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Editing 40d:Creature token

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{{quality|Exceptional|21:17, 30 March 2011 (UTC)}}{{av}}
+
{{Old|0.23.130.23a}}
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.
 
  
__NOTOC__
+
Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.
=Tokens=
+
 
 +
Since the game is in the Alpha stage, consider everything '''tentative'''.
  
<div align="center">
+
See [[Adding New Civilization]] for related modding information and examples.
{{alphabetical TOC}}
 
</div>
 
  
 +
__TOC__
 +
=Tokens=
 
==A==
 
==A==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! 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.
 +
[ADD_VERSION:1069]
  
 
|-
 
|-
Line 28: Line 33:
 
|-
 
|-
 
| ALTTILE
 
| ALTTILE
| [[Main:Character Table|CP437 ordinal]] or 'character'
+
| [[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 35: Line 40:
 
| AMBUSHPREDATOR
 
| AMBUSHPREDATOR
 
|  
 
|  
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?
+
|  
  
 
|-
 
|-
 
| AMPHIBIOUS
 
| AMPHIBIOUS
 
|  
 
|  
| Allows a creature to breathe with or without water.
+
| Allows a creature to swim.
  
 
|-
 
|-
 
| AQUATIC
 
| AQUATIC
 
|  
 
|  
| Allows a creature to breathe underwater, but causes it to "drown" out of water.
+
| Implies AMPHIBIOUS.
  
 
|-
 
|-
Line 53: Line 58:
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==B==
 
==B==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 68: Line 68:
 
| BABY
 
| BABY
 
| age
 
| 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.
+
| Age at which a baby becomes a child.
 
[BABY:1]
 
[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
 
| BENIGN
 
|  
 
|  
| 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).
+
| 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).
  
 
|-
 
|-
| BIOME:*
+
| BIOME_*
 
|  
 
|  
| See [[Biome token]]s.
+
| See [[Biome Tokens|biome tokens]].
  
 
|-
 
|-
Line 111: Line 98:
  
 
|-
 
|-
| [[Body token|BODY]]
+
| 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 117: Line 104:
  
 
|-
 
|-
| [[Bodygloss|BODYGLOSS]]
+
| BODYGLOSS
 
| gloss
 
| gloss
 
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.
 
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.
Line 125: Line 112:
 
| BOILING_POINT
 
| BOILING_POINT
 
| temperature
 
| temperature
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]
+
| The temperature at which the creature boils into goo.
  
 
|-
 
|-
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| 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 163: Line 145:
  
 
|-
 
|-
| BONE_SOLID_DENSITY
+
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]
| density
+
| <u>not</u> a temperature
| 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. This tag implies CARNIVORE.
+
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).
  
 
|-
 
|-
 
| BUILDINGDESTROYER
 
| BUILDINGDESTROYER
 
| value
 
| 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 {{k|b}} + {{k|C}} commands.
+
| Allows a creature to destroy furniture and buildings. (Giant Cave Spiders have this at 1, but most other creatures have it at 2. The difference between these values is unknown.)
See [[Building destroyer]] for full discussion.
+
[BUILDINGDESTROYER:2]
 +
 
 +
|-
 +
| BUTCHERABLE_NONSTANDARD
 +
|
 +
| 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==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 199: Line 176:
 
| CAN_CIV
 
| CAN_CIV
 
|  
 
|  
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}
+
| Can create civilizations.  This tag may activate hunger and thirst. Needs confirmation.
  
 
|-
 
|-
Line 209: Line 186:
 
| CAN_SPEAK
 
| CAN_SPEAK
 
|  
 
|  
| Can talk. Note that it is not necessary for a creature to gain social skills.
+
| Can talk.
  
 
|-
 
|-
| CANNOT_UNDEAD
+
| CARNIVORE
 
|  
 
|  
| Cannot become undead.
+
| Creature only eats meat.
  
 
|-
 
|-
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|  
 
|  
 
| Allows the creature to open doors.
 
| Allows the creature to open doors.
 
|-
 
| CARNIVORE
 
|
 
| Creature only eats meat.
 
