v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing v0.31:Creature token
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{ | + | {{av}}{{Quality|Exceptional}} |
− | {{ | ||
− | + | Tentative at best in some cases. | |
__NOTOC__ | __NOTOC__ | ||
Line 16: | Line 15: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| ALCOHOL_DEPENDENT | | ALCOHOL_DEPENDENT | ||
Line 40: | Line 33: | ||
| AMBUSHPREDATOR | | AMBUSHPREDATOR | ||
| | | | ||
− | | | + | | Makes the creature start out hidden. Used by {{L|giant cave spider}}s. May make {{L|web}}s hidden too. |
|- | |- | ||
| AMPHIBIOUS | | AMPHIBIOUS | ||
| | | | ||
− | | Allows a creature to breathe with or without | + | | Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC]. |
|- | |- | ||
| APP_MOD_DESC_RANGE | | APP_MOD_DESC_RANGE | ||
− | | | + | | ? |
− | + | | ? | |
− | | | ||
|- | |- | ||
| APP_MOD_GENETIC_MODEL | | APP_MOD_GENETIC_MODEL | ||
| | | | ||
− | + | | | |
− | | | ||
|- | |- | ||
Line 96: | Line 87: | ||
| AQUATIC | | AQUATIC | ||
| | | | ||
− | | Allows a creature to breathe underwater, but causes it to "drown" out of | + | | Allows a creature to breathe underwater, but causes it to "drown" out of {{L| water}}. |
|- | |- | ||
Line 107: | Line 98: | ||
| | | | ||
| Can be kept in artificial hives by beekeepers. | | Can be kept in artificial hives by beekeepers. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 129: | Line 115: | ||
| ATTACK_TRIGGER | | ATTACK_TRIGGER | ||
| pop:exported wealth:created wealth | | pop:exported wealth:created wealth | ||
− | | | + | | stages when a megabeast will attack a site |
|} | |} | ||
Line 146: | Line 132: | ||
| 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 |
| | | | ||
− | * | + | * {{L|material token}} |
*matter state (LIQUID, GAS, SOLID) | *matter state (LIQUID, GAS, SOLID) | ||
− | | | + | | Controls bleeding behaviour |
|- | |- | ||
Line 182: | Line 168: | ||
'''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. |
|- | |- | ||
Line 191: | Line 177: | ||
| 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. | ||
Line 201: | Line 187: | ||
'''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]'' | ||
Line 208: | Line 194: | ||
| 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 |
|- | |- | ||
Line 223: | Line 209: | ||
| 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. |
|- | |- | ||
Line 257: | Line 243: | ||
| 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 |
|- | |- | ||
Line 272: | Line 258: | ||
| CARNIVORE | | CARNIVORE | ||
| | | | ||
− | | Creature ''only'' eats meat | + | | Creature ''only'' eats meat |
|- | |- | ||
Line 316: | Line 302: | ||
| CASTE_PROFESSION_NAME | | CASTE_PROFESSION_NAME | ||
| | | | ||
− | * | + | *Profession |
*singular | *singular | ||
*plural | *plural | ||
Line 356: | Line 342: | ||
| 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 |
|- | |- | ||
Line 407: | Line 402: | ||
*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. | ||
|- | |- | ||
Line 427: | Line 427: | ||
| 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 445: | ||
|- | |- | ||
− | | CV_ADD_TAG | + | | CV_ADD_TAG |
| | | | ||
*TAG NAME | *TAG NAME | ||
Line 451: | Line 451: | ||
|- | |- | ||
− | | CV_REMOVE_TAG | + | | CV_REMOVE_TAG |
| | | | ||
*TAG NAME | *TAG NAME | ||
Line 471: | Line 471: | ||
| DEMON | | DEMON | ||
| | | | ||
− | | | + | | Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]] |
|- | |- | ||
Line 518: | Line 518: | ||
| EGG_MATERIAL | | EGG_MATERIAL | ||
| | | | ||
− | * | + | * {{L|material token}} |
*state (SOLID, LIQUID, or GAS) | *state (SOLID, LIQUID, or GAS) | ||
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist. | | Egg 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. | ||
Line 526: | Line 526: | ||
| | | | ||
*size | *size | ||
− | | | + | | Size of creature's egg? |
|- | |- | ||
Line 541: | Line 541: | ||
| EVIL | | EVIL | ||
| | | | ||
− | | | + | | Determines whether creature can show up on "evil" maps |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 569: | Line 562: | ||
| 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. |
|- | |- | ||
Line 575: | Line 568: | ||
| | | | ||
| Found on subterranean animalmen. | | Found on subterranean animalmen. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 589: | Line 577: | ||
