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.

Difference between revisions of "Creature token"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(An attempt to explain tissue layers more properly, and put all relevant tokens in the right places.)
(APP_MOD_DESC_RANGE standard value)
(130 intermediate revisions by 38 users not shown)
Line 1: Line 1:
{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}
+
{{Quality|Exceptional}}
 
{{av}}
 
{{av}}
 +
{{Modding}}
  
A full list of all known [[creature]] [[token]]s.
+
The <code>[OBJECT:CREATURE]</code> [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below.  
  
__NOTOC__
+
Vanilla creature definitions can be found in <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\vanilla_creatures\</code>.
 +
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.
  
<div align="center">
+
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)
{| {{prettytable}}  
+
 
{{alphabetical TOC}}
+
__NOTOC__
</div>
+
{{clear}}
 +
{{alphabetical TOC|style=margin: 1em auto;}}
  
 
==A==
 
==A==
Line 23: Line 26:
 
| Caste
 
| Caste
 
|
 
|
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game.
+
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead of "This [adorable] animal can't work" or "This animal is waiting to be trained".
  
 
|-
 
|-
Line 35: Line 38:
 
| Caste
 
| Caste
 
|   
 
|   
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.
+
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}
  
 
|-
 
|-
Line 58: Line 61:
 
|-
 
|-
 
| {{text anchor|APP_MOD_DESC_RANGE}}
 
| {{text anchor|APP_MOD_DESC_RANGE}}
| Caste
+
| Appearance Modifier
 
|
 
|
*Range
+
*Range (6 values, low to high)
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
+
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.
 +
 
 +
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.
  
 
|-
 
|-
 
| {{text anchor|APP_MOD_GENETIC_MODEL}}
 
| {{text anchor|APP_MOD_GENETIC_MODEL}}
| Caste
+
| Appearance Modifier
 
|
 
|
 
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
 
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
Line 72: Line 77:
 
|-
 
|-
 
| {{text anchor|APP_MOD_IMPORTANCE}}
 
| {{text anchor|APP_MOD_IMPORTANCE}}
| Caste
+
| Appearance Modifier
 
|
 
|
 
*number
 
*number
Line 79: Line 84:
 
|-
 
|-
 
| {{text anchor|APP_MOD_NOUN}}
 
| {{text anchor|APP_MOD_NOUN}}
| Caste
+
| Appearance Modifier
 
|  
 
|  
 
*noun
 
*noun
Line 87: Line 92:
 
|-
 
|-
 
| {{text anchor|APP_MOD_RATE}}
 
| {{text anchor|APP_MOD_RATE}}
| Caste
+
| Appearance Modifier
 
|  
 
|  
 
*Rate (integer)
 
*Rate (integer)
Line 103: Line 108:
 
| Caste
 
| Caste
 
|  
 
|  
*CV TEMPLATE NAME
+
*creature variation ID
| Applies the specified [[creature variation token|creature variation]].
+
*(optional) any amount of arbitrary arguments
 +
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.
  
 
|-
 
|-
Line 134: Line 140:
 
| Caste
 
| Caste
 
|
 
|
| Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag.
+
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.
  
 
|-
 
|-
Line 141: Line 147:
 
|  
 
|  
 
*token
 
*token
*bodypart
+
*selection criteria (it's complicated)
*selection criteria
 
*location
 
 
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
 
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
 
'''Example:'''<br />
 
'''Example:'''<br />
Line 157: Line 161:
 
*exported wealth
 
*exported wealth
 
*created wealth
 
*created wealth
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.
+
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.
  
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==B==
 
==B==
Line 199: Line 201:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.
+
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.
 +
 
 +
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.
  
 
|-
 
|-
Line 220: Line 224:
 
| Caste
 
| Caste
 
|  
 
|  
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable as a creature of the night.
+
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.
  
 
|-
 
|-
Line 232: Line 236:
 
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's 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. That's all a maggot needs.
  
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{Bug|}}
+
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a "Body Token Recognized But Could Not Connect: HEART" error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.
 +
 
 +
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}
  
 
|-
 
|-
Line 258: Line 264:
 
*PlanName
 
*PlanName
 
*Arguments  
 
*Arguments  
| 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.
+
| Loads a plan from 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 />
 
'''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 />
Line 326: Line 332:
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==C==
 
==C==
Line 379: Line 383:
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.
+
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}
  
 
|-
 
|-
Line 385: Line 389:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.  
+
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.
  
 
|-
 
|-
Line 433: Line 437:
 
*plural
 
*plural
 
*adjective  
 
*adjective  
| Caste-specific {{token|NAME|c}}.
+
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as "nothing".
  
 
|-
 
|-
Line 457: Line 461:
 
*'character' or tile number
 
*'character' or tile number
 
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.
 