  
 
|-
 
|-
Line 249: Line 221:
 
| CHEESE_HEATDAM_POINT
 
| CHEESE_HEATDAM_POINT
 
| temperature
 
| temperature
| The temperature at which the cheese made from the creature's milk starts taking heat damage.
+
| The temperature at which the cheese made from the creature's milk starts taking damage.
  
 
|-
 
|-
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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 267: Line 234:
  
 
|-
 
|-
| CHEESE_SOLID_DENSITY
+
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]
| density
+
| <u>not</u> a temperature
| 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, e.g. "hippo calf" instead of "hippo child".
+
| Gives the child a special name, eg "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's skin is tanned, it becomes [[chitin]] instead of leather.
+
| When the creature is butchered, it drops chitin, which is similar in function to turtle shells.
 +
 
 +
|-
 +
| CRAFTSMAN_NAME
 +
|
 +
* singular
 +
* plural
 +
| Sets the name of the craftsman profession.
 +
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
 +
 
 +
|-
 +
| CREPUSCULAR
 +
|
 +
| Sets if the creature is active in twilight.
  
 
|-
 
|-
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* minimum
 
* minimum
 
* maximum
 
* maximum
| 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.
+
| The minimum/maximum numbers of how many creatures per spawned cluster.
 
[CLUSTER_NUMBER:1:3]
 
[CLUSTER_NUMBER:1:3]
 
|-
 
| COLDDAM_POINT
 
| temperature
 
| The minimum temperature limit before the creature starts taking damage from freezing.
 
  
 
|-
 
|-
Line 323: Line 293:
  
 
|-
 
|-
| COMMON_DOMESTIC
+
| COOKABLE_LIVE
 
|  
 
|  
| 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
+
| Set this to allow the creature to be cooked in meals without having to butcher it first.
 +
 
 +
|-
 +
| CREATURE
 +
| name
 +
| What the game looks for when generating creatures.
 +
[CREATURE:DWARF]
  
 
|-
 
|-
| COOKABLE_LIVE
+
| COLDDAM_POINT
 +
| temperature
 +
| The minimum temperature limit before the creature starts taking damage from freezing.
 +
 
 +
|-
 +
| COMMON_DOMESTIC
 
|  
 
|  
| Set this to allow the creature to be cooked in meals without first being [[fishery|cleaned]].
+
| Allows the creature to be brought with immigrants and when creating a new fortress.
  
 
|-
 
|-
| CREPUSCULAR
+
| CURIOUSBEAST
 +
|
 
|  
 
|  
| Sets if the creature is active in twilight.
 
  
 
|-
 
|-
| CURIOUSBEAST_EATER
+
| CURIOUSBEAST_ITEM
 
|  
 
|  
| Allows a creature to steal and eat edible items from you.
+
| Allows a creature to steal things (usually [[food]]?). Implies CURIOUSBEAST.
  
 
|-
 
|-
 
| CURIOUSBEAST_GUZZLER
 
| CURIOUSBEAST_GUZZLER
 
|  
 
|  
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.
+
| Will steal [[alcohol]]? Implies CURIOUSBEAST.
  
|-
 
| CURIOUSBEAST_ITEM
 
|
 
| Allows a creature to steal things (apparently the highest [[value]] it can find).
 
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==D==
 
==D==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 373: Line 345:
 
| DEFENDER
 
| DEFENDER
 
|  
 
|  
| Appears from the glowing pits in a group.
+
| Appears from the glowing pits after the magma river.
 
 
|-
 
| DENSITY
 
| density
 
| Specifies the density of the creature.
 
  
 
|-
 
|-
 
| DIFFICULTY
 
| DIFFICULTY
 
| number
 
| number
| [[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.
+
| [[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."''
 
[DIFFICULTY:2]
 
[DIFFICULTY:2]
  
Line 394: Line 361:
 
| DRAGONFIREBREATH
 
| DRAGONFIREBREATH
 
|  
 
|  
| Creature breathes fire in a cone.
+
| Creature breathes dragon level fire.
  
 
|-
 
|-
 
| DRINK_BOILING_POINT
 
| DRINK_BOILING_POINT
 
| temperature
 
| temperature
| The temperature at which an alcoholic drink made from the creature will boil. Creature drinks are not implemented in this version of Dwarf Fortress.
+
|  
  
 
|-
 
|-
 
| DRINK_COLDDAM_POINT
 
| DRINK_COLDDAM_POINT
 
| temperature
 
| temperature
| The temperature at which said drink will take cold damage.
+
|  
  
 
|-
 
|-
 
| DRINK_FIXED_TEMP
 
| DRINK_FIXED_TEMP
 
| temperature
 
| temperature
| The temperature emitted by one unit of the creature's drink.
 
