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Editing User:JT/Token Wishlist

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===General Tokens===
 
===General Tokens===
 
=====''[BRACHIATOR:frequency]]''=====
 
 
: Arguments:
 
:* ''frequency'': Percentage of time preferably spent in trees
 
 
: A brachiating creature will prefer to climb and jump versus travelling over open ground, although it will occasionally climb down to ground level during random wandering or foraging, or if there are no more trees available in a given direction.  It will also automatically succeed in grasping any tree branch in its own tile, regardless of climbing skill.  Intended for chimpanzees and tree squirrels.
 
 
=====''[ARBOREAL]]''=====
 
 
: An arboreal creature will climb trees during random movement, and will prefer to flee into trees to avoid danger, climbing back down when safe.  Intended for cats.
 
 
=====''[CLIMBER]''=====
 
 
: A climber is similar to an arboreal, but will randomly climb ''any'' surface -- e.g., cliff faces -- rather than trees only.
 
 
=====''[GAIT:GLIDE:...]''=====
 
 
: A gliding gait (taking the same arguments as a typical gait) gives a creature the ability to glide.  It cannot fly up (optionally: unless it builds up momentum?), but can fly laterally or choose to descend faster, decreasing in altitude every 100(?) ticks.  A gliding lifeform will also never hurt itself when gliding onto ground level unless it is stunned in mid-air.  Intended for flying squirrels.
 
 
=====''[FLYING_HEIGHT:height]''=====
 
 
: Arguments:
 
:* ''height'': The desired height for the flying creature to maintain, as a matter of preference.
 
 
: This controls the altitude that the creature (caste?) will prefer to maintain.  Smaller birds will tend to remain closer to ground level except when a predator threatens them, whereas raptors will prefer to remain higher for better sight lines.
 
 
=====''[MIN_AIRSPEED:velocity]''=====
 
 
: Arguments:
 
:* ''velocity'': Minimum airspeed velocity in millimetres per second.
 
 
: The creature must maintain the specified airspeed (1000 = Adventure Mode 1.0).  If the creature becomes tired due to flight, it will attempt to find somewhere to land.
 
 
=====''[STANCE_GRIP:angle]''=====
 
 
: Arguments:
 
:* ''angle'': STANDARD, LATERAL, or INVERTED.
 
 
: The creature has the ability to ''grip'' onto any surface with its STANCE parts, but is unable to ''climb''.  In other words, it can fly into any tile, then choose to "hold on", and can then choose to "release hold" and fly away, but it cannot move to another tile while holding on.
 
 
: If the creature has STANCE_GRIP:STANDARD, it can hold onto its own tile.  If the creature has STANCE_GRIP:LATERAL, it can hold onto its own tile or onto any adjacent tile in the eight cardinal directions.  If the creature has STANCE_GRIP:INVERTED, it can hold onto its own tile, any adjacent tile, or the tile directly above.
 
 
=====''[SLEEP_ROOST]''=====
 
 
: The creature will prefer to find tree branches to roost in, preferring higher branches over lower ones.  It is able to sleep in tree branches without falling out.  Implies STANCE_GRIP:STANDARD (does not imply STANCE_CLIMBER).  Intended for most avians.
 
 
=====''[SLEEP_STANDING]''=====
 
 
: The creature has locking joints that allow it to sleep while standing up, instead of having to lie down.  Intended for most equines.
 
 
=====''[SLEEP_INVERTED]''=====
 
 
: The creature prefers to sleep on ceilings and against wall surfaces in open spaces that are at least 2 Z levels above any floor.  It has locking claws that allow it to sleep without falling off the surface it is hanging on.  Implies STANCE_GRIP:INVERTED.  Intended for bats.
 
 
=====''[TUMBLE:altitude]''=====
 
 
: Arguments:
 
:* ''altitude'': The number of Z levels that can be fallen.
 
 
: A creature that can tumble can fall the specified number of Z levels without coming to harm.  Intended for cats.
 
  
 
=====''[HIBERNATION:season...]''=====
 
=====''[HIBERNATION:season...]''=====
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: As per CHILD_CONVERTER, but for any member of the targetted species.  The converted creature will become a faction member instead of a dynastic member.
 
: As per CHILD_CONVERTER, but for any member of the targetted species.  The converted creature will become a faction member instead of a dynastic member.
 
=====''[APPLY_CASTE_VARIATION:variation]''=====
 
 
: '''Arguments:'''
 
:* ''variation'': The creature variation to apply to this specific caste (i.e., not affecting any other caste).
 
 
: APPLY_CREATURE_VARIATION currently affects all castes, which doesn't suit gender dimorphism too well.  It would be great if there were a way to apply a creature variation to the currently selected caste instead of implicitly affecting the "all" caste.
 
  
 
=== Thought Tokens ===
 
=== Thought Tokens ===
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For REPRODUCTIVE_CONTRIBUTE, this allows some redundancy -- as long as there is at least one REPRODUCTIVE_CONTRIBUTE organ remaining, the animal can reproduce.  If all REPRODUCTIVE_CONTRIBUTE organs are missing, however, the creature can no longer reproduce.  Intended to allow gelding stallions and bulls or otherwise neutering male pets (removal of testes) or spaying female pets (removal of ovaries).
 
For REPRODUCTIVE_CONTRIBUTE, this allows some redundancy -- as long as there is at least one REPRODUCTIVE_CONTRIBUTE organ remaining, the animal can reproduce.  If all REPRODUCTIVE_CONTRIBUTE organs are missing, however, the creature can no longer reproduce.  Intended to allow gelding stallions and bulls or otherwise neutering male pets (removal of testes) or spaying female pets (removal of ovaries).
 
The less squicky version of this feature would simply implement the ability to spay/neuter animals or castrate historical figures by flagging the hist fig, without actually requiring all of the naughty bits to be simulated...
 

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