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.
 
|-
 
| {{text anchor|CASTE_SPEECH}}
 
| Caste
 
|
 
*speech file
 
| Caste-specific {{token|SPEECH|c}}.
 
  
 
|-
 
|-
Line 483: Line 480:
 
|  
 
|  
 
*Varies
 
*Varies
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].
+
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].
  
 
|-
 
|-
Line 512: Line 509:
 
*singular
 
*singular
 
*plural  
 
*plural  
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.
+
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.
  
 
|-
 
|-
Line 520: Line 517:
 
*min
 
*min
 
*max
 
*max
| 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. Defaults to 1:1 if not specified.
+
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.
  
 
|-
 
|-
Line 571: Line 568:
 
|-
 
|-
 
| {{text anchor|COPY_TAGS_FROM}}
 
| {{text anchor|COPY_TAGS_FROM}}
| Spec
+
| Special
 
|  
 
|  
*CREATURE NAME
+
*creature ID
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.
+
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.
 +
 
 +
|-
 +
| {{text anchor|CREATURE}}
 +
| Creature
 +
|
 +
*creature ID
 +
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.
  
 
|-
 
|-
Line 581: Line 585:
 
|
 
|
 
*classname
 
*classname
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.
+
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.
  
 +
The full list of tokens that use creature classes is:
 +
 +
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}
 +
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}
 +
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}
 +
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}
 +
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}
 
|-
 
|-
 
| {{text anchor|CREATURE_SOLDIER_TILE}}
 
| {{text anchor|CREATURE_SOLDIER_TILE}}
Line 619: Line 630:
 
| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.
+
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.
  
 
|-
 
|-
Line 636: Line 647:
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==D==
 
==D==
Line 652: Line 661:
 
| Caste
 
| Caste
 
|   
 
|   
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].
+
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.
  
 
|-
 
|-
Line 695: Line 704:
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==E==
 
==E==
Line 741: Line 748:
 
| Creature
 
| Creature
 
|   
 
|   
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.
+
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.
  
 
|-
 
|-
Line 774: Line 781:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat.  
+
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a "vanish" power.
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==F==
 
==F==
Line 799: Line 804:
 
| Caste
 
| Caste
 
|
 
|
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.
+
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.
  
 
|-
 
|-
Line 805: Line 810:
 
| Caste
 
| Caste
 
|
 
|
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].
+
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.
 +
 
 +
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.
  
 
|-
 
|-
Line 837: Line 844:
 
|  
 
|  
 
*temperature  
 
*temperature  
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from.
+
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.
  
 
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.
 
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.
Line 858: Line 865:
 
|
 
|
 
*number, max 100
 
*number, max 100
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. 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 {{token|POP_RATIO|c}}.
+
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.
 +
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.
 +
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, 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 {{token|POP_RATIO|c}}.
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==G==
 
==G==
Line 885: Line 892:
 
* <energy expenditure>
 
* <energy expenditure>
 
* <gait flag(s)>
 
* <gait flag(s)>
| Defines a gait by which the creature can move. See [[Gait]] for more information.
+
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].
  
 
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait
 
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait
Line 1,024: Line 1,031:
 
| Special
 
| Special
 
|   
 
|   
| When using tags from an existing creature, inserts new tags after the specified tag.
+
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.
  
 
|-
 
|-
Line 1,051: Line 1,058:
 
|
 
|
 
*number
 
*number
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.
+
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==H==
 
==H==
Line 1,083: Line 1,088:
 
*GIANT_NEST
 
*GIANT_NEST
 
*COLLECT_WEALTH.
 
*COLLECT_WEALTH.
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}} or {{token|NIGHT_CREATURE_HUNTER|c}}.
+
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.
  
 
|-
 
|-
Line 1,103: Line 1,108:
 
|   
 
|   
 
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
 
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
 
|-
 
| {{text anchor|HFID}}
 
| Creature
 
|
 
*Integer (generic token?)
 
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated.
 
  
 
|-
 
|-
Line 1,131: Line 1,129:
 
| Caste
 
| Caste
 
|
 
|
| Creature hunts and kills nearby [[vermin]].
+
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.
  
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==I==
 
==I==
Line 1,163: Line 1,159:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature radiates [[fire]]. It 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.
+
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).
  
 
|-
 
|-
Line 1,169: Line 1,165:
 
| Caste
 
| Caste
 
|   
 
|   
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.
+
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.
  
 
|-
 
|-
Line 1,177: Line 1,173:
 
* [[item token]]
 
* [[item token]]
 
* [[material token]]
 
* [[material token]]
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).
+
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.
  
 
|-
 
|-
Line 1,187: Line 1,183:
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==L==
 
==L==
Line 1,237: Line 1,231:
 
| Caste
 
| Caste
 
|   
 
|   
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."  
+
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
 +
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.
 +
 
 +
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.
  
 
|-
 
|-
Line 1,243: Line 1,240:
 
| Creature
 
| Creature
 
|   
 
|   
| Creature can spawn as a wild animal in the appropriate biomes.
+
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.
 +
 
 +
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.
  
 
|-
 
|-
Line 1,291: Line 1,290:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| Determines the number of offspring per one birth.
+
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.
  
 
|-
 
|-
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}
+
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}
 
| Creature
 
| Creature
 
|
 
|
Line 1,300: Line 1,299:
  
 
|-
 
|-
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}
+
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}
 
|
 
|
 
|
 
|
Line 1,325: Line 1,324:
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==M==
 
==M==
Line 1,341: Line 1,338:
 
| Caste
 
| Caste
 
|   
 
|   
| No function, presumably a placeholder.
+
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]
  
 
|-
 
|-
Line 1,367: Line 1,364:
 
|
 
|
 
*material id
 
*material id
| Begins defining a new material.{{verify}}
+
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.
  
 
|-
 
|-
Line 1,397: Line 1,394:
 
| Caste
 
| Caste
 
|   
 
|   
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task.
+
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.
  
 
|-
 
|-
Line 1,405: Line 1,402:
 
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details.  
 
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details.  
  
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed.
+
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.
  
 
|-
 
|-
Line 1,488: Line 1,485:
 
| Caste
 
| Caste
 
|   
 
|   
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires {{token|FEMALE|c}}.
+
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual. Requires {{token|FEMALE|c}}.
  
 
|-
 
|-
Line 1,497: Line 1,494:
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==N==
 
==N==
Line 1,516: Line 1,511:
 
*plural
 
*plural
 
*adjective  
 
*adjective  
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.
+
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as "nothing" by the game.
 +
 
 +
Some examples of adjective use:
 +
* "super''dwarven'' strength"
 +
* "the ''dwarven'' hillocks of X"
 +
* Deity species as in "''feline'' deity"
 +
* Megabeast attacks in worldgen. One with multiple dragons being a "''draconic'' rampage"
  
 
|-
 
|-
Line 1,545: Line 1,546:
  
 
|-
 
|-
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}
+
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}
 
| Caste
 
| Caste
 
|
 
|
| Found on some [[necromancer]]s. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255]
+
| Found on some [[necromancer]]s. Creatures with this tag may periodically "perform horrible experiments" offscreen, during which they can use creature-targeting interactions with an <code>[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]</code> tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.
  
 
|-
 
|-
Line 1,555: Line 1,556:
 
|
 
|
 
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.
 
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.
 +
 +
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.
  
 
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).
 
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).
  
 
|-
 
|-
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}
+
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}
 
| Caste
 
| Caste
 
|
 
|
Line 1,592: Line 1,595:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature does not need to [[food|eat]].  
+
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}
  
 
|-
 
|-
Line 1,700: Line 1,703:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature will not drop meat when [[butcher|butchered]].
+
| Creature will not be hunted or fed to wild beasts.
  
 
|-
 
|-
Line 1,763: Line 1,766:
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==O==
 
==O==
Line 1,780: Line 1,781:
 
|  
 
|  
 
*number
 
*number
| How easy the creature is to [[smell]]. The higher the number, the easier the creature can be smelt. Zero is odorless, default is 50.
+
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).
  
 
|-
 
|-
Line 1,801: Line 1,802:
 
*MALE/FEMALE
 
*MALE/FEMALE
 
*disinterested chance
 
*disinterested chance
*lover-possible chance
+
*casual chance
*commitment-possible chance
+
*strong chance
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.
+
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.
  
 
|-
 
|-
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}
+
| {{text anchor|OUTSIDER_CONTROLLABLE}}
 
| Caste
 
| Caste
 
|
 
|
Line 1,813: Line 1,814:
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==P==
 
==P==
Line 1,829: Line 1,828:
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to be used as a pack animal. Currently only used by [[trading|merchants]] without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!
+
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.
 +
 
 +
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.
  
 
|-
 
|-
Line 1,842: Line 1,843:
 
|   
 
|   
 
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.
 