  
 
|-
 
|-
 
| DRINK_HEATDAM_POINT
 
| DRINK_HEATDAM_POINT
 
| temperature
 
| temperature
| The temperature at which aforementioned drink will take heat damage.
+
|  
  
 
|-
 
|-
 
| DRINK_IGNITE_POINT
 
| DRINK_IGNITE_POINT
 
| temperature
 
| temperature
| 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
| The temperature at which the creature's drink melts or freezes.
+
|  
  
 
|-
 
|-
| DRINK_SOLID_DENSITY
+
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]
| density
+
| <u>not</u> a temperature
| Specifies the density of the creature's drink when frozen.
+
|
 
 
|-
 
| DRINK_SPEC_HEAT
 
| [[SPEC_HEAT|specific heat capacity]]
 
| Amount of energy required for the drink to heat up or cool down.
 
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==E==
 
==E==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 457: Line 408:
 
| ENDING
 
| ENDING
 
|  
 
|  
| Will show up as a leader (only one of them) in a group from the glowing pits.
+
| Will show up after your fortress went 'Too Deep'. (confirm)
  
 
|-
 
|-
 
| EQUIPMENT_WAGON
 
| EQUIPMENT_WAGON
 
|  
 
|  
| 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
+
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, RECKLESS, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.
  
 
|-
 
|-
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| EVIL
 
| EVIL
 
|  
 
|  
| Determines whether creature can show up on "evil" maps (see [[Region#Surroundings]]).
+
| Determines whether creature can show up on "evil" maps (see [[Creatures#Threat Matrix|Threat Matrix]]).
  
 
|-
 
|-
Line 478: Line 429:
 
|  
 
|  
 
* name
 
* name
* fg (foreground color)
+
* value
* bg (background color)
+
* ?
* br (color brightness)
+
* ?
| 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.
+
| 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 hardcoded 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
* fg (foreground color)
+
* value
* bg (background color)
+
* ?
* br (color brightness)
+
* ?
* ? (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
* fg (foreground color)
+
* value
* bg (background color)
+
* ?
* br (color brightness)
+
* ?
| The extract gotten from the creature can be made into cheese.
+
| The extract gotten from the creature is a unit of cheese.
 
[EXTRACT_CHEESE:cow cheese:6:0:1]
 
[EXTRACT_CHEESE:cow cheese:6:0:1]
 +
 +
|-
 +
| EXTRACT_COOKABLE
 +
|
 +
| Extract is cookable.
  
 
|-
 
|-
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| temperature
 
| temperature
 
| The low temperature value at which the creature's extract starts to take damage.
 
| The low temperature value at which the creature's extract starts to take damage.
 
|-
 
| EXTRACT_COOKABLE
 
|
 
| Extract is cookable.
 
  
 
|-
 
|-
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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.
 
  
 
|-
 
|-
Line 568: Line 512:
  
 
|-
 
|-
| EXTRACT_SOLID_DENSITY
+
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]
| density
+
| <u>not</u> a temperature
| 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.
 
  
 
|-
 
|-
Line 596: Line 536:
 
| EXTRAVISION
 
| EXTRAVISION
 
|  
 
|  
| Creature can see regardless of whether it has working eyes.
+
| Creature has enhanced vision (longer vision range, ie. at night).
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==F==
 
==F==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 619: Line 554:
 
| FAT
 
| FAT
 
| value
 
| value
| How much fat a creature produces when it is butchered.
+
| How much fat a creature has when it is butchered. And maybe affects warmth? (Requires confirmation)
 
[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 quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.
+
| The creature is always female.
  
 
|-
 
|-
 
| FIREBREATH
 
| FIREBREATH
 
|  
 
|  
| The creature shoots fireballs and narrow bursts of fire.
+
| The creature breathes fire.
  
 
|-
 
|-
 
| FIREIMMUNE
 
| FIREIMMUNE
 
|  
 
|  
| The creature is immune to FIREBREATH, steam, and being set on fire by magma.
+
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.
  
 
|-
 
|-
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| FIXED_TEMP
 
| FIXED_TEMP
 
| temperature
 
| temperature
| The natural heat generated by the creature. [FIXED_TEMP:1-?]
+
| The natural heat generated by the creature.  
  
 
|-
 
|-
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| FLIER
 
| FLIER
 
|  
 
|  
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
+
| Allows a creature to fly.
  
 
|-
 
|-
 
| FREQUENCY
 
| FREQUENCY
|
+
| time
* number, max 100
+
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].
| 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.
+
[FREQUENCY:42]
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==G==
 
==G==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 689: Line 614:
 
| GENPOWER
 
| GENPOWER
 
| rate?
 
| rate?
| Not used anymore and can be removed safely. Was related to magic.
+
| Not used anymore. Was related to magic.
 
