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Difference between revisions of "40d:Creature token"

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{{Old|0.23.130.23a}}
+
{{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.
  
Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.
+
__NOTOC__
 +
=Tokens=
  
Since the game is in the Alpha stage, consider everything '''tentative'''.
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
See [[Adding New Civilization]] for related modding information and examples.
 
 
__TOC__
 
=Tokens=
 
 
==A==
 
==A==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 16: Line 17:
  
 
|-
 
|-
| ADD_VERSION
+
| {{text anchor|ALCOHOL_DEPENDENT}}
| version
 
| In which version of the game said creature was introduced.
 
[ADD_VERSION:1069]
 
 
 
|-
 
| ALCOHOL_DEPENDENT
 
 
|  
 
|  
 
| Creature needs alcohol to get through the working day.
 
| Creature needs alcohol to get through the working day.
  
 
|-
 
|-
| ALL_ACTIVE
+
| {{text anchor|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.
+
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.
  
 
|-
 
|-
| ALTTILE
+
| {{text anchor|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:'&']
  
 
|-
 
|-
| AMBUSHPREDATOR
+
| {{text anchor|AMBUSHPREDATOR}}
|
 
 
|  
 
|  
 +
| Makes the creature start out hidden and remain near its original location until its prey draws near. When combined with {{token|WEBBER|c}}, causes them to lay gigantic webs near their spawn location, though only for creatures present during embark.
  
 
|-
 
|-
| AMPHIBIOUS
+
| {{text anchor|AMPHIBIOUS}}
 
|  
 
|  
| Allows a creature to swim.
+
| Allows a creature to breathe with or without water.
  
 
|-
 
|-
| AQUATIC
+
| {{text anchor|AQUATIC}}
 
|  
 
|  
| Implies AMPHIBIOUS.
+
| Allows a creature to breathe underwater, but causes it to "drown" out of water.
  
 
|-
 
|-
| ATTACK
+
| {{text anchor|ATTACK}}
 
|  
 
|  
 
| See the [[#Attacks|Attacks section]].
 
| See the [[#Attacks|Attacks section]].
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==B==
 
==B==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 66: Line 66:
  
 
|-
 
|-
| BABY
+
| {{text anchor|BABY}}
 
| age
 
| age
| Age at which a baby becomes a child.
+
| 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]
  
 
|-
 
|-
| BENIGN
+
| {{text anchor|BABYNAME}}
 
|  
 
|  
| 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).
+
* singular
 +
* plural
 +
| Gives the baby a special name.
  
 
|-
 
|-
| BIOME_*
+
| {{text anchor|BEACH_FREQUENCY}}
 +
| value
 +
| Whales and jellyfish have this. Controls the beaching frequency of the creature.
 +
[BEACH_FREQUENCY:10]
 +
 
 +
|-
 +
| {{text anchor|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).
 +
 
 +
|-
 +
| {{text anchor|BIOME}}
 
|  
 
|  
| See [[Biome Tokens|biome tokens]].
+
| See [[Biome token]]s.
  
 
|-
 
|-
| BLOODTYPE
+
| {{text anchor|BLOODTYPE}}
 
| type
 
| type
 
| Sets the creatures' blood type (default red):
 
| Sets the creatures' blood type (default red):
Line 98: Line 111:
  
 
|-
 
|-
| BODY
+
| {{text anchor|BODY}}
| parts[:...]
+
| [[Body token|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.
 
[BODY:HUMANOID:2EYES:2EARS]
 
[BODY:HUMANOID:2EYES:2EARS]
  
 
|-
 
|-
| BODYGLOSS
+
| {{text anchor|BODYGLOSS}}
| gloss
+
| [[Bodygloss|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.
 
[BODYGLOSS:HOOF]
 
[BODYGLOSS:HOOF]
  
 
|-
 
|-
| BOILING_POINT
+
| {{text anchor|BOILING_POINT}}
 
| temperature
 
| temperature
| The temperature at which the creature boils into goo.
+
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]
  
 
|-
 
|-
| BONE_BOILING_POINT
+
| {{text anchor|BONE_BOILING_POINT}}
 
| temperature
 
| temperature
 
| The boiling point of the creature's bones.
 
| The boiling point of the creature's bones.
  
 
|-
 
|-
| BONE_COLDDAM_POINT
+
| {{text anchor|BONE_COLDDAM_POINT}}
 
| temperature
 
| temperature
 
| The low temperature at which the creature's bones start getting damaged.
 
| The low temperature at which the creature's bones start getting damaged.
  
 
|-
 
|-
| BONE_FIXED_TEMP
+
| {{text anchor|BONE_FIXED_TEMP}}
 
| temperature
 
| temperature
 
| The temperature that the creature's bones give off.
 
| The temperature that the creature's bones give off.
  
 
|-
 
|-
| BONE_HEATDAM_POINT
+
| {{text anchor|BONE_HEATDAM_POINT}}
 
| temperature
 
| temperature
 
| The high temperature where the bones start taking damage.
 
| The high temperature where the bones start taking damage.
  
 
|-
 
|-
| BONE_IGNITE_POINT
+
| {{text anchor|BONE_IGNITE_POINT}}
 
| 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_MELTING_POINT
+
| {{text anchor|BONE_LIQUID_DENSITY}}
 +
| density
 +
| Specifies the density of the creature's bones when molten.
 +
 
 +
|-
 +
| {{text anchor|BONE_MELTING_POINT}}
 
| temperature
 
| temperature
 
| The temperature at which the creature's bones melt.
 
| The temperature at which the creature's bones melt.
  
 
|-
 
|-
| BONE_SPEC_HEAT
+
| {{text anchor|BONE_SOLID_DENSITY}}
| temperature
+
| density
|  
+
| Specifies the density of the creature's bones.
 +
 
 +
|-
 +
| {{text anchor|BONE_SPEC_HEAT}}
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's bones to heat up or cool down.
  
 
|-
 
|-
| BONECARN
+
| {{text anchor|BONECARN}}
 
|  
 
|  
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).
+
| Creature eats bones. This tag implies {{token|CARNIVORE|c}}.
  
 
|-
 
|-
| BUILDINGDESTROYER
+
| {{text anchor|BUILDINGDESTROYER}}
 
| value
 
| value
| 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.)
+
| 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.
[BUILDINGDESTROYER:2]
+
See [[Building destroyer]] for full discussion.
  
|-
+
|}
| 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==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 174: Line 197:
  
 
|-
 
|-
| CAN_CIV
+
| {{text anchor|CAN_CIV}}
 
|  
 
|  
| Can create civilizations.  This tag may activate hunger and thirst.  Needs confirmation.
+
| Can create civilizations.
  
 
|-
 
|-
| CAN_LEARN
+
| {{text anchor|CAN_LEARN}}
 
|  
 
|  
 
| A creature with this tag can gain skill experience.
 
| A creature with this tag can gain skill experience.
  
 
|-
 
|-
| CAN_SPEAK
+
| {{text anchor|CAN_SPEAK}}
 
|  
 
|  
| Can talk.
+
| Can talk. Note that it is not necessary for a creature to gain social skills. This also activates hunger and thirst on fortress members.
  
 
|-
 
|-
| CARNIVORE
+
| {{text anchor|CANNOT_UNDEAD}}
 
|  
 
|  
| Creature only eats meat.
+
| Cannot become undead.
  
 
|-
 
|-
| CANOPENDOORS
+
| {{text anchor|CANOPENDOORS}}
 
|  
 
|  
 
| Allows the creature to open doors.
 
| Allows the creature to open doors.
  
 
|-
 
|-
| CAVE_ADAPT
+
| {{text anchor|CARNIVORE}}
 +
|
 +
| