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Difference between revisions of "v0.31:Creature token"

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{{av}}{{fine}}
+
{{Quality|Superior|19:06, 26 August 2014 (UTC)}}
 +
{{av}}
  
Tentative at best in some cases. Legacy stuff unlisted.
+
A full list of all known creature tokens.
  
 
__NOTOC__
 
__NOTOC__
  
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==A==
 
==A==
Line 12: Line 16:
 
! 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 30: Line 40:
 
| AMBUSHPREDATOR  
 
| AMBUSHPREDATOR  
 
|   
 
|   
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too
+
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}
  
 
|-  
 
|-  
 
| AMPHIBIOUS  
 
| AMPHIBIOUS  
 
|   
 
|   
| Allows a creature to breathe with or without water.  
+
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].
 +
 
 +
|-
 +
| 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.
  
 
|-
 
|-
Line 61: Line 78:
 
*Scale (DAILY,  YEARLY)
 
*Scale (DAILY,  YEARLY)
 
*min:max  of growth
 
*min:max  of growth
*start year:end year  
+
*start year:start day
| setting the growth rate of the modifier
+
*end year:end day
 +
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.
  
 
|-  
 
|-  
Line 68: Line 86:
 
|  
 
|  
 
*CV TEMPLATE NAME  
 
*CV TEMPLATE NAME  
| Loads the [[Creature Variation]] Template specified.
+
| Loads the Creature Variation Template specified.
  
 
|-  
 
|-  
 
| APPLY_CURRENT_CREATURE_VARIATION  
 
| APPLY_CURRENT_CREATURE_VARIATION  
 
|   
 
|   
| Applies loaded [[Creature Variation]]
+
| Applies loaded Creature Variation
  
 
|-  
 
|-  
 
| 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 [[water]].  
  
 
|-  
 
|-  
Line 84: Line 102:
 
|   
 
|   
 
| Does not appear in arena mode list
 
| Does not appear in arena mode list
 +
 +
|-
 +
| ARTIFICIAL_HIVEABLE
 +
|
 +
| Can be kept in artificial hives by beekeepers.
 +
 +
|-
 +
| AT_PEACE_WITH_WILDLIFE
 +
|
 +
| Does not attack or frighten wildlife.
  
 
|-  
 
|-  
Line 92: Line 120:
 
*selection criteria
 
*selection criteria
 
*location  
 
*location  
| Defines the attack name, and the body part used.
+
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
 +
'''Example:'''<br />
 +
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br />
 +
''GORE'' : name of the attack<br />
 +
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)
  
 
|-  
 
|-  
| ATTACK_CONTACT_PERC
+
| ATTACK_TRIGGER
|  
+
| pop:exported wealth:created wealth
*% value
+
| Specifies when a [[megabeast]] will attack the fortress.
| amount of available tissue used in attack
 
  
|-
+
|}
| ATTACK_FLAG_CANLATCH
 
 
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in it's definition is made.
 
  
|-  
+
<div align="center">
| ATTACK_FLAG_EDGE
+
{{alphabetical TOC}}
|
+
</div>
| attack type
+
 
 +
==B==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
|-  
 +
| BABY
 +
| integer
 +
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
  
 
|-  
 
|-  
| ATTACK_FLAG_WITH
+
| BABYNAME
 +
| singular:plural
 +
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
 +
 
 +
|-
 +
| BEACH_FREQUENCY
 
|   
 
|   
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
+
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.  
  
 
|-  
 
|-  
| ATTACK_PENETRATION_PERC
+
| BENIGN
|  
+
|
*% value
+
| 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).
| probably amount of material that makes contact when penetration is done
 
  
 
|-  
 
|-  
| ATTACK_PRIORITY
+
| BIOME
 
|  
 
|  
*MAIN or SECOND
+
* [[biome token]]
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
+
| Select a [[Biome]] the creature may appear in.
  