[GENPOWER:3]
 
[GENPOWER:3]
  
Line 713: Line 638:
 
| GNAWER
 
| GNAWER
 
|  
 
|  
| 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.
+
| The creature chews on food storage containers.
  
 
|-
 
|-
Line 723: Line 648:
 
| GRASSTRAMPLE
 
| GRASSTRAMPLE
 
| amount
 
| amount
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.  
+
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.  
 
[GRASSTRAMPLE:42]
 
[GRASSTRAMPLE:42]
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==H==
 
==H==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 742: Line 662:
 
| HAS_RACEGLOSS
 
| HAS_RACEGLOSS
 
| gloss
 
| gloss
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.
+
| Links a material glossary to the entity, located in the file "matgloss_[name].txt"; in this example, matgloss_wood.txt
 
[HAS_RACEGLOSS:WOOD]
 
[HAS_RACEGLOSS:WOOD]
[HAS_RACEGLOSS:STONE]
 
[HAS_RACEGLOSS:METAL]
 
[HAS_RACEGLOSS:PLANT]
 
  
 
|-
 
|-
Line 756: Line 673:
 
| HEATDAM_POINT
 
| HEATDAM_POINT
 
| temperature
 
| temperature
| The maximum temperature limit before the creature will start receiving damage from heat. [[Temperature scale|DF temperature scale]]
+
| The maximum temperature limit before the creature will start recieving damage from heat.
  
 
|-
 
|-
 
| HOMEOTHERM
 
| HOMEOTHERM
 
| value
 
| value
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]
+
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live.
  
 
|-
 
|-
 
| HORN
 
| HORN
 
|  
 
|  
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.
+
|  
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==I==
 
==I==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 784: Line 696:
 
| IGNITE_POINT
 
| IGNITE_POINT
 
| 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.
 
 
|-
 
| IMMOBILE_LAND
 
|
 
| The creature is immobile while on land
 
 
 
|-
 
| 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
 
| INTELLIGENT
 
|  
 
|  
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.
+
| Implies CAN_CIV, CAN_SPEAK, CAN_TALK.
  
 
|-
 
|-
 
| ITEMCORPSE
 
| ITEMCORPSE
 
|  
 
|  
* [[Item token]]
+
* [[Item Tokens|item token]]
 
* subtype
 
* subtype
 
NO_SUBTYPE
 
NO_SUBTYPE
* [[Matgloss token]]
+
* [[Material_Tokens|material 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 necessary 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 neccesary adjectives and material from that glossary.
[ITEMCORPSE:[[Item token|WOOD]]:NO_SUBTYPE:[[Material token|WOOD]]:USE_RACEGLOSS]
+
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]
  
 
|-
 
|-
Line 819: Line 721:
 
| 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]
 +
 +
|-
 +
| IMMOLATE
 +
|
 +
|
  
 
|-
 
|-
 
| IVORY
 
| IVORY
 
|  
 
|  
| Creature will produce ivory when butchered. Currently doesn't work. May turn up with merchants as a trade good.
+
|  
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==L==
 
==L==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
 +
|-
 +
| LARGE_CAVERIVER
 +
|
 +
| In Fortress Mode, spawns from/near the cave river.
 +
 +
|-
 +
| LARGE_CHASM
 +
|
 +
| In Fortress Mode, spawns from/near the chasm.
 +
 +
|-
 +
| LARGE_LAVA
 +
|
 +
| In Fortress Mode, spawns from/near the magma.
  
 
|-
 
|-
 
| LARGE_PREDATOR
 
| LARGE_PREDATOR
 
|  
 
|  
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
+
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back).
  
 
|-
 
|-
Line 851: Line 768:
 
| 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. Tropical animals have this at 100. Tundra creatures, 200 or 300; humans 10, dwarves 50.
+
| How well-protected the creature is from low temperatures.
  
 
|-
 
|-
 
| LEATHER_BOILING_POINT
 
| LEATHER_BOILING_POINT
 
| temperature
 
| temperature
| The temperature at which leather made from the creature's skins will boil away. Also affects severed body parts.
+
| The temperature at which leather made from the creature's skins will boil away.
  
 
|-
 
|-
 
| LEATHER_COLDDAM_POINT
 
| LEATHER_COLDDAM_POINT
 
| temperature
 
| temperature
| The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.
+
| The temperature at which leather made from the creature's skins will take damage.
  
 
|-
 
|-
 
| LEATHER_FIXED_TEMP
 
| LEATHER_FIXED_TEMP
 
| temperature
 
| temperature
| The temperature that leather made from the creature's skins generates. Also affects severed body parts.
+
| The temperature that leather made from the creature's skins generates.
  
 
|-
 
|-
 
| LEATHER_HEATDAM_POINT
 
| LEATHER_HEATDAM_POINT
 
| temperature
 
| temperature
| The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.
+
| The temperature at which leather made from the creature's skins will take damage.
  
 
|-
 
|-
 
| LEATHER_IGNITE_POINT
 
| LEATHER_IGNITE_POINT
 
| temperature
 
| temperature
| The temperature at which leather made from the creature's skins will burst into flames. Also affects severed body parts.
+
| The temperature at which leather made from the creature's skins will burst into flames.
 
 
|-
 
| 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. Also affects severed body parts.
+
| The temperature at which leather made from the creature's skins will melt away.
  
 
|-
 
|-
| LEATHER_SOLID_DENSITY
+
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]
| density
+
| <u>not</u> a temperature
| 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 906: Line 813:
 
| 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.
+
| Determines whether creature "takes pleasure in slaughter" (after killing something in battle).
  
 
|-
 
|-
Line 916: Line 823:
 
| LITTERSIZE
 
| LITTERSIZE
 
|  
 
|  
* minimum
+
* minumum?
* maximum
+
* maximum?
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
+
| Untested: possibly determines the random chance of how many creatures are generated when giving birth.
  
 
|-
 
|-
 
| LOCKPICKER
 
| LOCKPICKER
 
|  
 
|  
| Lets a creature open doors that are set to forbidden in Fortress Mode. Implies [TRAPAVOID]
+
| Lets a creature open doors that are set to forbidden in Fortress Mode.
  
 
|-
 
|-
Line 931: Line 838:
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==M==
 
==M==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 946: Line 848:
 
| MAGICAL
 
| MAGICAL
 
|  
 
|  
| Makes the creature attract local wildlife in large numbers.  May have more effects when magic is implemented.
+
| Allows a creature to use magic? (Requires confirmation)
  
 
|-
 
|-
Line 956: Line 858:
 
| MALE
 
| MALE
 
|  
 
|  
| 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.
+
| The creature is always male.
  
 
|-
 
|-
 
| MATERIAL
 
| MATERIAL
 
|  
 
|  
* [[Matgloss token]]
+
* [[Material Tokens|Material token]]
 
* USE_RACEGLOSS
 
* USE_RACEGLOSS
 
|  
 
|  
Line 975: Line 877:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| Sets the Minimum and Maximum age at which a creature will die from old age. Used in world generating and Fortress Mode.
+
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.
 
[MAXAGE:150:170]
 
[MAXAGE:150:170]
  
Line 986: Line 888:
 
| MEGABEAST
 
| MEGABEAST
 
|  
 
|  
| Appears on fortress territory in Fortress Mode occasionally.
+
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.
  
 
|-
 
|-
Line 1,001: Line 903:
 
| MISCHIEVIOUS
 
| MISCHIEVIOUS
 
|  
 
|  
| Will pull any levers it comes across (requires confirmation). "They go on little missions to mess with various fortress buildings, not just levers."
+
| Will pull any levers it comes across. (requires confirmation)
  
 
|-
 
|-
Line 1,012: Line 914:
 
| MOUNT
 
| MOUNT
 
|  
 
|  
| Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.
+
| Allows the creature to be mounted.
  
 
|-
 
|-
Line 1,022: Line 924:
 
| MULTIPLE_LITTER_RARE
 
| MULTIPLE_LITTER_RARE
 
|  
 
|  
| Makes litters with more than one offspring extremely rare, only happening with a 1/500 chance.
+
| Makes litters with more than one offspring rare.
 
 
|-
 
| MUNDANE
 
|
 
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.
 
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==N==
 
==N==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,054: Line 946:
 
| NARROW
 
| NARROW
 
|  
 
|  
| 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.
+
| The creature can only wear things that have the narrow tag on it.
  
 
|-
 
|-
Line 1,079: Line 971:
 
| NO_GENDER
 
| NO_GENDER
 
|  
 
|  
| No gender will be selected for the creature. Note that a civilization created using a genderless creature will have no population, as they don't have breeding couples.
+
| No gender will be selected for the creature.
  
 
|-
 
|-
Line 1,100: Line 992:
 
|  
 
|  
 
| Will not show up during the Winter season.
 
| Will not show up during the Winter season.
 +
 +
|-
 +
| NOBREATHE
 +
|
 +
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.
  
 
|-
 
|-
Line 1,109: Line 1,006:
 
| NOBONES
 
| NOBONES
 
|  
 
|  
| Creature will not drop bones on butcher, rot, or decay of severed body parts.
+
| Creature will not drop bones on death.
 
 
|-
 
| NOBREATHE
 
|
 
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.
 
  
 
|-
 
|-
Line 1,139: Line 1,031:
 
| NOMEAT
 
| NOMEAT
 
|  
 
|  
| Creature will not drop meat on butcher.
+
| Creature will not drop meat on death.
  
 
|-
 
|-
Line 1,154: Line 1,046:
 
| NOSKIN
 
| NOSKIN
 
|  
 
|  
| Creature will not drop skin on butcher.
+
| Creature will not drop skin on death.
  
 
|-
 
|-
 
| NOSKULL
 
| NOSKULL
 
|  
 
|  
| Creature will not drop skull on butcher, rot, or decay of severed head.
+
| Creature will not drop skull on death.
  
 
|-
 
|-
Line 1,175: Line 1,067:
 
|  
 
|  
 
| Creature can't be stunned.
 
| Creature can't be stunned.
 +
 +
|-
 +
| NOTHOUGHT
 +
|
 +
| Creature doesn't think, or doesn't require a [BRAIN] body part.
  
 
|-
 
|-
Line 1,181: Line 1,078:
 
| Creature can't be butchered.
 
| Creature can't be butchered.
  
|-
 
| NOTHOUGHT
 
|
 
| Creature doesn't think, or doesn't require a [BRAIN] body part.
 
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==P==
 
==P==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
| PACK_ANIMAL
 
|
 
| Allows the creature to be used as a pack animal. Currently only used by merchants.
 
  
 
|-
 
|-
Line 1,211: Line 1,094:
 
| PATTERNFLIER
 
| PATTERNFLIER
 
|  
 
|  
| Flies in a semi-predictable pattern? {{verify}}
+
|  
  
 
|-
 
|-
Line 1,230: Line 1,113:
 
* median
 
* median
 
* highest % chance
 
* highest % chance
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality trait]]s for more info.
+
| Determines chance of personality traits. Standard is 0:50:100.
 
[PERSONALITY:IMAGINATION:0:55:100]
 
[PERSONALITY:IMAGINATION:0:55:100]
  
Line 1,241: Line 1,124:
 
| PET_EXOTIC
 
| PET_EXOTIC
 
|  
 
|  
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).
+
| You need the [[Dungeon master]] noble to tame the creature.
  
 
|-
 
|-
Line 1,254: Line 1,137:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
+
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.
[POPULATION_NUMBER:10:30]
+
[POPULATION_NUMBER:42:42]
 
 
|-
 
| POWER
 
|
 
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.
 
  
 
|-
 
|-
Line 1,272: Line 1,150:
  
 
==R==
 
==R==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,279: Line 1,156:
  
 
|-
 
|-
| REMAINS
+
| RECKLESS
| <''singular''>:<''plural''>
+
|  
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.
+
| Will not flee battles.  Will fight to the death.
  
 
|-
 
|-
Line 1,289: Line 1,166:
 
* bg
 
* bg
 
* br
 
* br
| The color of the creature's remains. Used by treants.
+
| [REMAINS_COLOR:6:0:0]
  
[REMAINS_COLOR:6:0:0]
 
 
|-
 
|-
 
| REMAINS_UNDETERMINED
 
| REMAINS_UNDETERMINED
 
|  
 
|  
 
|  
 
|  
 +
 +
|-
 +
| RIVERATTACK
 +
|
 +
* 1st minimum
 +
* 1st maximum
 +
* 2nd minimum
 +
* 2nd maximum
 +
* 3rd minimum
 +
* 3rd maximum
 +
| Number of groups (of RIVERATTACK_GROUP size) that appear during attacks. Each pair of min/max numbers is used at a different time, starting with the first pair and moving to the 2nd and 3rd pair later in the game.
 +
[RIVERATTACK:1:1:1:2:1:3]
 +
 +
|-
 +
| RIVERATTACK_CANUSEWELL
 +
|
 +
| Allows the creature to ambush through wells.
 +
 +
|-
 +
| RIVERATTACK_GROUP
 +
|
 +
* minimum
 +
* maximum
 +
| Number (min/max) of creatures that appear in each group when attacking from river, chasm, or lava.
 +
[RIVERATTACK_GROUP:1:2]
 +
 +
|-
 +
| RIVERATTACK_RESIDENT
 +
|
 +
| Unknown.
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==S==
 