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.
 +
 +
|-
 +
| {{text anchor|PCG_LAYERING}}
 +
| Creature
 +
|
 +
*[[Procedural graphics layer|Layering type]]
 +
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition.
  
 
|-
 
|-
Line 1,854: Line 1,862:
 
|  
 
|  
 
*value  
 
*value  
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers.
+
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.
 +
 
 +
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.
  
 
|-
 
|-
Line 1,944: Line 1,954:
 
| Caste
 
| Caste
 
|   
 
|   
*number
+
*number (max 100000)
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.
+
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.
  
 
|-
 
|-
Line 1,959: Line 1,969:
 
| Caste
 
| Caste
 
|
 
|
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).
+
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).
  
 
|-
 
|-
Line 1,967: Line 1,977:
 
*string
 
*string
 
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.
 
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.
 +
 +
|-
 +
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}
 +
| Creature
 +
|
 +
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type
 +
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.
  
 
|-
 
|-
Line 1,993: Line 2,010:
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==R==
 
==R==
Line 2,064: Line 2,079:
 
*Second person cancel retract text
 
*Second person cancel retract text
 
*Third person cancel retract text
 
*Third person cancel retract text
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)
+
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.
  
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.  
+
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.
  
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.
+
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.
 
|-
 
|-
 
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}
 
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}
 
|
 
|
 
|
 
|
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.
+
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.
  
 
|-
 
|-
Line 2,091: Line 2,106:
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==S==
 
==S==
Line 2,233: Line 2,246:
 
*value
 
*value
 
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.
 
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.
 +
 +
|-
 +
| {{text anchor|SLAIN_CASTE_SPEECH}}
 +
| Caste
 +
|
 +
*[[Speech file|text set]]
 +
| Caste-specific {{token|SLAIN_SPEECH|c}}.
 +
 +
|-
 +
| {{text anchor|SLAIN_SPEECH}}
 +
| Creature
 +
|
 +
*[[Speech file|text set]]
 +
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (<code>[SLAIN_SPEECH:SLAIN_DWARF]</code>) and text_elf.txt (<code>[SLAIN_SPEECH:SLAIN_ELF]</code>) in data\vanilla\vanilla_creatures\objects.
  
 
|-
 
|-
Line 2,251: Line 2,278:
 
|  
 
|  
 
*value
 
*value
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.
+
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.
  
 
|-
 
|-
Line 2,276: Line 2,303:
 
* Out of sight reads "You hear '''a loud bark'''"
 
* Out of sight reads "You hear '''a loud bark'''"
 
with the text in bold being the description arguments of the token.
 
with the text in bold being the description arguments of the token.
 +
 +
|-
 +
| {{text anchor|SOURCE_HFID}}
 +
| Creature
 +
|
 +
*Integer
 +
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.
  
 
|-
 
|-
Line 2,284: Line 2,318:
 
* Plant/creature ID
 
* Plant/creature ID
 
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available.  
 
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available.  
 
|-
 
| {{text anchor|SPEECH}}
 
| Creature
 
|
 
*speech file
 
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
 
 
|-
 
| {{text anchor|SPEECH_FEMALE}}
 
| Creature
 
|
 
*speech file
 
| Boasting speeches relating to killing females of this creature.
 
 
|-
 
| {{text anchor|SPEECH_MALE}}
 
| Creature
 
|
 
*speech file
 
| Boasting speeches relating to killing males of this creature.
 
  
 
|-
 
|-
Line 2,326: Line 2,339:
  
 
|-
 
|-
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}
+
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}
 
| Caste
 
| Caste
 
|
 
|
Line 2,344: Line 2,357:
  
 
|-
 
|-
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}
+
| {{text anchor|STRANGE_MOODS}}
 
| Caste
 
| Caste
 
|
 
|
Line 2,353: Line 2,366:
 
| Caste
 
| Caste
 
|  
 
|  
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]]. Also prevents it from becoming a [[vampire]] or a [[werebeast]]. Other effects are unknown.
+
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.
  