 
|-  
 
|-  
| ATTACK_SKILL
+
| BLOOD
 
|  
 
|  
*skill used ({{L|Skill tokens}})
+
* [[material token]]
| defines the attack skill used
+
*matter state (LIQUID, GAS, SOLID)  
 +
| Specifies what the creature's blood is made of.
  
 
|-  
 
|-  
| ATTACK_TRIGGER
+
| BODY
| pop:exported wealth:created wealth{{verify}}
+
| body parts
| stages when a megabeast will attack a site
+
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
 +
'''Example:'''<br />
 +
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
 +
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.
  
 
|-  
 
|-  
| ATTACK_VERB
+
| BODY_APPEARANCE_MODIFIER
| 2nd person:3rd person
+
|  
| descriptive text for the attack
+
*ATTRIBUTE
 +
*lowest:lower:low:median:high:higher:highest
 +
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
 +
'''Example:'''<br />
 +
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br />
 +
''HEIGHT'' : marks the height to be changed <br />
 +
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.
  
|}
 
 
==B==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-  
 
|-  
| BABY
+
| BODY_DETAIL_PLAN
| integer
+
| PlanName, PlanName:type:type:type:etc
| age at which creature is considered a child
+
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
 +
'''Example:'''<br />
 +
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
 +
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
 +
A [[Purring maggot|maggot]] would only need:<br />
 +
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''
  
 
|-  
 
|-  
| BABYNAME
+
| BODY_SIZE
| singular:plural
+
| years:days:size
| name at caste level
+
| sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.
 +
'''Example:'''<br />
 +
[BODY_SIZE:0:0:10000]<br />
 +
[BODY_SIZE:1:168:50000]<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
  
 
|-  
 
|-  
| BEACH_FREQUENCY
+
| BODYGLOSS
|
+
| gloss
| Whales and jellyfish have this. Controls the beaching frequency of the creature.  
+
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
  
 
|-  
 
|-  
| BENIGN
+
| BONECARN
 
|   
 
|   
| Determines whether creature can show up on "tame" maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).  
+
| Creature eats bones. Implies CARNIVORE. Civilized creatures (e.g. Kobolds) with this tag tend to die out during world generation.
  
 
|-  
 
|-  
| BIOME
+
| BP_APPEARANCE_MODIFIER
 
|  
 
|  
* biome token
+
*QUALITY
| Select a {{L|Biome}} the creature may appear in. See {{L|Biome Tokens}}
+
*lowest:lower:low:median:high:higher:highest
 +
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)
  
 
|-  
 
|-  
| BLOOD, PUS, OTHER MATERIAL state definition
+
| BUILDINGDESTROYER
|  
+
| 1 or 2
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
+
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands.
*selected material
+
|}
*matter state (LIQUID, GAS, ALL_SOLID) | Controls bleeding behaviour
+
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
|-  
+
==C==
| BODY
+
{| {{prettytable}}
| body parts
+
|- bgcolor="#ddd"
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
+
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
  
 
|-  
 
|-  
| BODY_APPEARANCE_MODIFIER
+
| CAN_LEARN
|  
+
|
*ATTRIBUTE
+
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.
*lowest:lower:low:median:high:higher:highest | These body modifiers give individual dwarves 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.
 
  
 
|-  
 
|-  
| BODY_DETAIL_PLAN
+
| CAN_SPEAK
| PlanName, PlanName:type:type:type:etc
+
|
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
+
| 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}}
  
 
|-  
 
|-  
| BODY_SIZE
+
| CANNOT_UNDEAD
| years:days:size
+
|
| sets up size at a given time. Size is roughly equal to the creature's average weight in grams.
+
| Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.
  
 
|-  
 
|-  
| BODYGLOSS
+
| CANOPENDOORS
| gloss
+
|
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
+
| Allows the creature to open doors.  
  
 
|-  
 
|-  
| BONECARN
+
| CARNIVORE
 
|   
 
|   
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.  
+
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.
  
 
|-  
 
|-  
| BP_APPEARANCE_MODIFIER
+
| CASTE
 
|  
 
|  
*QUALITY
+
*name
*lowest:lower:low:median:high:higher:highest
+
| defines a caste
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)
+
 
 +
|-
 +
| CASTE_ALTTILE
 +
|
 +
*tile number or "letter"
 +
| Caste-specific alternate tile. Expects CASTE_TILE
  
|-  
+
|-
| BUILDINGDESTROYER
+
| CASTE_COLOR
| 1 or 2
+
|
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands.  
+
*fg
|}
+
*bg
 +
*brightness
 +
| Creature tile color of the caste.
  