==S==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,313: Line 1,214:
 
| SAVAGE
 
| SAVAGE
 
|  
 
|  
| Allows creature to show up on (and limits it to) "savage" maps.
+
| Determines whether creature can show up on "savage" maps.
  
 
|-
 
|-
Line 1,319: Line 1,220:
 
|  
 
|  
 
| Appears as boss creature in quests.
 
| Appears as boss creature in quests.
 +
 +
|-
 +
| SESSILE_LAND
 +
|
 +
| Cannot move on land.
  
 
|-
 
|-
Line 1,349: Line 1,255:
 
| 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 1,361: Line 1,262:
  
 
|-
 
|-
| SILK_SOLID_DENSITY
+
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]
| density
+
| <u>not</u> a temperature
| 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. Creatures with a size larger than 10 will prevent [[bridge]]s from raising or retracting and will cause a [[Dwarven Atom Smasher]] to deconstruct.
+
| 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.
 
[SIZE:6]
 
[SIZE:6]
  
 
|-
 
|-
| SLOW_LEARNER
+
| SMALLAQUATIC_CAVERIVER
 +
|
 +
|
 +
 
 +
|-
 +
| SMALLAQUATIC_OCEAN
 +
|
 +
|
 +
 
 +
|-
 +
| SMALLAQUATIC_RIVER
 +
|
 
|  
 
|  
| Presumably causes the creature to learn skills more slowly. Implies CAN_LEARN.
 
  
 
|-
 
|-
| SMALL_REMAINS
+
| SMALLAQUATIC_SWAMP
 +
|
 
|  
 
|  
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.
+
 
  
 
|-
 
|-
| SPEC_HEAT
+
| SMALL_REMAINS
| [[SPEC_HEAT|specific heat capacity]]
+
|  
| Amount of energy required for the creature to heat up or cool down.
+
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.
[SPEC_HEAT:409]
 
  
 
|-
 
|-
Line 1,401: Line 1,307:
 
| 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
 +
| [SPEC_HEAT:409]
  
 
|-
 
|-
 
| SPEECH
 
| SPEECH
 
| filename
 
| filename
| Sets what speech.txt to use when insulting the creature.
+
| Sets what speech.txt do use for 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
 
| filename
 
| Sets speech text file used only by males to insult creatures.
 
[SPEECH_MALE:human_male.txt]
 
  
 
|-
 
|-
 
| SPEED
 
| SPEED
 
| value
 
| value
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.
+
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.
 
[SPEED:400]
 
[SPEED:400]
  
 
|-
 
|-
| SPHERE
+
| STOUT
| [[sphere]]
+
|  
| 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]].
+
| Creature has a resistance to being knocked over.
  
 
|-
 
|-
 
| STANDARD_FLESH
 
| STANDARD_FLESH
 
|
 
|
| Sets the following properties:
+
|
  
{|
 
!  !! (creature) !! LEATHER !! BONE
 
 
|-
 
|-
! SPEC_HEAT || 4181 || 1000 || 1000
+
| SWIMS_LEARNED
|-
+
|
! HEATDAM_POINT || 10120 || 10300 || 11468
+
| The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally.
|-
 
! 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
 
|
 
| 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}}
 
  
 
|-
 
|-
 
| SWIM_SPEED
 
| SWIM_SPEED
 
| value
 
| value
| How fast the creature swims. Typically 2500 (0.38 times the default speed).
+
| How fast the creature swims.
 
 
|-
 
| SWIMS_INNATE
 
|
 
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
 
 
 
|-
 
| SWIMS_LEARNED
 
|
 
| The creature must learn to swim. Requires [CAN_LEARN], obviously.
 
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==T==
 
==T==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,495: Line 1,356:
 
| THICKWEB
 
| THICKWEB
 
|  
 
|  
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]?
+
| The creature's webs can catch larger creatures.
  
 
|-
 
|-
Line 1,502: Line 1,363:
 
| The graphical representation of the creature.
 
| The graphical representation of the creature.
 
[TILE:157] or [TILE:'&']
 
[TILE:157] or [TILE:'&']
 
|-
 
| TRADE_CAPACITY
 
| weight
 
| How much the creature can carry when used by merchants.
 
[TRADE_CAPACITY:2000]
 
  
 
|-
 
|-
Line 1,517: Line 1,372:
 
| TRANCES
 
| TRANCES
 
|  
 
|  
| Allows the creature to go into martial trances.
+
| Allows the creature to go into martial trances, and to create artifacts via moods.
  
 
|-
 
|-
Line 1,534: Line 1,389:
  
 
==U==
 
==U==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,545: Line 1,399:
 
| Creature swims under the water and can't be seen.
 
| Creature swims under the water and can't be seen.
 
|-
 
|-
| UTTERANCES
+
|UTTERANCES
|
 
| Changes the language of the creature into an unintelligible mess.
 