 
|-
 
|-
Line 2,368: Line 2,381:
  
 
|-
 
|-
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}
+
| {{text anchor|SYNDROME_DILUTION_FACTOR}}
 
| Caste
 
| Caste
 
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage>
 
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage>
Line 2,374: Line 2,387:
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==T==
 
==T==
Line 2,405: Line 2,416:
 
|  
 
|  
 
*name  
 
*name  
| Begins defining a tissue in the creature file.
+
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.
  
 
|-
 
|-
Line 2,426: Line 2,437:
 
*TISSUE
 
*TISSUE
 
*LOCATION  
 
*LOCATION  
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
+
| Alias for TISSUE_LAYER
  
 
|-
 
|-
Line 2,436: Line 2,447:
 
*TISSUE
 
*TISSUE
 
| Adds the tissue layer under a given part.
 
| Adds the tissue layer under a given part.
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:<br>  
+
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:<br>  
 
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]  
 
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]  
  
Line 2,450: Line 2,461:
 
|   
 
|   
 
*number
 
*number
| How much the creature can carry when used by merchants.  
+
| How much the creature can carry when used by merchants. 1000 by default. If a civilization uses a custom pack animal via ALWAYS_PACK, you must manually add a capacity to the raws of that creature itself. Capacity defaults to null leading to empty caravans.
  
 
|-
 
|-
Line 2,499: Line 2,510:
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==U==
 
==U==
Line 2,515: Line 2,524:
 
| Creature
 
| Creature
 
|
 
|
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags.
+
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.
  
 
|-
 
|-
Line 2,523: Line 2,532:
 
*mindepth
 
*mindepth
 
*maxdepth  
 
*maxdepth  
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.
+
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.
  
 
|-
 
|-
Line 2,535: Line 2,544:
 
| Caste
 
| Caste
 
|   
 
|   
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Could not be specified in user-defined raws prior to version [[Release_information/0.47.01|0.47.01]].
+
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.
  
 
|-
 
|-
Line 2,544: Line 2,553:
 
*old 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."
 
| 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."
 +
Roostre: "When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod." This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag.
  
 
|-
 
|-
Line 2,559: Line 2,569:
 
*new material token
 
*new material token
 
*material template  
 
*material template  
| Defines a new local creature material and populates it with all properties defined in the specified template.
+
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].
  
 
|-
 
|-
Line 2,579: Line 2,589:
 
|-
 
|-
 
| {{text anchor|UTTERANCES}}
 
| {{text anchor|UTTERANCES}}
| Caste
+
| Creature
 
|   
 
|   
 
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.
 
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==V==
 
==V==
Line 2,600: Line 2,608:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.
+
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.
  
 
|-
 
|-
Line 2,703: Line 2,711:
 
*binocular vision arc
 
*binocular vision arc
 
*non-binocular vision arc
 
*non-binocular vision arc
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.
+
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==W==
 
==W==
Line 2,739: Line 2,745:
  
 
==Attack Tokens==
 
==Attack Tokens==
 +
 +
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.
 +
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Part type token
 +
! width="30%" | Arguments
 +
! width="60%" | Description
 +
 +
|-
 +
| {{text anchor|BODYPART}}
 +
|
 +
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 +
* type/token/category
 +
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.
 +
 +
|-
 +
| {{text anchor|TISSUE_LAYER}}
 +
|
 +
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 +
* type/token/category
 +
* tissue layer
 +
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.
 +
 +
|-
 +
| {{text anchor|CHILD_BODYPART_GROUP}}
 +
|
 +
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 +
* type/token/category
 +
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 +
* type/token/category
 +
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).
 +
 +
|-
 +
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}
 +
|
 +
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 +
* type/token/category
 +
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 +
* type/token/category
 +
* tissue layer
 +
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.
 +
 +
|}
 +
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 2,903: Line 2,954:
 
| Caste
 
| Caste
 
|  
 
|  
*TISSUE
 
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
*Location - category, type, or token
Line 3,037: Line 3,087:
 
*[[Syndrome]]
 
*[[Syndrome]]
 
*[[Tissue definition token]]
 
*[[Tissue definition token]]
 +
*[[Creature examples]]
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
 
[[ru:Creature token]]
 
[[ru:Creature token]]

Revision as of 06:57, 4 May 2024

This article is about the current version of DF.
Note that some content may still need to be updated.


The [OBJECT:CREATURE] token begins the definition of a Dwarf Fortress creature raw file. Each creature definition that follows begins with the [CREATURE:creature ID] token, and the creature's exact properties and behavior are then specified by the use of further creature tokens. All known creature tokens are listed below.