| 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. |
|- | |- | ||
Line 614: | Line 602: | ||
| 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. |
|- | |- | ||
Line 625: | Line 613: | ||
| | | | ||
*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 |
|} | |} | ||
Line 651: | Line 639: | ||
| GENERATED | | GENERATED | ||
| | | | ||
− | | Found on procedurally generated creatures like | + | | Found on procedurally generated creatures like {{L|Forgotten beast}}s, (biome name) {{L|titan}}s, {{L|Demon}}s, and {{L|night creature}}s. |
|- | |- | ||
| GETS_INFECTIONS_FROM_ROT | | GETS_INFECTIONS_FROM_ROT | ||
| | | | ||
− | | | + | | creature can be infected by rot |
|- | |- | ||
| GETS_WOUND_INFECTIONS | | GETS_WOUND_INFECTIONS | ||
| | | | ||
− | | | + | | creature can get infections from wounds |
|- | |- | ||
Line 679: | Line 667: | ||
| GNAWER | | GNAWER | ||
| verb (gnawed) | | verb (gnawed) | ||
− | | The creature | + | | The creature chews on food barrels and bags. |
|- | |- | ||
| GO_TO_END | | GO_TO_END | ||
| | | | ||
− | | | + | | uncertain use, definitely refers to Creature Variants template |
|- | |- | ||
| GO_TO_START | | GO_TO_START | ||
| | | | ||
− | | | + | | uncertain use, definitely refers to Creature Variants template |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 704: | Line 687: | ||
| GRASSTRAMPLE | | GRASSTRAMPLE | ||
| value | | value | ||
− | | | + | | Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. |
|- | |- | ||
| GRAVITATE_BODY_SIZE | | GRAVITATE_BODY_SIZE | ||
− | | | + | | |
− | | | + | | Creature Variants template command, alter body size. |
|- | |- | ||
Line 715: | Line 698: | ||
| | | | ||
*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. |
|} | |} | ||
Line 731: | Line 714: | ||
| 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] |
|- | |- | ||
Line 742: | Line 725: | ||
| | | | ||
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue. | | This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 752: | Line 730: | ||
| | | | ||
*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 | + | | Default 'NONE'. The creature's normal body {{L|temperature}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
Line 782: | Line 754: | ||
| 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 | ||
| | | | ||
− | * | + | * {{L|item token}}:subtype |
− | * | + | * {{L|material token}} |
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc). | | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc). | ||
Line 820: | Line 792: | ||
| 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. |
|- | |- | ||
Line 855: | Line 827: | ||
| LAYS_UNUSUAL_EGGS | | LAYS_UNUSUAL_EGGS | ||
| | | | ||
− | * | + | * {{L|item token}} |
− | * | + | * {{L|material token}} |
− | | Creature lays a particular item instead of regular eggs. | + | | Creature lays a particular item instead of regular eggs. As of v0.31.19, this tag only makes the game crash. |
|- | |- | ||
| LIGAMENTS | | LIGAMENTS | ||
| | | | ||
− | * | + | * {{L|material token}} |
*healing rate | *healing rate | ||
| Defines the material and healing rate of ligaments. | | Defines the material and healing rate of ligaments. | ||
Line 879: | Line 851: | ||
| LISP | | LISP | ||
| | | | ||
− | | Creature | + | | Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz." |
|- | |- | ||
Line 909: | Line 881: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 923: | Line 890: | ||
| MALE | | MALE | ||
| | | | ||
− | | | + | | all male |
|- | |- | ||
| MANNERISM_?? | | MANNERISM_?? | ||
| | | | ||
− | * | + | *occassionally body part |
| Adds a possible mannerism to the creature's profile. | | Adds a possible mannerism to the creature's profile. | ||
− | Refer to | + | Refer to {{L|Creature Token Mannerisms|Mannerisms}} |
|- | |- | ||
Line 941: | Line 908: | ||
| MATERIAL_BREATH_ATTACK | | MATERIAL_BREATH_ATTACK | ||
| | | | ||
− | * | + | * {{L|material token}} |
* breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) | * breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) | ||
| Creates an attack referencing a material, using a given type of breath attack. | | Creates an attack referencing a material, using a given type of breath attack. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| MAXAGE | | MAXAGE | ||
| min:max | | min:max | ||
− | | | + | | range of time in which death from old age may occur |
