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Difference between revisions of "40d:Creature token"

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m (Copy text from 23a version (which was the same))
 
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Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.  This includes sentient creatures, but creature [[tokens]] should not be confused with [[Entity_tokens|entity tokens]].
+
{{quality|Exceptional|21:17, 30 March 2011 (UTC)}}{{av}}
 +
Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.  This includes sentient creatures, but creature [[tokens]] should not be confused with [[entity token]]s.
  
Since the game is in the Alpha stage, consider everything '''tentative'''.
+
__NOTOC__
 +
=Tokens=
  
{| id="toc"
+
<div align="center">
|
+
{{alphabetical TOC}}
* Tokens
+
</div>
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]]
 
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]
 
|}
 
__NOTOC__
 
  
=Tokens=
 
 
==A==
 
==A==
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 18: Line 15:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
| ADD_VERSION
 
| version
 
| In which version of the game said creature was introduced. Not used anymore in the 3D version.
 
[ADD_VERSION:1069]
 
  
 
|-
 
|-
Line 37: Line 28:
 
|-
 
|-
 
| ALTTILE
 
| ALTTILE
| [[Character Table|CP437 ordinal]] or 'character'
+
| [[Main:Character Table|CP437 ordinal]] or 'character'
 
| If set, the creature will blink between its [TILE] and its [ALTTILE].
 
| If set, the creature will blink between its [TILE] and its [ALTTILE].
 
[ALTTILE:157] or [ALTTILE:'&']
 
[ALTTILE:157] or [ALTTILE:'&']
Line 62: Line 53:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==B==
 
==B==
Line 75: Line 70:
 
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.
 
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.
 
[BABY:1]
 
[BABY:1]
 +
 +
|-
 +
| BABYNAME
 +
|
 +
* singular
 +
* plural
 +
| Gives the baby a special name.
  
 
|-
 
|-
Line 85: Line 87:
 
| BENIGN
 
| BENIGN
 
|  
 
|  
| Determines whether creature can show up on "tame" maps (includes [[Elephants|elephants]]), 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:*
 
|  
 
|  
| See [[Biome Tokens|biome tokens]].
+
| See [[Biome token]]s.
  
 
|-
 
|-
Line 109: Line 111:
  
 
|-
 
|-
| [[Body_tokens|BODY]]
+
| [[Body token|BODY]]
 
| parts[:...]
 
| parts[:...]
 
| Sets the body parts a creature has. Can supply as many as you want.
 
| Sets the body parts a creature has. Can supply as many as you want.
Line 149: Line 151:
 
| temperature
 
| temperature
 
| The temperature at which point the creature's bones burst into flame.
 
| The temperature at which point the creature's bones burst into flame.
 +
 +
|-
 +
| BONE_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's bones when molten.
  
 
|-
 
|-
Line 156: Line 163:
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]
+
| BONE_SOLID_DENSITY
| <u>not</u> a temperature
+
| density
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}
+
| Specifies the density of the creature's bones.
 +
 
 +
|-
 +
| BONE_SPEC_HEAT
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's bones to heat up or cool down.
  
 
|-
 
|-
 
| BONECARN
 
| BONECARN
 
|  
 
|  
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.
+
| Creature eats bones. This tag implies CARNIVORE.
  
 
|-
 
|-
Line 171: Line 183:
 
See [[Building destroyer]] for full discussion.
 
See [[Building destroyer]] for full discussion.
  
|-
+
|}
| BUTCHERABLE_NONSTANDARD
 
|
 
| (old) If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.
 
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==C==
 
==C==
Line 198: Line 209:
 
| CAN_SPEAK
 
| CAN_SPEAK
 
|  
 
|  
| Can talk.
+
| Can talk. Note that it is not necessary for a creature to gain social skills.
  
 
|-
 
|-
Line 204: Line 215:
 
|  
 
|  
 
| Cannot become undead.
 
| Cannot become undead.
 +
 +
|-
 +
| CANOPENDOORS
 +
|
 +
| Allows the creature to open doors.
  
 
|-
 
|-
Line 209: Line 225:
 
|  
 
|  
 
| Creature only eats meat.
 
| Creature only eats meat.
 
|-
 
| CANOPENDOORS
 
|
 
| Allows the creature to open doors.
 
  
 
|-
 
|-
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| temperature
 
| temperature
 
| The temperature at which the creature's cheese bursts into flame.
 
| The temperature at which the creature's cheese bursts into flame.
 +
 +
|-
 +
| CHEESE_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's cheese when molten.
  
 
|-
 
|-
Line 251: Line 267:
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]
+
| CHEESE_SOLID_DENSITY
| <u>not</u> a temperature
+
| density
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}
+
| Specifies the density of the creature's cheese.
 +
 
 +
|-
 +
| CHEESE_SPEC_HEAT
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's cheese to heat up or cool down.
  
 
|-
 
|-
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* singular
 
* singular
 
* plural
 
* plural
| Gives the child a special name, eg "hippo calf" instead of "hippo child".
+
| Gives the child a special name, e.g. "hippo calf" instead of "hippo child".
 
[CHILDNAME:hippo calf:hippo calves]
 
[CHILDNAME:hippo calf:hippo calves]
  
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| CHITIN
 
| CHITIN
 
|  
 
|  
| When the creature is butchered, it drops chitin, which functions as leather.
+
| When the creature's skin is tanned, it becomes [[chitin]] instead of leather.
 
 
|-
 
| CRAFTSMAN_NAME
 
|
 
* singular
 
* plural
 
| Sets the name of the craftsman profession.
 
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
 
 
 
|-
 
| CREPUSCULAR
 
|
 
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL.
 
  
 
|-
 
|-
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* minimum
 
* minimum
 
* maximum
 
* maximum
| The minimum/maximum numbers of how many creatures per spawned cluster.
+
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain [[fish|vermin fish]] use this token in combination with temperate ocean and river [[biome token]]s to perform seasonal migrations.
 
[CLUSTER_NUMBER:1:3]
 
[CLUSTER_NUMBER:1:3]
 +
 +
|-
 +
| COLDDAM_POINT
 +
| temperature
 +
| The minimum temperature limit before the creature starts taking damage from freezing.
  
 
|-
 
|-
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|-
 
|-
| COOKABLE_LIVE
+
| COMMON_DOMESTIC
 
|  
 
|  
| Set this to allow the creature to be cooked in meals without having to butcher it first.
+
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT
  
 
|-
 
|-
| CREATURE
+
| COOKABLE_LIVE
| name
+
|  
| What the game looks for when generating creatures.
+
| Set this to allow the creature to be cooked in meals without first being [[fishery|cleaned]].
[CREATURE:DWARF]
 
  
 
|-
 
|-
| COLDDAM_POINT
+
| CREPUSCULAR
| temperature
 
| The minimum temperature limit before the creature starts taking damage from freezing.
 
 
 
|-
 
| COMMON_DOMESTIC
 
 
|  
 
|  
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT
+
| Sets if the creature is active in twilight.
  
 
|-
 
|-
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|-
 
|-
| CURIOUSBEAST_ITEM
+
| CURIOUSBEAST_GUZZLER
 
|  
 
|  
| Allows a creature to steal things (apparently the highest [[value]] it can find).  
+
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.
  
 
|-
 
|-
| CURIOUSBEAST_GUZZLER
+
| CURIOUSBEAST_ITEM
 
|  
 
|  
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.
+
| Allows a creature to steal things (apparently the highest [[value]] it can find).  
 +
|}
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==D==
 
==D==
Line 364: Line 374:
 
|  
 
|  
 
| Appears from the glowing pits in a group.
 
| Appears from the glowing pits in a group.
 +
 +
|-
 +
| DENSITY
 +
| density
 +
| Specifies the density of the creature.
  
 
|-
 
|-
 
| DIFFICULTY
 
| DIFFICULTY
 
| number
 
| number
| [[Toady]]: ''"Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks."'' Also increases experience gain during adventure mode.
+
| [[Main:Toady|Toady]]: ''"Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks."'' Also increases experience gain during adventure mode.
 
[DIFFICULTY:2]
 
[DIFFICULTY:2]
  
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| DRINK_BOILING_POINT
 
| DRINK_BOILING_POINT
 
| temperature
 
| temperature
| The temperature at which a drink (milk?) produced from the creature will boil.
+
| The temperature at which an alcoholic drink made from the creature will boil. Creature drinks are not implemented in this version of Dwarf Fortress.  
  
 
|-
 
|-
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| DRINK_FIXED_TEMP
 
| DRINK_FIXED_TEMP
 
| temperature
 
| temperature
| The temperature emitted by one unit of the creature's drink (if any).
+
| The temperature emitted by one unit of the creature's drink.
  
 
|-
 
|-
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| temperature
 
| temperature
 
| The temperature at which the drink will set your fort ablaze.
 
| The temperature at which the drink will set your fort ablaze.
 +
 +
|-
 +
| DRINK_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's drink.
  
 
|-
 
|-
 
| DRINK_MELTING_POINT
 
| DRINK_MELTING_POINT
 
| temperature
 
| temperature
| [[User:GreyMario]] sez: "Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?" {{verify}}
+
| The temperature at which the creature's drink melts or freezes.
 +
 
 +
|-
 +
| DRINK_SOLID_DENSITY
 +
| density
 +
| Specifies the density of the creature's drink when frozen.
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]
+
| DRINK_SPEC_HEAT
| <u>not</u> a temperature
+
| [[SPEC_HEAT|specific heat capacity]]
| The difference in temperature required to modify the temperature of the drink? {{verify}}
+
| Amount of energy required for the drink to heat up or cool down.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==E==
 
==E==
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| EQUIPMENT_WAGON
 
| EQUIPMENT_WAGON
 
|  
 
|  
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.
+
| Implies 2 unknown flags<!-- 00, 01 -->, NOT_BUTCHERABLE, NOEXERT, NOPAIN, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NOBREATHE, NO_GENDER, NO_EAT, NO_DRINK, NO_SLEEP
  
 
|-
 
|-
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|  
 
|  
 
* name
 
* name
* value
+
* fg (foreground color)
* ? <small>(always 0)</small>
+
* bg (background color)
* ? <small>(0 on venoms exception: giant desert scorpion venom</small>)
+
* br (color brightness)
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hard-coded into the game, and can't be altered from objects/raw.
+
| Determines that something can be extracted from the creature, what it's called, and what [[color]] it is. Note, it appears that the extraction process is hard-coded into the game, and can't be altered from objects/raw.
 
[EXTRACT:cow's milk:7:0:1]
 
[EXTRACT:cow's milk:7:0:1]
  
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|  
 
|  
 
* name
 
* name
* value
+
* fg (foreground color)
* ? <small>(always 0)</small>
+
* bg (background color)
* ? <small>(always 0)</small>
+
* br (color brightness)
* ? <small>(always 50 or 100)</small>
+
* ? (always 50 or 100)
 
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]
 
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]
 +
 +
In the future, the last number may be used to determine effectiveness or time to cure, however, as of 40d antidotes have no function.
  
 
|-
 
|-
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|  
 
|  
 
* name
 
* name
* value
+
* fg (foreground color)
* ?
+
* bg (background color)
* ?
+
* br (color brightness)
| The extract gotten from the creature is a unit of cheese.
+
| The extract gotten from the creature can be made into cheese.
 
[EXTRACT_CHEESE:cow cheese:6:0:1]
 
[EXTRACT_CHEESE:cow cheese:6:0:1]
 +
 +
|-
 +
| EXTRACT_COLDDAM_POINT
 +
| temperature
 +
| The low temperature value at which the creature's extract starts to take damage.
  
 
|-
 
|-
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|  
 
|  
 
| Extract is cookable.
 
| Extract is cookable.
 
|-
 
| EXTRACT_COLDDAM_POINT
 
| temperature
 
| The low temperature value at which the creature's extract starts to take damage.
 
  
 
|-
 
|-
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| temperature
 
| temperature
 
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).
 
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).
 +
 +
|-
 +
| EXTRACT_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's extract.
  
 
|-
 
|-
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|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]
+
| EXTRACT_SOLID_DENSITY
| <u>not</u> a temperature
+
| density
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}
+
| Specifies the density of the creature's extract when solidified.
  
 +
|-
 +
| EXTRACT_SPEC_HEAT
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's extract to heat up or cool down.
  
 
|-
 
|-
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| EXTRAVISION
 
| EXTRAVISION
 
|  
 
|  
| Creature has enhanced vision (longer vision range, ie. at night).
+
| Creature can see regardless of whether it has working eyes.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==F==
 
==F==
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| How much fat a creature produces when it is butchered.
 
| How much fat a creature produces when it is butchered.
 
[FAT:3]  
 
[FAT:3]  
 +
 +
|-
 +
| FEATURE_ATTACK_GROUP
 +
|
 +
| If a feature attack selects a creature with this flag, ''all'' creatures in its group will join in the attack, otherwise the creature will break off from its group and attack you on its own. In practice, this has little effect because map features have finite populations and tend to get depleted as soon as you discover them.
  
 
|-
 
|-
 
| FEMALE
 
| FEMALE
 
|  
 
|  
| The creature is always female. Note that a civilization created using an all-female creature will have no population, as they don't have breeding couples.
+
| The creature is always female. Note that a civilization created using an all-female creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.
  
 
|-
 
|-
 
| FIREBREATH
 
| FIREBREATH
 
|  
 
|  
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
+
| The creature shoots fireballs and narrow bursts of fire.
  
 
|-
 
|-
 
| FIREIMMUNE
 
| FIREIMMUNE
 
|  
 
|  
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.
+
| The creature is immune to FIREBREATH, steam, and being set on fire by magma.
  
 
|-
 
|-
 
| FIREIMMUNE_SUPER
 
| FIREIMMUNE_SUPER
 
|  
 
|  
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.
+
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.
  
 
|-
 
|-
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|-
 
|-
 
| FREQUENCY
 
| FREQUENCY
| time
+
|
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].
+
* number, max 100
[FREQUENCY:42]
+
| 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.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==G==
 
==G==
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| GNAWER
 
| GNAWER
 
|  
 
|  
| The creature chews on food storage containers.
+
| The creature can and will gnaw its way out of wooden [[animal trap]]s and [[cage]]s using the specified verb. Due to a bug, however, they will only escape from [[artifact]]s.
  
 
|-
 
|-
Line 674: Line 727:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==H==
 
==H==
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| HEATDAM_POINT
 
| HEATDAM_POINT
 
| temperature
 
| temperature
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]
+
| The maximum temperature limit before the creature will start receiving damage from heat. [[Temperature scale|DF temperature scale]]
  
 
|-
 
|-
Line 712: Line 769:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==I==
 
==I==
Line 724: Line 785:
 
| temperature
 
| temperature
 
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]
 
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]
 
|-
 
| IMMOLATE
 
|
 
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.
 
  
 
|-
 
|-
Line 736: Line 792:
  
 
|-
 
|-
| INTELLIGENT
+
| IMMOLATE
 +
|
 +
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of [[wood]] or [[glass]]. Due to a bug, however, they will only escape from [[artifact]]s.
 +
 
 +
|-
 +
| INTELLIGENT
 
|  
 
|  
 
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.
 
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.
Line 743: Line 804:
 
| ITEMCORPSE
 
| ITEMCORPSE
 
|  
 
|  
* [[Item Tokens|item token]]
+
* [[Item token]]
 
* subtype
 
* subtype
 
NO_SUBTYPE
 
NO_SUBTYPE
* [[Matgloss_tokens|matgloss token]]
+
* [[Matgloss token]]
 
* NO_RACEGLOSS
 
* NO_RACEGLOSS
 
USE_RACEGLOSS
 
USE_RACEGLOSS
 
USE_SHARPSTONE
 
USE_SHARPSTONE
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. "IRON" if the corpse type is "STATUE").  USE_RACEGLOSS applies if the creature has a material glossary assigned by the "HAS_RACEGLOSS:" flag and will select neccesary adjectives and material from that glossary.
+
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc.).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. "IRON" if the corpse type is "STATUE").  USE_RACEGLOSS applies if the creature has a material glossary assigned by the "HAS_RACEGLOSS:" flag and will select necessary adjectives and material from that glossary.
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material Tokens|WOOD]]:USE_RACEGLOSS]
+
[ITEMCORPSE:[[Item token|WOOD]]:NO_SUBTYPE:[[Material token|WOOD]]:USE_RACEGLOSS]
  
 
|-
 
|-
Line 758: Line 819:
 
| The quality of an item-type corpse left behind; 5 is masterpiece-level.
 
| The quality of an item-type corpse left behind; 5 is masterpiece-level.
 
[ITEMCORPSE_QUALITY:5]
 
[ITEMCORPSE_QUALITY:5]
 
  
 
|-
 
|-
Line 766: Line 826:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==L==
 
==L==
Line 773: Line 837:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
| LARGE_CAVERIVER
 
|
 
| In Fortress Mode, spawns from/near cave rivers.
 
 
|-
 
| LARGE_CHASM
 
|
 
| In Fortress Mode, spawns from/near chasms.
 
 
|-
 
| LARGE_LAVA
 
|
 
| In Fortress Mode, spawns from/near magma.
 
  
 
|-
 
|-
Line 802: Line 851:
 
| LAYERING
 
| LAYERING
 
| value
 
| value
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.
+
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all. Tropical animals have this at 100. Tundra creatures, 200 or 300; humans 10, dwarves 50.
  
 
|-
 
|-
 
| LEATHER_BOILING_POINT
 
| LEATHER_BOILING_POINT
 
| temperature
 
| temperature
| The temperature at which leather made from the creature's skins will boil away.
+
| The temperature at which leather made from the creature's skins will boil away. Also affects severed body parts.
  
 
|-
 
|-
 
| LEATHER_COLDDAM_POINT
 
| LEATHER_COLDDAM_POINT
 
| temperature
 
| temperature
| The temperature at which leather made from the creature's skins will take damage.
+
| The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.
  
 
|-
 
|-
 
| LEATHER_FIXED_TEMP
 
| LEATHER_FIXED_TEMP
 
| temperature
 
| temperature
| The temperature that leather made from the creature's skins generates.
+
| The temperature that leather made from the creature's skins generates. Also affects severed body parts.
  
 
|-
 
|-
 
| LEATHER_HEATDAM_POINT
 
| LEATHER_HEATDAM_POINT
 
| temperature
 
| temperature
| The temperature at which leather made from the creature's skins will take damage.
+
| The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.
  
 
|-
 
|-
 
| LEATHER_IGNITE_POINT
 
| LEATHER_IGNITE_POINT
 
| temperature
 
| temperature
| The temperature at which leather made from the creature's skins will burst into flames.
+
| The temperature at which leather made from the creature's skins will burst into flames. Also affects severed body parts.
 +
 
 +
|-
 +
| LEATHER_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of leather made from the creature's skin when molten.
  
 
|-
 
|-
 
| LEATHER_MELTING_POINT
 
| LEATHER_MELTING_POINT
 
| temperature
 
| temperature
| The temperature at which leather made from the creature's skins will melt away.
+
| The temperature at which leather made from the creature's skins will melt away. Also affects severed body parts.
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]
+
| LEATHER_SOLID_DENSITY
| <u>not</u> a temperature
+
| density
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}
+
| Specifies the density of leather made from the creature's skin.
 +
 
 +
|-
 +
| LEATHER_SPEC_HEAT
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's leather to heat up or cool down. Also affects severed body parts.
  
 
|-
 
|-
Line 847: Line 906:
 
| LIKES_FIGHTING
 
| LIKES_FIGHTING
 
|  
 
|  
|  
+
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.
  
 
|-
 
|-
Line 857: Line 916:
 
| LITTERSIZE
 
| LITTERSIZE
 
|  
 
|  
* minumum
+
* minimum
 
* maximum
 
* maximum
 
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
 
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
Line 872: Line 931:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==M==
 
==M==
Line 893: Line 956:
 
| MALE
 
| MALE
 
|  
 
|  
| The creature is always male. Note that a civilization created using an all-male creature will have no population, as they don't have breeding couples.
+
| The creature is always male. Note that a civilization created using an all-male creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.
  
 
|-
 
|-
 
| MATERIAL
 
| MATERIAL
 
|  
 
|  
* [[Matgloss_tokens|Matgloss token]]
+
* [[Matgloss token]]
 
* USE_RACEGLOSS
 
* USE_RACEGLOSS
 
|  
 
|  
Line 912: Line 975:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.
+
| Sets the Minimum and Maximum age at which a creature will die from old age. Used in world generating and Fortress Mode.
 
[MAXAGE:150:170]
 
[MAXAGE:150:170]
  
Line 923: Line 986:
 
| MEGABEAST
 
| MEGABEAST
 
|  
 
|  
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.
+
| Appears on fortress territory in Fortress Mode occasionally.
  
 
|-
 
|-
Line 938: Line 1,001:
 
| MISCHIEVIOUS
 
| MISCHIEVIOUS
 
|  
 
|  
| Will pull any levers it comes across. (requires confirmation)
+
| Will pull any levers it comes across (requires confirmation). "They go on little missions to mess with various fortress buildings, not just levers."
  
 
|-
 
|-
Line 959: Line 1,022:
 
| MULTIPLE_LITTER_RARE
 
| MULTIPLE_LITTER_RARE
 
|  
 
|  
| Makes litters with more than one offspring rare.
+
| Makes litters with more than one offspring extremely rare, only happening with a 1/500 chance.  
  
 
|-
 
|-
Line 967: Line 1,030:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==N==
 
==N==
Line 987: Line 1,054:
 
| NARROW
 
| NARROW
 
|  
 
|  
| The creature can only wear things that have the narrow tag on it.
+
| Clothing made for these creatures will appear as "narrow" to other non-narrow creatures of the same size (whose own clothing will appear as "stout"). Example: elves versus humans.
  
 
|-
 
|-
Line 1,035: Line 1,102:
  
 
|-
 
|-
| NOBREATHE
+
| NOBLEED
 
|  
 
|  
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.
+
| Creature doesn't bleed.
  
 
|-
 
|-
| NOBLEED
+
| NOBONES
 
|  
 
|  
| Creature doesn't bleed.
+
| Creature will not drop bones on butcher, rot, or decay of severed body parts.
  
 
|-
 
|-
| NOBONES
+
| NOBREATHE
 
|  
 
|  
| Creature will not drop bones on butcher, rot, or decay of severed body parts.
+
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.
  
 
|-
 
|-
Line 1,110: Line 1,177:
  
 
|-
 
|-
| NOTHOUGHT
+
| NOT_BUTCHERABLE
 
|  
 
|  
| Creature doesn't think, or doesn't require a [BRAIN] body part.
+
| Creature can't be butchered.
  
 
|-
 
|-
| NOT_BUTCHERABLE
+
| NOTHOUGHT
 
|  
 
|  
| Creature can't be butchered.
+
| Creature doesn't think, or doesn't require a [BRAIN] body part.
 +
|}
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==P==
 
==P==
Line 1,160: Line 1,230:
 
* median
 
* median
 
* highest % chance
 
* highest % chance
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.
+
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality trait]]s for more info.
 
[PERSONALITY:IMAGINATION:0:55:100]
 
[PERSONALITY:IMAGINATION:0:55:100]
  
Line 1,184: Line 1,254:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.
+
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
[POPULATION_NUMBER:42:42]
+
[POPULATION_NUMBER:10:30]
  
 
|-
 
|-
Line 1,228: Line 1,298:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==S==
 
==S==
Line 1,245: Line 1,319:
 
|  
 
|  
 
| Appears as boss creature in quests.
 
| Appears as boss creature in quests.
 
|-
 
| SESSILE_LAND
 
|
 
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].
 