==C==
+
|-
{| {{prettytable}}
+
| CASTE_GLOWCOLOR
|- bgcolor="#ddd"
+
|
! width="20%" | Token
+
*fg
! width="20%" | Arguments
+
*bg
! width="60%" | Description
+
*brightness
|-
+
| GLOWTILE color of the caste.
| CAN_LEARN
 
 
| CAN_LEARN
 
  
|-  
+
|-
| CAN_SPEAK
+
| CASTE_GLOWTILE
|
+
|
| Can talk. Note that it is not necessary for a creature to gain social skills.
+
*tile value or "letter"
 +
| Caste-specific glowtile
  
 
|-  
 
|-  
| CANNOT_UNDEAD
+
| CASTE_NAME
|
+
| singular:plural:adjective
| Cannot be turned into a zombie or skeletal undead
+
| The name of the caste of the creature in the game.
  
 
|-  
 
|-  
| CANOPENDOORS
+
| CASTE_PROFESSION_NAME
|
+
|  
| Allows the creature to open doors.  
+
*[[Unit type token]] (Profession)
 +
*singular
 +
*plural
 +
| alters the name of the given profession, caste-specific
 +
 
 +
|-
 +
| CASTE_SOLDIER_ALTTILE
 +
| 'character' or tile number
 +
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.
  
|-  
+
|-
| CARNIVORE
+
| CASTE_SOLDIER_TILE
|
+
| 'character' or tile number
| Creature eats meat
+
| Creatures of this caste active in their civilization's military will use this tile instead.
  
 
|-  
 
|-  
| CASTE
+
| CASTE_SPEECH
|  
+
| speech file?
*name
+
| Possibly a caste-specific instance of the SPEECH token
| defines a caste
 
  
 
|-
 
|-
| CASTE_ALTTILE
+
| CASTE_TILE
 
|
 
|
*tile number or "letter"
+
* tile number or "letter"
| Caste-specific alttile. Expects CASTE_TILE
+
| Caste-specific creature tile.
 +
 
 +
|-
 +
| CAVE_ADAPT
 +
 +
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
  
 
|-
 
|-
| CASTE_COLOR
+
| CHANGE_BODY_SIZE_PERC
 
|
 
|
*fg
 
*bg
 
*brightness
 
| Creature tile color of the caste.
 
 
|-
 
| CASTE_GLOWCOLOR
 
 
|
 
|
*fg
 
*bg
 
*brightness
 
| GLOWTILE color of the caste.
 
  
|-
+
|-  
| CASTE_GLOWTILE
+
| CHILD
|
+
| integer
*tile value or "letter"
+
| 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.
| Caste-specific glowtile
 
  
 
|-  
 
|-  
| CASTE_NAME
+
| CHILDNAME
| singular:plural:adjective
+
| singular:plural  
| The name of the caste of the creature in the game.
+
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
  
 
|-  
 
|-  
| CASTE_PROFESSION_NAME
+
| CLUSTER_NUMBER
|  
+
|
*Profession
+
*min
*singular
+
*max
*plural
+
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.
| alters the name of the given profession, caste-specific
+
e.g. [CLUSTER_NUMBER:1:3]
  
|-  
+
|-
| CASTE_SPEECH
+
|CLUTCH_SIZE
| speech file?
+
|
| Possibly a caste-specific instance of the SPEECH token
+
*min
 +
*max
 +
|Number of eggs laid in one sitting.
  
 
|-
 
|-
| CASTE_TILE
+
| COLONY_EXTERNAL
 
|
 
|
* tile number or "letter"
+
| Caste hovers around colony.
| Caste-specific creature tile.
 