|- | |- | ||
Line 963: | Line 925: | ||
| MEGABEAST | | MEGABEAST | ||
| | | | ||
− | | Appears on fortress territory in Fortress Mode occasionally. | + | | Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped |
|- | |- | ||
Line 974: | Line 936: | ||
|- | |- | ||
| 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 948: | ||
*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 | ||
| | | | ||
− | * | + | * {{L|material token}} |
* frequency | * frequency | ||
| Allows the creature to be milked. | | Allows the creature to be milked. | ||
Line 1,000: | Line 961: | ||
| | | | ||
| 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 975: | ||
| 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 981: | ||
| | | | ||
*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 1,012: | ||
| 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 1,048: | ||
| | | | ||
| Creature cannot suffer fevers | | Creature cannot suffer fevers | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,116: | Line 1,067: | ||
| NO_THOUGHT_CENTER_FOR_MOVEMENT | | NO_THOUGHT_CENTER_FOR_MOVEMENT | ||
| | | | ||
− | | | + | | Probably shorthand for movement being unaffected by damage in general. |
|- | |- | ||
Line 1,167: | Line 1,118: | ||
| | | | ||
| Creature doesn't feel pain. | | Creature doesn't feel pain. | ||
+ | |||
+ | |- | ||
+ | | NORMAL | ||
+ | | ??? | ||
+ | | Unknown. Found in string dump. | ||
|- | |- | ||
Line 1,191: | Line 1,147: | ||
| 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 1,173: | ||
| 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 1,200: | ||
*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 1,216: | ||
| 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 1,228: | ||
| | | | ||
*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 1,245: | ||
*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 1,252: | ||
*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 1,258: | ||
| | | | ||
*material | *material | ||
− | | Adds a material to selected materials | + | | Adds a material to selected materials. |
|- | |- | ||
− | | POP_RATIO | + | | 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 | ||
+ | |||
+ | |- | ||
+ | | POP_RATIO | ||
+ | | | ||
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY. | | Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY. | ||
Line 1,311: | Line 1,285: | ||
| 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 1,300: | ||
| PROFESSION_NAME | | PROFESSION_NAME | ||
| | | | ||
− | * | + | *Profession |
*singular | *singular | ||
*plural | *plural | ||
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead. | | The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
Line 1,361: | Line 1,323: | ||
*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 1,337: | ||
| REMAINS_UNDETERMINED | | REMAINS_UNDETERMINED | ||
| | | | ||
− | | | + | | |
|- | |- | ||
Line 1,386: | Line 1,343: | ||
| | | | ||
*material token | *material token | ||
− | | Removes a material from a creature | + | | Removes a material from a creature |
|- | |- | ||
Line 1,393: | Line 1,350: | ||
*material token | *material token | ||
| Removes a tissue from a creature. | | Removes a tissue from a creature. | ||
− | + | |} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |} | ||
<div align="center"> | <div align="center"> | ||
Line 1,419: | Line 1,370: | ||
| SECRETION | | SECRETION | ||
| | | | ||
− | * | + | * {{L|material token}} |
*Material State | *Material State | ||
*location secreted from (by_type, by_category, by_token) | *location secreted from (by_type, by_category, by_token) | ||
Line 1,430: | Line 1,381: | ||
| | | | ||
*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 1,392: | ||
| SELECT_MATERIAL | | SELECT_MATERIAL | ||
| | | | ||
− | * | + | *MATERIAL NAME |
− | | Selects | + | | Selects the material. Can be ALL. |
+ | |||
+ | |- | ||
+ | | SELECT_TISSUE | ||
+ | | | ||
+ | *tissue token | ||
+ | | Selects a tissue for editing. | ||
+ | |||
+ | |- | ||
+ | | SELECT_TISSUE_LAYER | ||
+ | | | ||
+ | *TISSUE | ||
+ | *BY_CATEGORY, BY_TYPE, BY_TOKEN | ||
+ | *Location - category, type, or token | Selects a tissue at a location | ||
+ | * (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND. | ||
+ | | Selects a tissue layer for descriptor and cosmetic purposes. | ||
|- | |- | ||