  
 
|-
 
|-
Line 1,280: Line 1,349:
 
| temperature
 
| temperature
 
| Temperature at which silk made from this creature's webs bursts into flame.
 
| Temperature at which silk made from this creature's webs bursts into flame.
 +
 +
|-
 +
| SILK_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's webs when molten.
  
 
|-
 
|-
Line 1,287: Line 1,361:
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]
+
| SILK_SOLID_DENSITY
| <u>not</u> a temperature
+
| density
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}
+
| Specifies the density of the creature's webs.
 +
 
 +
|-
 +
| SILK_SPEC_HEAT
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's silk to heat up or cool down.
  
 
|-
 
|-
 
| SIZE
 
| SIZE
 
| value
 
| value
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.
+
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast. Creatures with a size larger than 10 will prevent [[bridge]]s from raising or retracting and will cause a [[Dwarven Atom Smasher]] to deconstruct.
 
[SIZE:6]
 
[SIZE:6]
  
Line 1,300: Line 1,379:
 
| SLOW_LEARNER
 
| SLOW_LEARNER
 
|  
 
|  
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants
+
| Presumably causes the creature to learn skills more slowly. Implies CAN_LEARN.
  
 
|-
 
|-
| SMALLAQUATIC_CAVERIVER
+
| SMALL_REMAINS
|
 
 
|  
 
|  
 +
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.
  
 
|-
 
|-
| SMALLAQUATIC_OCEAN
+
| SPEC_HEAT
|  
+
| [[SPEC_HEAT|specific heat capacity]]
|
+
| Amount of energy required for the creature to heat up or cool down.
 
+
[SPEC_HEAT:409]
|-
 
| SMALLAQUATIC_RIVER
 
|
 
|  
 
 
 
|-
 
| SMALLAQUATIC_SWAMP
 
|
 
|
 
 
 
|-
 
| SMALL_REMAINS
 
|
 
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.
 
  
 
|-
 
|-
Line 1,336: Line 1,401:
 
| Sets a special name for certain instances.
 
| Sets a special name for certain instances.
 
[SPECNAME:MALE:bull:bulls:bull]
 
[SPECNAME:MALE:bull:bulls:bull]
 
|-
 
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]
 
| <u>not</u> a temperature
 
| The specific heat of a creature? {{verify}}
 
[SPEC_HEAT:409]
 
  
 
|-
 
|-
Line 1,348: Line 1,407:
 
| Sets what speech.txt to use when insulting the creature.
 
| Sets what speech.txt to use when insulting the creature.
 
[SPEECH:dwarf.txt]
 
[SPEECH:dwarf.txt]
 +
 +
|-
 +
| SPEECH_FEMALE
 +
| filename
 +
| Sets speech text file used only by females to insult creatures. Not used natively.
  
 
|-
 
|-
 
| SPEECH_MALE
 
| SPEECH_MALE
 
| filename
 
| filename
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].
+
| Sets speech text file used only by males to insult creatures.
 
[SPEECH_MALE:human_male.txt]
 
[SPEECH_MALE:human_male.txt]
  
Line 1,358: Line 1,422:
 
| SPEED
 
| SPEED
 
| value
 
| value
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.
+
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.
 
[SPEED:400]
 
[SPEED:400]
  
Line 1,364: Line 1,428:
 
| SPHERE
 
| SPHERE
 
| [[sphere]]
 
| [[sphere]]
| Sets what religious spheres the creature is aligned to, for purposes of being worshiped via the [POWER] token. By default, only used by [[Demon|hidden fun stuff]].
+
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of [[glowing pit|hidden fun stuff]].
  
 
|-
 
|-
| STOUT
+
| STANDARD_FLESH
 +
|
 +
| Sets the following properties:
 +
 
 +
{|
 +
!  !! (creature) !! LEATHER !! BONE
 +
|-
 +
! SPEC_HEAT || 4181 || 1000 || 1000
 +
|-
 +
! HEATDAM_POINT || 10120 || 10300 || 11468
 +
|-
 +
! COLDDAM_POINT || 10020 || 9800 || 9800
 +
|-
 +
! IGNITE_POINT || 10180 || 10180 || NONE
 +
|-
 +
! MELTING_POINT || NONE || NONE || NONE
 +
|-
 +
! BOILING_POINT || NONE || NONE || NONE
 +
|-
 +
! FIXED_TEMP || NONE || NONE || NONE
 +
|-
 +
! SOLID_DENSITY || 1100 || 1900 || 1100
 +
|-
 +
! LIQUID_DENSITY || N/A || NONE || NONE
 +
|}
 +
 
