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

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{{av}}{{Quality|Exceptional}}
+
{{Quality|Superior|19:06, 26 August 2014 (UTC)}}
 +
{{av}}
  
Tentative at best in some cases.
+
A full list of all known creature tokens.
  
 
__NOTOC__
 
__NOTOC__
Line 19: Line 20:
 
| ADOPTS_OWNER
 
| 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}}
  
 
|-  
 
|-  
Line 39: Line 40:
 
| AMBUSHPREDATOR  
 
| AMBUSHPREDATOR  
 
|   
 
|   
| Makes the creature start out hidden. Used by {{L|giant cave spider}}s. May make {{L|web}}s 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 {{L| water}}. Implies [AQUATIC].
+
| Allows a creature to breathe with or without [[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.
  
 
|-
 
|-
Line 93: Line 96:
 
| AQUATIC  
 
| AQUATIC  
 
|   
 
|   
| Allows a creature to breathe underwater, but causes it to "drown" out of {{L| water}}.  
+
| Allows a creature to breathe underwater, but causes it to "drown" out of [[water]].  
  
 
|-  
 
|-  
Line 108: Line 111:
 
| AT_PEACE_WITH_WILDLIFE
 
| AT_PEACE_WITH_WILDLIFE
 
|
 
|
|
+
| Does not attack or frighten wildlife.
  
 
|-  
 
|-  
Line 126: Line 129:
 
| ATTACK_TRIGGER  
 
| ATTACK_TRIGGER  
 
| pop:exported wealth:created wealth
 
| pop:exported wealth:created wealth
| stages when a megabeast will attack a site
+
| Specifies when a [[megabeast]] will attack the fortress.
  
 
|}
 
|}
Line 143: Line 146:
 
| 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  
| name at caste level
+
| 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  
 
| BEACH_FREQUENCY  
 
|   
 
|   
| {{L|Whale}}s and {{L|Sea nettle jellyfish|jellyfish}} have this. Controls the beaching frequency of the creature.  
+
| [[Whale]]s and [[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 {{L|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 [[elephant]]s), 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 {{L|Biome}} the creature may appear in.
+
| Select a [[Biome]] the creature may appear in.
  
 
|-  
 
|-  
| BLOOD, PUS, OTHER MATERIAL state definition
+
| BLOOD
 
|  
 
|  
* {{L|material token}}
+
* [[material token]]
 
*matter state (LIQUID, GAS, SOLID)  
 
*matter state (LIQUID, GAS, SOLID)  
| Controls bleeding behaviour
+
| Specifies what the creature's blood is made of.
  
 
|-  
 
|-  
Line 179: Line 182:
 
'''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 {{L|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 [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.
  
 
|-  
 
|-  
Line 188: Line 191:
 
| 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:LENGTH:90:95:98:100:102:105:110] <br />
+
[BODY_APPEARANCE_MODIFIER:HEIGHT: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 198: Line 201:
 
'''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 {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
+
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
A {{L|Purring maggot|maggot}} would only need:<br />
+
A [[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 205: Line 208:
 
| BODY_SIZE
 
| BODY_SIZE
 
| years:days:size  
 
| years:days:size  
| sets up size at a given time. Size is roughly equal to the creature's average weight in grams.
+
| 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 />
 
'''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 {{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
+
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
  
 
|-  
 
|-  
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| BONECARN  
 
| BONECARN  
 
|   
 
|   
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE.
+
| Creature eats bones. Implies CARNIVORE. Civilized creatures (e.g. Kobolds) with this tag tend to die out during world generation.
  
 
|-  
 
|-  
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| CAN_SPEAK  
 
| CAN_SPEAK  
 
|   
 
|   
| Can talk. Note that it is not necessary for a creature to gain social skills.  
+
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}
  
 
|-  
 
|-  
 
| CANNOT_UNDEAD  
 
| CANNOT_UNDEAD  
 
|   
 
|   
| Cannot be turned into a zombie or skeletal undead
+
| Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.
  
 
|-  
 
|-  
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| CARNIVORE  
 
| CARNIVORE  
 
|   
 
|   
| Creature ''only'' eats meat
+
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.
  
 
|-  
 
|-  
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| CASTE_PROFESSION_NAME  
 
| CASTE_PROFESSION_NAME  
 
|  
 
|  
*Profession
+
*[[Unit type token]] (Profession)
 
*singular
 
*singular
 
*plural  
 
*plural  
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| integer  
 
| integer  
 
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
 
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
 
|-
 
| CHILD_BODYPART_GROUP
 
|
 
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
 
*master location
 
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
 
*specific location
 
| selects all parts of a group to be used.
 
  
 
|-  
 
|-  
 
| CHILDNAME  
 
| CHILDNAME  
 
| singular:plural  
 
| singular:plural  
| name at caste level
+
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
  
 
|-  
 
|-  
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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. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL.  
+
| Sets if the creature is active at twilight.
  
 
|-  
 
|-  
Line 456: Line 445:
  
 
|-  
 
|-  
| CV_ADD_TAG  
+
| CV_ADD_TAG
 
|  
 
|  
 
*TAG NAME  
 
*TAG NAME  
Line 462: Line 451:
  
 
|-  
 
|-  
| CV_REMOVE_TAG  
+
| CV_REMOVE_TAG
 
|  
 
|  
 
*TAG NAME  
 
*TAG NAME  
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| DEMON
 
| DEMON
 
|   
 
|   
| Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]]
+
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
  
 
|-  
 
|-  
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| EGG_MATERIAL
 
| EGG_MATERIAL
 
|
 
|
* {{L|material token}}
+
* [[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 537: Line 526:
 
|
 
|
 
*size
 
*size
| Size of creature's egg?
+
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.
  
 
|-
 
|-
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| 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]].
  
 
|-  
 
|-  
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| FANCIFUL  
 
| FANCIFUL  
 
|   
 
|   
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.  
+
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with [COMMON_DOMESTIC]
  
 
|-
 
|-
Line 579: Line 575:
 
|
 
|
 
| 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 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 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.
+
| The creature is immune to FIREBREATH and steam.
  
 
|-  
 
|-  
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| FLEEQUICK  
 
| FLEEQUICK  
 
|   
 
|   
| Determines how soon a creature flees in a losing battle.  
+
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
  
 
|-  
 
|-  
 
| FLIER  
 
| FLIER  
 
|   
 
|   
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
+
| 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 624: 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]. Not to be confused with POP_RATIO
+
| 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.
 
|}
 
|}
  
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| GENERATED
 
| GENERATED
 
|   
 
|   
| Found on procedurally generated creatures like {{L|Forgotten beast}}s, (biome name) {{L|titan}}s, {{L|Demon}}s, and {{L|night creature}}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  
 
|   
 
|   
| creature can be infected by rot
+
| Creature can get infections from necrotic tissue.
  
 
|-
 
|-
 
| GETS_WOUND_INFECTIONS  
 
| GETS_WOUND_INFECTIONS  
 
|   
 
|   
| creature can get infections from wounds
+
| Creature's wounds can become infected.
  
 
|-  
 
|-  
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| GNAWER  
 
| GNAWER  
 
| verb (gnawed)  
 
| verb (gnawed)  
| The creature chews on food barrels and bags.  
+
| 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.
  
 
|-  
 
|-  
Line 698: Line 704:
 
| 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
| Creature Variants template command, alter body size.
+
| 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.
  
 
|-
 
|-
Line 709: Line 715:
 
|
 
|
 
*number
 
*number
| Animals is a grazer.  The higher the number, the more its hunger is satisfied when it eats grass.
+
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.
 
|}
 
|}
  
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| HABIT_NUM
 
| HABIT_NUM
 
| number or TEST_ALL
 
| number or TEST_ALL
| Unknown. All lists of HABITs are preceded by [HABIT_NUM: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]
  
 
|-  
 
|-  
Line 736: Line 742:
 
|   
 
|   
 
| 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.
 +
 +
|-
 +
| HASSHELL
 +
 +
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
  
 
|-
 
|-
Line 741: Line 752:
 
|
 
|
 
*number
 
*number
*time
+
*[[time]]
*item tokens
+
*[[item token]]s
| What product is harvested from beekeeping.
+
| What product is harvested from [[Beekeeping industry|beekeeping]].
  
 
|-  
 
|-  
 
| HOMEOTHERM  
 
| HOMEOTHERM  
 
|   
 
|   
| Default 'NONE'. The creature's normal body {{L|temperature}}
+
| Default 'NONE'. The creature's normal body [[temperature]]
  
 
|-
 
|-
 
| HUNTS_VERMIN
 
| HUNTS_VERMIN
 
|
 
|
|
+
| Creature hunts and kills nearby vermin.
  
 
|}
 
|}
Line 771: Line 782:
 
| IMMOBILE_LAND  
 
| IMMOBILE_LAND  
 
|   
 
|   
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breath on land.
+
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe 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. 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.
  
 
|-  
 
|-  
 
| INTELLIGENT  
 
| INTELLIGENT  
 
|   
 
|   
| Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills - including social skills - and professions. Not recommended for uncivilized monsters.
+
| Shortcut for [CAN_SPEAK] + [CAN_LEARN].
  
 
|-  
 
|-  
 
| ITEMCORPSE  
 
| ITEMCORPSE  
 
|     
 
|     
* {{L|item token}}:subtype
+
* [[item token]]
* {{L|material token}}
+
* [[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 814: Line 825:
 
| LAIR_CHARACTERISTIC
 
| LAIR_CHARACTERISTIC
 
| characteristic:probability
 
| characteristic:probability
| Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS.
+
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
  
 
|-
 
|-
Line 844: Line 855:
 
| LAYS_UNUSUAL_EGGS
 
| LAYS_UNUSUAL_EGGS
 
|
 
|
* {{L|item token}}
+
* [[item token]]
* {{L|material token}}
+
* [[material token]]
| Creature lays a particular item instead of regular eggs.  As of v0.31.19, this tag only makes the game crash.
+
| Creature lays a particular item instead of regular eggs.
  
 
|-  
 
|-  
 
| LIGAMENTS  
 
| LIGAMENTS  
 
|  
 
|  
* {{L|material token}}
+
* [[material token]]
 
*healing rate  
 
*healing rate  
 
| Defines the material and healing rate of ligaments.
 
| Defines the material and healing rate of ligaments.
Line 868: Line 879:
 
| LISP
 
| LISP
 
|  
 
|  
| Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."  
+
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
  
 
|-
 
|-
Line 898: Line 909:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
 +
|-
 +
| MAGICAL
 +
 +
| Unknown.
  
 
|-  
 
|-  
Line 912: Line 928:
 
| MANNERISM_??  
 
| MANNERISM_??  
 
|  
 
|  
*occassionally body part  
+
*occasionally body part  
 
| Adds a possible mannerism to the creature's profile.
 
| Adds a possible mannerism to the creature's profile.
Refer to {{L|Creature Token Mannerisms|Mannerisms}}
+
Refer to [[Creature mannerism token]]s
  
 
|-
 
|-
Line 925: Line 941:
 
| MATERIAL_BREATH_ATTACK  
 
| MATERIAL_BREATH_ATTACK  
 
|  
 
|  
* {{L|material token}}
+
* [[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  
+
| MATUTINAL
 +
|
 +
| Sets if the creature is active in dawn.
 +
 
 +
|-
 +
| 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 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.
Line 942: Line 963:
 
| MEGABEAST  
 
| MEGABEAST  
 
|   
 
|   
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Can also be worshipped.
+
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.
  
 
|-
 
|-
Line 953: Line 974:
 
|-  
 
|-  
 
| MENT_ATT_RANGE  
 
| MENT_ATT_RANGE  
|  
+
|
 
*ATTRIBUTE
 
*ATTRIBUTE
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.
+
*lowest:lower:low:median:high:higher:highest  
 +
| 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 965: Line 987:
 
*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 to prevent rust entirely.
+
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
  
 
|-  
 
|-  
 
| MILKABLE  
 
| MILKABLE  
 
|  
 
|  
* {{L|material token}}
+
* [[material token]]
 
* frequency
 
* frequency
 
| Allows the creature to be milked.  
 
| Allows the creature to be milked.  
Line 978: Line 1,000:
 
|   
 
|   
 
| 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.
  
 
|-  
 
|-  
Line 992: Line 1,019:
 
| MULTIPLE_LITTER_RARE  
 
| MULTIPLE_LITTER_RARE  
 
|   
 
|   
| Makes litters with more than one offspring rare.  
+
| Makes litters with more than one offspring rare, only happening with a 1/500 chance.
  
 
|-  
 
|-  
Line 1,003: Line 1,030:
 
| 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, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.
 
|}
 
|}
  
Line 1,029: Line 1,056:
 
| 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.
+
| 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).
  
 
|-
 
|-
 
| NIGHT_CREATURE_BOGEYMAN
 
| NIGHT_CREATURE_BOGEYMAN
 
|
 
|
| Found on bogeymen. Presumably makes the creature attack the player at night in hordes like bogeymen do.
+
| 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.
  
 
|-
 
|-
 
| 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 of the opposite sex, convert them, and then have children with them. NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed.
+
| 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.
  
 
|-  
 
|-  
Line 1,065: Line 1,092:
 
|   
 
|   
 
| Creature cannot suffer fevers
 
| Creature cannot suffer fevers
 +
 +
|-
 +
| NO_GENDER
 +
|
 +
| Creature has no gender.
  
 
|-  
 
|-  
Line 1,135: Line 1,167:
 
|   
 
|   
 
| Creature doesn't feel pain.  
 
| Creature doesn't feel pain.  
 
|-
 
| NORMAL
 
| ???
 
| Unknown. Found in string dump.
 
  
 
|-  
 
|-  
Line 1,190: Line 1,217:
 
| 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. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures.
  
 
|-  
 
|-  
Line 1,217: Line 1,244:
 
*ATTRIBUTE
 
*ATTRIBUTE
 
*lowest:median:highest  
 
*lowest:median:highest  
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[DF2010:Personality_trait|Personality traits]] for more info.
+
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.
  
 
|-  
 
|-  
 
| PET  
 
| PET  
 
|   
 
|   
| Allows the creature to be tamed.  
+
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.
  
 
|-  
 
|-  
Line 1,233: Line 1,260:
 
| 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 1,245: Line 1,277:
 
|  
 
|  
 
*ATTRIBUTE
 
*ATTRIBUTE
*lowest
+
*lowest:lower:low:median:high:higher:highest  
*lower
+
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
*low
 
*median
 
*high
 
*higher
 
*highest  
 
| sets up a physical attribute's range of values. Max of 5000.
 
  
 
|-  
 
|-  
Line 1,262: Line 1,288:
 
*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.
+
| 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.
  
 
|-
 
|-
Line 1,269: Line 1,295:
 
*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. Presumably used immediately after SET_BP_GROUP.
  
 
|-  
 
|-  
Line 1,275: Line 1,301:
 
|  
 
|  
 
*material
 
*material
| Adds a material to selected materials.
+
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
  
 
|-  
 
|-  
| PLUS_TISSUE_LAYER
+
| POP_RATIO
|  
+
|
*TISSUE
+
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
| Adds a tissue to those selected
 
  
 
|-  
 
|-  
| PLUS_TL_GROUP
+
| POPULATION_NUMBER  
|
+
| min:max  
*TISSUE
+
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
*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.
 
 
 
|-
 
| POPULATION_NUMBER  
 
| min:max  
 
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.
 
  
 
|-
 
|-
Line 1,317: Line 1,326:
 
| PROFESSION_NAME  
 
| PROFESSION_NAME  
 
|  
 
|  
*Profession
+
*[[Unit type token]] (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.
 +
 +
|-
 +
| 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.
 
|}
 
|}
  
Line 1,340: Line 1,361:
 
*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 1,354: Line 1,380:
 
| REMAINS_UNDETERMINED
 
| REMAINS_UNDETERMINED
 
|
 
|
|
+
| Unknown.
  
 
|-  
 
|-  
Line 1,360: Line 1,386:
 
|  
 
|  
 
*material token  
 
*material token  
| Removes a material from a creature
+
| Removes a material from a creature.
  
 
|-
 
|-
Line 1,371: Line 1,397:
 
| RETURNS_VERMIN_KILLS_TO_OWNER
 
| RETURNS_VERMIN_KILLS_TO_OWNER
 
|
 
|
|
+
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.
  
 
|}
 
|}
Line 1,393: Line 1,419:
 
| SECRETION  
 
| SECRETION  
 
|  
 
|  
* {{L|material token}}
+
* [[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 1,404: Line 1,430:
 
|  
 
|  
 
*caste name
 
*caste name
| adds an additional previously defined caste to the selection
+
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.
  
 
|-  
 
|-  
Line 1,415: Line 1,441:
 
| SELECT_MATERIAL  
 
| SELECT_MATERIAL  
 
|  
 
|  
*MATERIAL NAME
+
*Material token
| Selects the material. Can be ALL.
+
| Selects a locally defined material. Can be ALL.
  