| SEMIMEGABEAST | | SEMIMEGABEAST | ||
| | | | ||
− | | Appears as boss creature in quests. Makes history by rampaging around towns | + | | Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves. |
|- | |- | ||
Line 1,454: | Line 1,420: | ||
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN | *selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN | ||
*category, type, or token | *category, type, or token | ||
− | | | + | | selection token" |
|- | |- | ||
Line 1,467: | Line 1,433: | ||
|- | |- | ||
| 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 1,459: | ||
*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 1,521: | Line 1,485: | ||
| 'character' or tile number | | 'character' or tile number | ||
| 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. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| 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 1,543: | ||
| TENDONS | | TENDONS | ||
| | | | ||
− | * | + | * {{L|material token}} |
*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 1,622: | Line 1,557: | ||
| 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. | ||
+ | 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). | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | * | ||
− | | Presumably | ||
− | |||
|- | |- | ||
− | | | + | | TISSUE_LAYER_UNDER |
| | | | ||
− | * | + | *BY_TYPE, BY_CATEGORY, BY_TOKEN |
− | * | + | *TYPE,CATEGORY, or TOKEN |
− | | | + | *TISSUE |
+ | | Adds the tissue layer under a given part. | ||
|- | |- | ||
− | | | + | | 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. |
+ | |||
+ | |- | ||
+ | | 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. | ||
|- | |- | ||
− | | TRAINABLE_WAR | + | | 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. | | Can be trained as war beasts by way of kennels. | ||
Line 1,727: | Line 1,699: | ||
| UNDERSWIM | | UNDERSWIM | ||
| | | | ||
− | | Creature swims under the water and can't be seen. | + | | Creature swims under the water and can't be seen.{{verify}} |
|- | |- | ||
| UNIQUE_DEMON | | UNIQUE_DEMON | ||
| | | | ||
− | | Typically found on | + | | Typically found on genned [[demon]]s; sets the creature as capable of "emerging from the underworld" and taking over during worldgen. |
|- | |- | ||
| USE_CASTE | | USE_CASTE | ||
| | | | ||
− | * | + | *caste token |
− | + | | | |
− | | | ||
|- | |- | ||
| USE_MATERIAL | | USE_MATERIAL | ||
| | | | ||
− | *new material | + | *new material token |
− | *old material | + | *old material id |
− | | | + | | Uses a local creature mat to define a new material?{{verify}} |
|- | |- | ||
Line 1,753: | Line 1,724: | ||
*new material token | *new material token | ||
*material template | *material template | ||
− | | | + | | Loads a material, and gives it a shortname for later reference |
|- | |- | ||
Line 1,760: | Line 1,731: | ||
*new tissue token | *new tissue token | ||
*old tissue id | *old tissue id | ||
− | | | + | | Uses a local creature mat to define a new material?{{verify}} |
|- | |- | ||
Line 1,789: | Line 1,760: | ||
| | | | ||
| unknown | | unknown | ||
+ | |||
+ | |- | ||
+ | | VIEWRANGE | ||
+ | | value | ||
+ | | Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20. | ||
|- | |- | ||
| VERMIN_BITE | | VERMIN_BITE | ||
| | | | ||
− | * | + | *amount |
− | *verb (bitten, stung | + | *verb (bitten, stung) |
− | * | + | * {{L|material token}} |
− | | | + | | vermin bites, and injects something. |
|- | |- | ||
| VERMIN_EATER | | VERMIN_EATER | ||
| | | | ||
− | | | + | | Vermin can nibble food?{{verify}} |
|- | |- | ||
| VERMIN_FISH | | VERMIN_FISH | ||
| | | | ||
− | | | + | | Acts like a fish |
|- | |- | ||
| VERMIN_GROUNDER | | VERMIN_GROUNDER | ||
| | | | ||
− | | The creature | + | | The creature can be picked up if you stand over it. (Requires confirmation) |
+ | 'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)' | ||
|- | |- | ||
| VERMIN_HATEABLE | | VERMIN_HATEABLE | ||
− | | | + | | |
| Some dwarves will hate the creature and get unhappy thoughts when around it. | | Some dwarves will hate the creature and get unhappy thoughts when around it. | ||
Line 1,821: | Line 1,798: | ||
| VERMIN_MICRO | | VERMIN_MICRO | ||
| | | | ||
− | | This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. | + | | This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. |
|- | |- | ||