 +
|-
 +
| STOUT
 
|  
 
|  
| Creature has a resistance to being knocked over.
+
| Clothing made for these creatures will appear as "stout" to other non-stout creatures of the same size (whose own clothing will appear as "narrow"). Example: dwarves versus goblins.
 +
 
 +
Unconfirmed: creature has a resistance to being knocked over.{{verify}}
  
 
|-
 
|-
| STANDARD_FLESH
+
| SWIM_SPEED
|
+
| value
|
+
| How fast the creature swims. Typically 2500 (0.38 times the default speed).
  
 
|-
 
|-
Line 1,386: Line 1,479:
 
| The creature must learn to swim. Requires [CAN_LEARN], obviously.
 
| The creature must learn to swim. Requires [CAN_LEARN], obviously.
  
|-
+
|}
| SWIM_SPEED
 
| value
 
| How fast the creature swims.
 
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==T==
 
==T==
Line 1,403: Line 1,495:
 
| THICKWEB
 
| THICKWEB
 
|  
 
|  
| The creature's webs can catch larger creatures.
+
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]?
  
 
|-
 
|-
Line 1,458: Line 1,550:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==V==
 
==V==
Line 1,472: Line 1,568:
  
 
|-
 
|-
| VERMINHUNTER
+
| VERMIN_BITE
|
 
| 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.
 
 
 
|-
 
| VERMIN_BITE
 
 
|  
 
|  
 
* amount injected or chance of injection?
 
* amount injected or chance of injection?
Line 1,489: Line 1,580:
 
|  
 
|  
 
| The creature can eat your food.
 
| The creature can eat your food.
 +
 +
|-
 +
| VERMIN_FISH
 +
|
 +
| The creature can be [[fishing|fished]] out of bodies of water.
  
 
|-
 
|-
 
| VERMIN_GROUNDER
 
| VERMIN_GROUNDER
 
|  
 
|  
| The creature can be picked up if you stand over it. (Requires confirmation)
+
| The creature lives on the ground (or in the air).
: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. &ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)
 
  
 
|-
 
|-
Line 1,500: Line 1,595:
 
|  
 
|  
 
| Some dwarves will hate the creature and get unhappy thoughts when around it.
 
| Some dwarves will hate the creature and get unhappy thoughts when around it.
 +
 +
|-
 +
| VERMIN_MICRO
 +
|
 +
| This makes the creature move in a swarm of creatures of the same race as it.
  
 
|-
 
|-
Line 1,530: Line 1,630:
 
|
 
|
 
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
 
| 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 its own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.
  
 
|-
 
|-
Line 1,542: Line 1,647:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==W==
 
==W==
Line 1,564: Line 1,673:
 
|  
 
|  
 
| The creature will not get caught in webs.
 
| The creature will not get caught in webs.
 +
 +
|}
 +
 +
==X==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
 +
|-
 +
| X_NAME
 +
|
 +
* singular
 +
* plural
 +
| Sets the name of profession X. 
 +
ex:  [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
 +
 +
From the [[Main:string dump|string dump]](v40d), permissible tags seem to be:
 +
 +
CRAFTSMAN_NAME, FISHERMAN_NAME
 +
 +
HAMMERMAN_NAME, SPEARMAN_NAME, CROSSBOWMAN_NAME, AXEMAN_NAME,
 +
 +
SWORDSMAN_NAME, MACEMAN_NAME, PIKEMAN_NAME, BOWMAN_NAME
  
 
|}
 
|}
Line 1,589: Line 1,723:
 
|BYTYPE:GRASP
 
|BYTYPE:GRASP
 
BYTOKEN:TAIL_STINGER
 
BYTOKEN:TAIL_STINGER
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for "type" are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].
+
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for "type" are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body token]].
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.
+
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[#B|BODY]] token.
  
 
|-
 
|-
Line 1,606: Line 1,740:
 
|-
 
|-
 
|[ATTACKFLAG_WITH]
 
|[ATTACKFLAG_WITH]
|Attacks in combat inform which body part was used in the attack.  
+
|Attacks in combat inform which body part was used in the attack. Not mutually exclusive with _CANLATCH
"Ratman punches Blargg with his right hand."
+
or SPECIALATTACK_ "Ratman punches Blargg with his right hand."
  
 
|-
 
|-
 
|[ATTACKFLAG_CANLATCH]
 
|[ATTACKFLAG_CANLATCH]
|Allows the creature to latch on with the attack. "Crocodile latches on Blargg's head firmly."
+
|Allows the creature to latch on with the attack. Not mutually exclusive with _WITH
 +
or SPECIALATTACK_ "Crocodile latches on Blargg's head firmly."
  
 
|-
 
|-
 
|[SPECIALATTACK_INJECT_EXTRACT:50:100]
 
|[SPECIALATTACK_INJECT_EXTRACT:50:100]
|The creature injects an amount of its extract into a victim upon successfully using this attack. The significance of the amount is unknown (but probably determines duration before the extract wears off).
+
|The creature injects an amount of its extract into a victim upon successfully using this attack. 50:100 is potency. This is an average extract if it's a poison it will take time to affect the target, then wears off some time after full effect, a slow poison would be 1:100, 100:100 is instant or very fast working poison (haven't tried 0 yet, going to further experiment with the max value)
  
 
|-
 
|-
 
|[SPECIALATTACK_SUCK_BLOOD:50:100]
 
|[SPECIALATTACK_SUCK_BLOOD:50:100]
 
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn? / Effectiveness?)
 