Vanilla creature definitions can be found in <Dwarf Fortress>\data\vanilla\vanilla_creatures\. Creature ID is also used with graphics tokens to make customizable graphics sets.

The caste tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)


Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

A

Token Type Arguments Description
ADOPTS_OWNER Caste Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a preference for their species. Used by cats in the vanilla game. When viewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead of "This [adorable] animal can't work" or "This animal is waiting to be trained".
ALCOHOL_DEPENDENT Caste Makes the creature need alcohol to get through the working day; it will choose to drink booze instead of water if possible. Going sober for too long reduces speed.
ALL_ACTIVE Caste Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from [DIURNAL]/[NOCTURNAL]/[CREPUSCULAR], rather than implying them.[Verify]
ALTTILE Creature
  • 'character' or tile number
If set, the creature will blink between its [TILE] and its ALTTILE.
AMBUSHPREDATOR Caste Found on [LARGE_PREDATOR]s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures.[Verify]
AMPHIBIOUS Caste Allows a creature to breathe both in and out of water (unlike [AQUATIC]) - does not prevent drowning in magma.
APP_MOD_DESC_RANGE Appearance Modifier
  • Range (6 values, low to high)
Based on info from Wannabehero on the forums: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.

The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.

APP_MOD_GENETIC_MODEL Appearance Modifier
  • 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.
APP_MOD_IMPORTANCE Appearance Modifier
  • number
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify]
APP_MOD_NOUN Appearance Modifier
  • noun
  • SINGULAR or PLURAL
Creates a noun for the appearance, and whether it is singular or plural.
APP_MOD_RATE Appearance Modifier
  • Rate (integer)
  • Scale (DAILY, YEARLY)
  • min (growth)
  • max (growth)
  • start year
  • start day
  • 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.
APPLY_CREATURE_VARIATION Caste
  • creature variation ID
  • (optional) any amount of arbitrary arguments
Applies the specified creature variation. See Creature_variation_token#Arguments_and_conditional_tokens for how the subsequent arguments may be used.
APPLY_CURRENT_CREATURE_VARIATION Special Applies the effects of all pending [CV_ADD_TAG] and [CV_REMOVE_TAG] tokens that have been defined in the current creature.
AQUATIC Caste Enables the creature to breathe in water, but causes it to air-drown on dry land.
ARENA_RESTRICTED Caste Causes the creature to be excluded from the object testing arena's creature spawning list. Typically applied to spoileriffic creatures.
ARTIFICIAL_HIVEABLE Creature Enables the creature to be kept in artificial hives by beekeepers.
AT_PEACE_WITH_WILDLIFE Caste Prevents the creature from attacking or frightening creatures with the [NATURAL] tag.
ATTACK Caste
  • token
  • selection criteria (it's complicated)
Defines the attack name, and the body part used. See below for valid subtokens

Example:
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]
GORE = name of the attack
BODYPART:BY_CATEGORY:HORN = the horn is used to attack (presuming the creature has one)

ATTACK_TRIGGER Caste
  • population
  • exported wealth
  • created wealth
Specifies when a megabeast or semi-megabeast will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.
Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

B

Token Type Arguments Description
BABY Caste
  • integer
Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.
BABYNAME Caste
  • 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 Caste
  • integer
Creature may be subject to beaching, becoming stranded on shores, where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be [AQUATIC]. Used by orcas, sperm whales and sea nettle jellyfish in the vanilla game.
BENIGN Caste The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the [LARGE_PREDATOR] tag. When tamed, animals with this tag will be useless for fortress defense.

This and [TRADE_CAPACITY] are required for [PACK_ANIMAL] to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.

BIOME Creature Select a biome the creature may appear in.
BLOOD Caste Specifies what the creature's blood is made of.
BLOODSUCKER Caste Causes vampire-like behaviour; the creature will suck the blood of unconscious victims when its thirst for blood grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.
BODY Caste
  • body parts
Draws body parts from OBJECT:BODY files (such as body_default.txt)

Example:
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH]
This is the body from a purring maggot. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.

The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a "Body Token Recognized But Could Not Connect: HEART" error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.

If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].[Verify]

BODY_APPEARANCE_MODIFIER Caste
  • 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:
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
HEIGHT : marks the height to be changed
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.

BODY_DETAIL_PLAN Caste
  • PlanName
  • Arguments
Loads a plan from 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:
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
This creates the detailed body of a fox, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.
A maggot would only need:
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]

BODY_SIZ