|-
+
|-  
| SELECT_TISSUE
+
| SEMIMEGABEAST  
|
 
*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  
 
 
|  
 
|  
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.
+
| 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.
  
 
|-  
 
|-  
Line 1,443: Line 1,454:
 
*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"
+
| Begins a selection of body parts.
  
 
|-  
 
|-  
Line 1,456: Line 1,467:
 
|-
 
|-
 
| SHEARABLE_TISSUE_LAYER
 
| SHEARABLE_TISSUE_LAYER
| ?
+
|
| Can be sheared for wool?
+
* tissue modifier
 +
* 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
| {{L|skill_token}}:percentage
+
| [[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.  Requires CAN_LEARN or INTELLIGENT to function.
  
Line 1,471: Line 1,484:
 
|-
 
|-
 
| SKILL_RATE
 
| SKILL_RATE
| {{L|skill_token}}:percentage:value:value:value
+
| [[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.  Requires CAN_LEARN or INTELLIGENT to function.
  
Line 1,482: Line 1,495:
 
*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:100:8:8:16].  [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.
+
Default is [SKILL_RATES:100:8:16:16].  [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.
  
 
|-
 
|-
 
| SKILL_RUST_RATE
 
| SKILL_RUST_RATE
| {{L|skill_token}}:value:value:value
+
| [[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.  Requires CAN_LEARN or INTELLIGENT to function.
  
 
|-
 
|-
 
| SKILL_RUST_RATES
 
| SKILL_RUST_RATES
| {{L|skill_token}}:value:value:value
+
| 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.  Requires CAN_LEARN or INTELLIGENT to function.
  
Line 1,508: Line 1,521:
 
| '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.
 +
 +
|-
 +
| SOUND
 +
|
 +
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
 +
* 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 the Speech folder in Data.u
+
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
 +
 
 +
|-
 +
| 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 [http://df.magmawiki.com/index.php/Speed/ 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 [[Speed]] for more information.
  
 
|-  
 
|-  
Line 1,566: Line 1,608:
 
| TENDONS  
 
| TENDONS  
 
|  
 
|  
* {{L|material token}}
+
* [[material token]]
 
*healing rate  
 
*healing rate  
| Defines the material and healing rare of tendons.
+
| Defines the material and healing rate of tendons.
  
 
|-  
 
|-  
 
| THICKWEB  
 
| THICKWEB  
 
|   
 
|   
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR].
+
| The creature's webs can catch larger creatures.
  
 
|-  
 
|-  
Line 1,579: Line 1,621:
 
| 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.
  
 
|-  
 
|-  
| TISSUE_LAYER
+
| TL_COLOR_MODIFIER
|  
+
| COLOR:freq:COLOR:freq etc
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
| Creates a list of color patterns, giving each a frequency.
*TYPE,CATEGORY, or TOKEN
+
 
*TISSUE
+
|-
*LOCATION
+
| TLCM_GENETIC_MODEL
| 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 color modifier is passed to offspring genetically?
  
|-  
+
|-
| TISSUE_LAYER_OVER
+
| TLCM_IMPORTANCE
 
|
 
|
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
*number
*TYPE,CATEGORY, or TOKEN
+
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.
*TISSUE
+
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
*LOCATION
 
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
 
  
 
|-  
 
|-  
| TISSUE_LAYER_UNDER
+
| TLCM_NOUN
 
|  
 
|  
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
*name
*TYPE,CATEGORY, or TOKEN
+
*SINGULAR or PLURAL
*TISSUE
+
| names the tissue layer color modifier, and determines the noun
| Adds the tissue layer under a given part.
 
See Important Related Tokens, below, for more information.
 
