANCE_MODIFIER
 
|
 
*QUALITY
 
*lowest:lower:low:median:high:higher:highest
 
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 
 
|-
 
| TISSUE_LEAKS
 
|
 
| The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.
 
 
|-
 
| TISSUE_MATERIAL
 
|
 
*VALUE (material)
 
*MATERIAL (material subtype)
 
| Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]
 
 
|-
 
| TISSUE_STYLE_UNIT
 
|
 
*tissue
 
*shaping
 
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
 
 
|-
 
| TL_COLOR_MODIFIER
 
| COLOR:freq:COLOR:freq etc
 
| Creates a list of color patterns, giving each a frequency.
 
 
|-
 
| TL_CONNECTS
 
|
 
| Presumably gives the CONNECTS attribute to selected layers.
 
 
|-
 
| TL_HEALING_RATE
 
|
 
| Presumably changes the HEALING_RATE of the selected tissue layers.
 
 
|-
 
| TL_MAJOR_ARTERIES
 
|
 
| Gives Major Artery attribute to selected layers.
 
 
|-
 
| TL_PAIN_RECEPTORS
 
|
 
| Seems to set new number of pain receptors for selected tissue layers.
 
 
|-
 
| TL_RELATIVE_THICKNESS
 
|
 
| Seems to set new relative thickness for selected tissue layers.
 
 
|-
 
| TL_VASCULAR
 
|
 
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.
 
 
|}
 
 
==See Also==
 
*[[Body detail plan token]]
 
*[[Body token]]
 
*[[Material definition token]]
 
*[[Syndrome]]
 
*[[Tissue definition token]]
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

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