Line 1,841: | Line 1,818: | ||
| VERMIN_ROTTER | | VERMIN_ROTTER | ||
| | | | ||
− | | Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. | + | | Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. |
|- | |- | ||
| VERMIN_SOIL | | VERMIN_SOIL | ||
| | | | ||
− | | The creature randomly appears near dirt or mud. | + | | The creature randomly appears near dirt or mud. |
|- | |- | ||
Line 1,856: | Line 1,833: | ||
| VERMINHUNTER | | VERMINHUNTER | ||
| | | | ||
− | | | + | | A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. |
|- | |- | ||
Line 1,862: | Line 1,839: | ||
| | | | ||
| Sets if the creature is active in evening. | | Sets if the creature is active in evening. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
Line 1,887: | Line 1,859: | ||
| WEBBER | | WEBBER | ||
| | | | ||
− | * | + | * {{L|material token}} |
− | | | + | | allows the creature to web, and defines what the webs are made of. |
|- | |- | ||
Line 1,906: | Line 1,878: | ||
| ATTACK_SKILL | | ATTACK_SKILL | ||
| | | | ||
− | *skill used ( | + | *skill used ({{L|Skill tokens}}) |
| defines the attack skill used | | defines the attack skill used | ||
Line 1,918: | Line 1,890: | ||
| | | | ||
*% value | *% value | ||
− | | amount of available tissue used in attack | + | | amount of available tissue used in attack |
|- | |- | ||
Line 1,924: | Line 1,896: | ||
| | | | ||
*% 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 1,931: | Line 1,913: | ||
*MAIN or SECOND | *MAIN or SECOND | ||
| 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. | ||
|- | |- | ||
Line 1,938: | Line 1,925: | ||
|- | |- | ||
− | + | | SPECIALATTACK_INJECT_EXTRACT | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | SPECIALATTACK_INJECT_EXTRACT | ||
| | | | ||
− | * | + | * {{L|material token}} |
*state (SOLID, LIQUID, GAS) | *state (SOLID, LIQUID, GAS) | ||
*min:max | *min:max | ||
Line 1,970: | Line 1,942: | ||
===Tissue Modification=== | ===Tissue Modification=== | ||
− | This next group of tokens deals setting and modifying tissue properties. (See also [[Tissue definition token]]) | + | This next group of tokens deals setting and modifying tissue properties. (See also [[DF2010:Tissue definition token]]) |
Line 2,022: | Line 1,994: | ||
| Sets a tissue layer to be made of a different tissue. | | Sets a tissue layer to be made of a different tissue. | ||
− | |- | + | |- |
− | | | + | | 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] |
− | |||
− | | | ||
− | |||
|- | |- | ||
− | + | | TL_COLOR_MODIFIER | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | TL_COLOR_MODIFIER | ||
| COLOR:freq:COLOR:freq etc | | COLOR:freq:COLOR:freq etc | ||
| Creates a list of color patterns, giving each a frequency. | | Creates a list of color patterns, giving each a frequency. | ||
|- | |- | ||
− | | TL_CONNECTS | + | |TL_CONNECTS |
| | | | ||
| Presumably gives the CONNECTS attribute to selected layers. | | Presumably gives the CONNECTS attribute to selected layers. | ||
|- | |- | ||
− | | TL_HEALING_RATE | + | |TL_HEALING_RATE |
| | | | ||
| Presumably changes the HEALING_RATE of the selected tissue layers. | | Presumably changes the HEALING_RATE of the selected tissue layers. | ||
|- | |- | ||
− | | TL_MAJOR_ARTERIES | + | |TL_MAJOR_ARTERIES |
| | | | ||
| Gives Major Artery attribute to selected layers. | | Gives Major Artery attribute to selected layers. | ||
|- | |- | ||
− | | TL_PAIN_RECEPTORS | + | |TL_PAIN_RECEPTORS |
| | | | ||
| Seems to set new number of pain receptors for selected tissue layers. | | Seems to set new number of pain receptors for selected tissue layers. | ||
|- | |- | ||
− | | TL_RELATIVE_THICKNESS | + | |TL_RELATIVE_THICKNESS |
| | | | ||
| Seems to set new relative thickness for selected tissue layers. | | Seems to set new relative thickness for selected tissue layers. | ||
|- | |- | ||
− | | TL_VASCULAR | + | |TL_VASCULAR |
| | | | ||
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers. | | Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers. | ||
Line 2,116: | Line 2,039: | ||
==See Also== | ==See Also== | ||
− | + | [[DF2010:Body detail plan token]] | |
− | + | [[DF2010:Body token]] | |
− | + | [[DF2010:Material definition token]] | |
− | + | [[DF2010:Syndrome]] | |
− | + | [[DF2010:Tissue definition token]] | |
+ | |||
{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} |