  
 
|-  
 
|-  
| TISSUE_LAYER_APPEARANCE_MODIFIER
+
| TLCM_TIMING
 
|  
 
|  
*QUALITY
+
*ROOT
*lowest:lower:low:median:high:higher:highest
+
*start change window years:days:end change window years:days
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
+
| 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.
  
 
|-  
 
|-  
| TISSUE_STYLE_UNIT
+
| TRAINABLE
|  
+
|
*tissue
+
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
*shaping
 
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
 
  
 
|-  
 
|-  
| TL_COLOR_MODIFIER
+
| TRAINABLE_HUNTING
| COLOR:freq:COLOR:freq etc
+
|
| Creates a list of color patterns, giving each a frequency.  
+
| Can be trained as hunting beasts by way of kennels.
  
|-
+
|-  
| TLCM_GENETIC_MODEL
+
| TRAINABLE_WAR
|
+
|
| tissue layer color modifier is passed to offspring genetically?
+
| Can be trained as war beasts by way of kennels.
  
|-
+
|-  
| TLCM_IMPORTANCE
+
| TRANCES
|
+
|
*number
+
| Allows the creature to go into martial trances.
| 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
+
| TRAPAVOID
|  
+
|
*name
+
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
*SINGULAR or PLURAL
 
| names the tissue layer color modifier, and determines the noun
 
  
 
|-  
 
|-  
| TLCM_TIMING
+
| TRIGGERABLE_GROUP
|  
+
| min:max
*ROOT
+
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
*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
+
| TSU_NOUN
|
+
|  
| How much the creature can carry when used by merchants.  
+
*noun
 +
*SINGULAR or PLURAL
 +
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
 +
|}
  
|-
+
<div align="center">
| TRAINABLE
+
{{alphabetical TOC}}
+
</div>
| Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].
 
  
|-  
+
==U==
| TRAINABLE_HUNTING
+
{| {{prettytable}}
|
+
|- bgcolor="#ddd"
| Can be trained as hunting beasts by way of kennels.
+
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
 
 +
|-
 +
| UBIQUITOUS
 +
|
 +
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.
  
 
|-  
 
|-  
| TRAINABLE_WAR
+
| UNDERGROUND_DEPTH
|
+
|
| Can be trained as war beasts by way of kennels.
+
*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.
  
 
|-  
 
|-  
| TRANCES
+
| UNDERSWIM
 
|   
 
|   
| Allows the creature to go into martial trances.
+
| Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.
  
 
|-  
 
|-  
| TRAPAVOID
+
| UNIQUE_DEMON
 
|   
 
|   
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
+
| 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.
  
|-  
+
|-
| TRIGGERABLE_GROUP
+
| USE_CASTE
| min:max
+
|
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
+
*new caste token
 +
*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
 +
|
 +
*new material token
 +
*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
 +
|
 +
*new tissue token
 +
*tissue template
 +
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
  
 
|-  
 
|-  
| TSU_NOUN
+
| UTTERANCES
|  
+
|
*noun
+
| Changes the language of the creature into an unintelligible mess.
*SINGULAR or PLURAL
 
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
 
 
|}
 
|}
  
Line 1,701: Line 1,779:
 
</div>
 
</div>
  
==U==
+
==V==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 1,707: Line 1,785:
 
! 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.
  
 
|-
 
|-
| UBIQUITOUS
+
| VERMIN_EATER
 
|
 
|
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.
+
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
  
 
|-  
 
|-  
| UNDERGROUND_DEPTH
+
| VERMIN_FISH
|
+
|
*mindepth
+
| The vermin appears in water and will attempt to swim around.
*maxdepth
 
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
 
  
 
|-  
 
|-  
| UNDERSWIM
+
| VERMIN_GROUNDER
 
|   
 
|   
| Creature swims under the water and can't be seen.{{verify}}
+
| 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).
  
 
|-  
 
|-  
| UNIQUE_DEMON
+
| VERMIN_HATEABLE
 +
|
 +
| Some dwarves will hate the creature and get unhappy thoughts when around it.
 +
 
 +
|-
 +
| VERMIN_MICRO
 
|   
 
|   
| Typically found on genned [[demon]]s; sets the creature as capable of "emerging from the underworld" and taking over during worldgen.
+
| 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.
  
|-
+
|-  
| USE_CASTE
+
| VERMIN_NOFISH
|
+
|
*caste token
+
| The creature cannot be caught by fishing.
|
 
  
|-
+
|-  
| USE_MATERIAL
+
| VERMIN_NOROAM
|
+
|
*new material token
+
| The creature will not be observed randomly roaming about the map.  
*old material id
 
| Uses an existing material to define a new material.  Old material id accepts any valid material id, including INORGANIC:X, CREATURE_MAT:C:X, LOCAL_CREATURE_MAT:X, and others (where X is a material id from that set, and C is a valid creature id).
 