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn? / Effectiveness?)
 +
<small>! It seems to only make the target creature bleed/heavy bleed. further testing</small>]
 
|}
 
|}
  
[[Category:Modding]]
+
If not specified, the following default values will be used for the various temperature/density properties. Values initialized by STANDARD_FLESH (for creature, LEATHER, and BONE) are all initialized to NONE.
[[Category:Tokens]]
+
 
 +
{| {{prettytable}}
 +
|- style='background-color:#ddd'
 +
! !! SILK !! EXTRACT !! CHEESE !! DRINK
 +
|-
 +
| SPEC_HEAT || 1000 || 4181 || 2000 || 2440
 +
|-
 +
| HEATDAM_POINT || 10400 || NONE || 10800 || NONE
 +
|-
 +
| COLDDAM_POINT || 9800 || NONE || 9950 || NONE
 +
|-
 +
| IGNITE_POINT || 10400 || NONE || NONE || 10800
 +
|-
 +
| MELTING_POINT || NONE || 9950 || 10150 || 9850
 +
|-
 +
| BOILING_POINT || NONE || 10200 || NONE || 10150
 +
|-
 +
| FIXED_TEMP || NONE || NONE || NONE || NONE
 +
|-
 +
| SOLID_DENSITY || 1353 || 1200 || 1200 || 1200
 +
|-
 +
| LIQUID_DENSITY || NONE || 1200 || 1200 || 1200
 +
|}
 +
 
 +
 
 +
{{Category|Modding}}
 +
{{Category|Tokens}}

Latest revision as of 22:41, 3 September 2021

This article is about an older version of DF.

Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment. This includes sentient creatures, but creature tokens should not be confused with entity tokens.


Tokens[edit]

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[edit]

Token Arguments Description
ALCOHOL_DEPENDENT Creature needs alcohol to get through the working day.
ALL_ACTIVE Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.
ALTTILE CP437 ordinal or 'character' If set, the creature will blink between its [TILE] and its [ALTTILE].

[ALTTILE:157] or [ALTTILE:'&']

AMBUSHPREDATOR Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?
AMPHIBIOUS Allows a creature to breathe with or without water.
AQUATIC Allows a creature to breathe underwater, but causes it to "drown" out of water.
ATTACK See the Attacks section.
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B[edit]

Token Arguments Description
BABY age Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.

[BABY:1]

BABYNAME
  • singular
  • plural
Gives the baby a special name.
BEACH_FREQUENCY value Whales and jellyfish have this. Controls the beaching frequency of the creature.

[BEACH_FREQUENCY:10]

BENIGN Determines whether creature can show up on "tame" maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
BIOME:* See Biome tokens.
BLOODTYPE type Sets the creatures' blood type (default red):
  • R - Red blood
  • G - Green blood
  • B - Blue blood
  • M - Magenta blood
  • C - Cyan blood
  • Y - Yellow pus
  • W - White ichor
  • 0 - Black goo
  • VOMIT
  • SLIME

[BLOODTYPE:0]

BODY parts[:...] Sets the body parts a creature has. Can supply as many as you want.

[BODY:HUMANOID:2EYES:2EARS]

BODYGLOSS gloss A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.

[BODYGLOSS:HOOF]

BOILING_POINT temperature The temperature at which the creature boils into goo. DF temperature scale
BONE_BOILING_POINT temperature The boiling point of the creature's bones.
BONE_COLDDAM_POINT temperature The low temperature at which the creature's bones start getting damaged.
BONE_FIXED_TEMP temperature The temperature that the creature's bones give off.
BONE_HEATDAM_POINT temperature The high temperature where the bones start taking damage.
BONE_IGNITE_POINT temperature The temperature at which point the creature's bones burst into flame.
BONE_LIQUID_DENSITY density Specifies the density of the creature's bones when molten.
BONE_MELTING_POINT temperature The temperature at which the creature's bones melt.
BONE_SOLID_DENSITY density Specifies the density of the creature's bones.
BONE_SPEC_HEAT specific heat capacity Amount of energy required for the creature's bones to heat up or cool down.
BONECARN Creature eats bones. This tag implies CARNIVORE.
BUILDINGDESTROYER value Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b +