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==V==
 
==V==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,566: Line 1,413:
 
|  
 
|  
 
|  
 
|  
 +
 +
|-
 +
| VERMINHUNTER
 +
|
 +
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat).
  
 
|-
 
|-
 
| VERMIN_BITE
 
| VERMIN_BITE
 
|  
 
|  
* amount injected or chance of injection?
+
* amount injected?
 
* name
 
* name
 
* effect (USE_EXTRACT)
 
* effect (USE_EXTRACT)
 
| [VERMIN_BITE:10:bitten:USE_EXTRACT]
 
| [VERMIN_BITE:10:bitten:USE_EXTRACT]
 
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.
 
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.
 +
 +
|-
 +
| VERMIN_CAVERIVER
 +
|
 +
| The creature randomly appears near the cave river.
 +
 +
|-
 +
| VERMIN_CHASM
 +
|
 +
| The creature randomly appears near the chasm.
  
 
|-
 
|-
 
| VERMIN_EATER
 
| VERMIN_EATER
 
|  
 
|  
| The creature can eat your food.
+
| The creature can be eaten.
  
 
|-
 
|-
| VERMIN_FISH
+
| VERMIN_FLIES
|  
+
|
| The creature can be [[fishing|fished]] out of bodies of water.
+
| The vermin can fly around in the air, and tends to hop up and down Z-levels in the sky.
  
 
|-
 
|-
 
| VERMIN_GROUNDER
 
| VERMIN_GROUNDER
 
|  
 
|  
| The creature lives on the ground (or in the air).
+
| The creature can be picked up if you stand over it. (Requires confirmation)
 +
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)
  
 
|-
 
|-
Line 1,597: Line 1,460:
  
 
|-
 
|-
| VERMIN_MICRO
+
| VERMIN_LAVA
 
|
 
|
| This makes the creature move in a swarm of creatures of the same race as it.
+
| The creature randomly appears near the magma river.
  
 
|-
 
|-
Line 1,614: Line 1,477:
 
| VERMIN_NOTRAP
 
| VERMIN_NOTRAP
 
|  
 
|  
| The creature cannot be caught by trappers or animal traps.  ''However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers.  This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal.'' (speculation by [[User:Flippantelf|Flippantelf]] 04:45, 15 June 2009 (UTC))
+
| The creature cannot be caught by trappers or animal traps.
 
 
|-
 
| VERMIN_ROTTER
 
|
 
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.
 
  
 
|-
 
|-
Line 1,632: Line 1,490:
  
 
|-
 
|-
| VERMINHUNTER
+
| VERMIN_SWAMPER
|  
+
|
| 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.
+
| The creature randomly appears near the swamps.
  
 
|-
 
|-
Line 1,647: Line 1,505:
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==W==
 
==W==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,673: Line 1,526:
 
|  
 
|  
 
| 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
 
  
 
|}
 
|}
  
 
=Attacks=
 
=Attacks=
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
 
 
!width="50"|Tag
 
!width="50"|Tag
 
!width="225"|What It Does
 
!width="225"|What It Does
Line 1,723: Line 1,550:
 
|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 token]].
+
|''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]].
''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.
+
''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.
  
 
|-
 
|-
Line 1,740: Line 1,567:
 
|-
 
|-
 
|[ATTACKFLAG_WITH]
 
|[ATTACKFLAG_WITH]
|Attacks in combat inform which body part was used in the attack. Not mutually exclusive with _CANLATCH
+
|Allows the creature to use weapons with the attack if they have one in a limb that can hold items.
or SPECIALATTACK_ "Ratman punches Blargg with his right hand."
 
  
 
|-
 
|-
 
|[ATTACKFLAG_CANLATCH]
 
|[ATTACKFLAG_CANLATCH]
|Allows the creature to latch on with the attack. Not mutually exclusive with _WITH
+
|Allows the creature to latch on with the attack. "Crocodile latches on Blargg's head firmly."
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. 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)
+
|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).
  
 
|-
 
|-
 
|[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?)
<small>! It seems to only make the target creature bleed/heavy bleed. further testing</small>]
 
|}
 
 
 
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.
 
 
 
{| {{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|Modding}}
 
{{Category|Tokens}}
 

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