  
 
|-  
 
|-  
| CAVE_ADAPT
+
| COLOR
|
+
| foreground:background:brightness
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
+
| Color  of the creature's tile.  
  
 
|-  
 
|-  
| CE_X
+
| COMMON_DOMESTIC
|  
+
|
*SEV:<value>  (severity, higher is worse)
+
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL
*PROB:<value(1-100)> (probability)
 
*RESISTABLE (optional) allows resistance
 
*SIZE_DILUTES (optional) lessens effect based on size
 
Place effected:
 
*LOCALIZED (optional)
 
*VASCULAR_ONLY (optional)
 
*MUSCULAR_ONLY (optional)
 
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)
 
Timeline:
 
*Start:effect start time
 
*Peak:effect peak time
 
*End:effect end time
 
| Specifies the way that a syndrome affects a creature - more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]
 
  
 
|-
 
|-
| CHANGE_BODY_SIZE_PERC
+
| CONVERTED_SPOUSE
|
 
 
|
 
|
 +
| Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
  
 
|-  
 
|-  
| CHILD
+
| COOKABLE_LIVE
| integer
+
|
| age at which creature is considered an adult
+
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
  
 
|-  
 
|-  
| CHILD_BODYPART_GROUP
+
| COPY_TAGS_FROM
 
|  
 
|  
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
+
*CREATURE NAME
*master location
+
| Copies tags from another specified creature.
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
 
*specific location
 
| selects all parts of a group to be used.
 
  
 
|-  
 
|-  
| CHILDNAME
+
| CREATURE_CLASS
| singular:plural
 
| name at caste level
 
 
 
|-
 
| CLUSTER_NUMBER
 
 
|
 
|
*min
+
*classname
*max
+
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.
 
e.g. [CLUSTER_NUMBER:1:3]
 
  
|-  
+
|-
| COLDDAM_POINT
+
| CREATURE_SOLDIER_TILE
| value
+
| 'character' or tile number
| The minimum temperature limit before the creature starts taking damage from freezing.  
+
| Creatures active in their civilization's military will use this tile instead.
  
 
|-  
 
|-  
| COLOR
+
| CREATURE_TILE
| foreground:background:brightness
+
| 'character' or tile number
| Color  of the creature's tile.  
+
| The symbol of the creature in ASCII mode.
  
 
|-  
 
|-  
| COMMON_DOMESTIC
+
| CREPUSCULAR
 
|   
 
|   
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT. In addition, the creature must be NATURAL rather than FANCIFUL
+
| Sets if the creature is active at twilight.
  
 
|-  
 
|-  
| COOKABLE_LIVE
+
| CURIOUSBEAST_EATER
 
|   
 
|   
| Set this to allow the creature to be cooked in meals without first being cleaned.
+
| Allows a creature to steal and eat edible items from a site.  
  
 
|-  
 
|-  
| COPY_TAGS_FROM
+
| CURIOUSBEAST_GUZZLER
|  
+
|
*CREATURE NAME
+
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.  
| Copies tags from another specified creature.
 
  
 
|-  
 
|-  
| CREATURE
+
| CURIOUSBEAST_ITEM
| name
+
|
| What the game looks for when generating creatures.
+
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.
  
 
|-  
 
|-  
| CREATURE_CLASS
+
| CV_ADD_TAG
|
+
|  
*classname
+
*TAG NAME
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.
+
| Adds a tag. Used in conjunction with creature variation templates.
  
 
|-  
 
|-  
| CREATURE_TILE
+
| CV_REMOVE_TAG
| 'character' or tile number
 
| The symbol of the creature in ASCII mode.
 
 
 
|-
 
| CREPUSCULAR
 
 
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL.
 