  
 
|-  
 
|-  
| USE_MATERIAL_TEMPLATE
+
| VERMIN_NOTRAP
|
+
|
*new material token
+
| 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.
*material template
 
| Loads a material, and gives it a shortname for later reference
 
  
|-
+
|-  
| USE_TISSUE
+
| VERMIN_ROTTER
|
+
|
*new tissue token
+
| 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.
*old tissue id
 
| Uses a local creature mat to define a new material?{{verify}}
 
  
 
|-  
 
|-  
| USE_TISSUE_TEMPLATE
+
| VERMIN_SOIL
|
+
|
*new tissue token
+
| The creature randomly appears near dirt or mud.
*tissue template
+
 
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
+
|-
 +
| VERMIN_SOIL_COLONY
 +
|
 +
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
 +
 
 +
|-
 +
| VERMINHUNTER
 +
 +
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
  
 
|-  
 
|-  
| UTTERANCES
+
| VESPERTINE
 
|   
 
|   
| Changes the language of the creature into an unintelligible mess.
+
| Sets if the creature is active in evening.
 +
 
 +
|-
 +
| 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.
 
|}
 
|}
  
Line 1,774: Line 1,873:
 
</div>
 
</div>
  
==V==
+
==W==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 1,781: Line 1,880:
 
! width="60%" | Description
 
! width="60%" | Description
 
|-  
 
|-  
| VEGETATION
+
| WAGON_PULLER
 
|   
 
|   
| unknown
+
| Allows the creature to pull caravan wagons.  
 
 
|-
 
| 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
+
| WEBBER
 
|  
 
|  
*amount
+
* [[material token]]
*verb (bitten, stung)
+
| Allows the creature to create webs, and defines what the webs are made of.
* {{L|material token}}
 
| vermin bites, and injects something.
 
 
 
|-
 
| VERMIN_EATER
 
|
 
| Vermin can nibble food?{{verify}}
 
  
 
|-  
 
|-  
| VERMIN_FISH
+
| WEBIMMUNE
 
|   
 
|   
| Acts like a fish
+
| The creature will not get caught in thick webs.
 +
|}
 +
 
 +
==Attack Tokens==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
  
 
|-  
 
|-  
| VERMIN_GROUNDER
+
| ATTACK_SKILL
|
+
|  
| The creature can be picked up if you stand over it. (Requires confirmation)
+
*skill used ([[Skill token]])
'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)'
+
| defines the attack skill used
  
 
|-  
 
|-  
| VERMIN_HATEABLE
+
| ATTACK_VERB
|
+
| 2nd person:3rd person
| Some dwarves will hate the creature and get unhappy thoughts when around it.
+
| descriptive text for the attack
  
 
|-  
 
|-  
| VERMIN_MICRO
+
| ATTACK_CONTACT_PERC
|
+
|  
| 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.
+
*% value
 +
| amount of available tissue used in attack, or possibly percent chance the attack makes contact
  
 
|-  
 
|-  
| VERMIN_NOFISH
+
| ATTACK_PENETRATION_PERC
|
+
|  
| The creature cannot be caught by fishing.
+
*% 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)
  
 
|-  
 
|-  
| VERMIN_NOROAM
+
| ATTACK_PRIORITY
|
+
|  
| The creature will not be observed randomly roaming about the map.  
+
*MAIN or SECOND
 +
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
 +
 
 +
|-
 +
| ATTACK_VELOCITY_MODIFIER
 +
| 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").
  
 
|-  
 
|-  
| VERMIN_NOTRAP
+
| ATTACK_FLAG_CANLATCH
 
|   
 
|   
| 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.
+
| 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.
  
 
|-  
 
|-  
| VERMIN_ROTTER
+
| ATTACK_FLAG_WITH
 
|   
 
|   
| 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.
+
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
 
 
|-
 
| 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}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
|-
 
| WAGON_PULLER
 
 
| Allows the creature to pull caravan wagons.
 
 
 
|-
 
| WEBBER
 
|
 
* {{L|material token}}
 
| allows the creature to web, and defines what the webs are made of.
 
 
 
|-
 
| WEBIMMUNE
 
 
| The creature will not get caught in thick webs.
 
|}
 
 
 
==Attack Tokens==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
 
|-
 
| ATTACK_SKILL
 
|
 
*skill used ({{L|Skill token}})
 
| defines the attack skill used
 
 
 
|-
 
| ATTACK_VERB