 
 
|-
 
| CURIOUSBEAST_EATER
 
 
| Allows a creature to steal and eat edible items from you.
 
 
 
|-
 
| CURIOUSBEAST_GUZZLER
 
 
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.
 
 
 
|-
 
| CURIOUSBEAST_ITEM
 
 
| Allows a creature to steal things (apparently the highest value it can find).
 
 
 
|-
 
| CV_ADD_TAG
 
|
 
*TAG NAME
 
| Adds a tag. Used in conjunction with creature variation templates. 
 
 
 
|-
 
| CV_REMOVE_TAG  
 
 
|  
 
|  
 
*TAG NAME  
 
*TAG NAME  
 
| Removes a tag. Used in conjunction with creature variation templates.  
 
| Removes a tag. Used in conjunction with creature variation templates.  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==D==
 
==D==
Line 457: Line 471:
 
| DEMON
 
| DEMON
 
|   
 
|   
| Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]]
+
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
 
 
|-  
 
| DEMON_UNIQUE
 
 
| Typically found on genned [[demon]]s; sets the creature as capable of "emerging from the underworld" and taking over during worldgen.
 
  
 
|-  
 
|-  
Line 468: Line 477:
 
| text  
 
| text  
 
| A brief description of the creature type.
 
| A brief description of the creature type.
 +
 +
|-
 +
| DIE_WHEN_VERMIN_BITE
 +
|
 +
| Dies upon attacking.  Used for bee stings.
  
 
|-  
 
|-  
Line 489: Line 503:
 
| Creature breathes fire in a cone.  
 
| Creature breathes fire in a cone.  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==E==
 
==E==
Line 496: Line 514:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
 +
|-
 +
| EGG_MATERIAL
 +
|
 +
* [[material token]]
 +
*state (SOLID, LIQUID, or GAS)
 +
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
 +
 +
|-
 +
| EGG_SIZE
 +
|
 +
*size
 +
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.
  
 
|-
 
|-
 
| EQUIPMENT_WAGON  
 
| EQUIPMENT_WAGON  
 
|   
 
|   
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.  
+
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
  
 
|-  
 
|-  
Line 510: Line 541:
 
| EVIL  
 
| EVIL  
 
|   
 
|   
| Determines whether creature can show up on "evil" maps
+
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.
 +
 
 +
 
 +
|-
 +
| EXTRACT
 +
|
 +
* [[material token]]
 +
| Defines a creature extract which can be obtained via [[small animal dissection]].
  
 
|-  
 
|-  
Line 518: Line 556:
 
|}
 
|}
  
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==F==
 
==F==
Line 528: Line 569:
 
| 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. Conflicts with [COMMON_DOMESTIC]
  
 
|-
 
|-
Line 534: Line 575:
 
|
 
|
 
| Found on subterranean animalmen.
 
| Found on subterranean animalmen.
 +
 +
|-
 +
| FEATURE_BEAST
 +
|
 +
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
  
 
|-  
 
|-  
 
| FEMALE  
 
| FEMALE  
 
|   
 
|   
| all female
+
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
  
 
|-  
 
|-  
 
| FIREBREATH  
 
| FIREBREATH  
 
|   
 
|   
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
+
| The creature breathes long range fireballs and has a short range cone shaped fire breath attack.
  
 
|-  
 
|-  
 
| FIREIMMUNE  
 
| FIREIMMUNE  
 
|   
 
|   
| As of versionv0.28.181.40d, 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.
+
| The creature is immune to FIREBREATH and steam.
  
 
|-  
 
|-  
 
| FIREIMMUNE_SUPER  
 
| FIREIMMUNE_SUPER  
 
|   
 
|   
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE.  
+
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.  
  
 
|-  
 
|-  
Line 568: Line 614:
 
| FLEEQUICK  
 
| FLEEQUICK  
 
|   
 
|   
| Determines how soon a creature flees in a losing battle.  
+
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
  
 
|-  
 
|-  
 
| FLIER  
 
| FLIER  
 
|   
 
|   
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.  
+
| 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.
  
 
|-  
 
|-  
Line 579: Line 625:
 
|
 
|
 
*number, max 100
 
*number, max 100
| 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].
+
| 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.
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==G==
 
==G==
Line 601: Line 651:
 
| GENERATED
 
| GENERATED
 
|   
 
|   
| Found on generated creatures like [[Forgotten beast]]s and [[Demon]]s.
+
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s.
  
 
|-  
 
|-  
 
| GETS_INFECTIONS_FROM_ROT  
 
| GETS_INFECTIONS_FROM_ROT  
 
|   
 
|   
| can be infected by rot
+
| Creature can get infections from necrotic tissue.
  
 
|-
 
|-
 
| GETS_WOUND_INFECTIONS  
 
| GETS_WOUND_INFECTIONS  
 
|   
 
|   
| can be infected from wounds
+
| Creature's wounds can become infected.
  
 
|-  
 
|-  
Line 619: Line 669:
 
*background
 
*background
 
*brightness  
 
*brightness  
| The colour of the GLOWTILE of the creature  
+
| The colour of the GLOWTILE of the creature.
  
 
|-  
 
|-  
 
| GLOWTILE  
 
| GLOWTILE  
 
| ascii character  
 
| ascii character  
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect.  
+
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.
  
 
|-  
 
|-  
 
| GNAWER  
 
| GNAWER  
 
| verb (gnawed)  
 
| verb (gnawed)  
| The creature chews on food storage containers.  
+
| 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.
  
 
|-  
 
|-  
 
| GO_TO_END  
 
| GO_TO_END  
 
|   
 
|   
| uncertain use, definitely refers to Creature Variants template
+
| When using tags from an existing creature, inserts new tags at the end of the creature.
  
 
|-  
 
|-  
 
| GO_TO_START  
 
| GO_TO_START  
 
|   
 
|   
| uncertain use, definitely refers to Creature Variants template
+
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
 +
 
 +
|-
 +
| GO_TO_TAG
 +
 +
| When using tags from an existing creature, inserts new tags after the specified tag.
  
 
|-  
 
|-  
 
| GOOD  
 
| GOOD  
 
|   
 
|   
| Determines whether creature can show up on "good" maps
+
| Determines whether creature can show up on "good" areas. Eg. unicorn.
  
 
|-  
 
|-  
 
| 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.
+
| 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.
  
 
|-
 
|-
 
| GRAVITATE_BODY_SIZE
 
| GRAVITATE_BODY_SIZE
 +
| target value
 +
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.
 +
 +
|-
 +
| GRAZER
 
|
 
|
|
+
*number
 +
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==H==
 
==H==
Line 663: Line 728:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
|-
 +
| HABIT
 +
| type:probability
 +
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.
 +
 +
|-
 +
| HABIT_NUM
 +
| number or TEST_ALL
 +
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".<sup>[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]</sup> All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
 +
 
|-  
 
|-  
 
| HAS_NERVES  
 
| HAS_NERVES  
 
|   
 
|   
| This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.
+
| 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.
  
 
|-  
 
|-  
| HEATDAM_POINT
+
| HASSHELL
| value
+
|
| The maximum temperature limit before the creature will start recieving damage from heat.
+
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
 +
 
 +
|-
 +
| HIVE_PRODUCT
 +
|
 +
*number
 +
*[[time]]
 +
*[[item token]]s
 +
| What product is harvested from [[Beekeeping industry|beekeeping]].
  
 
|-  
 
|-  
 
| HOMEOTHERM  
 
| HOMEOTHERM  
 
|   
 
|   
| Default 'NONE'. The creature's normal body [[DF2010:Temperature |temperature]]
+
| Default 'NONE'. The creature's normal body [[temperature]]
 +
 
 +
|-
 +
| HUNTS_VERMIN
 +
|
 +
| Creature hunts and kills nearby vermin.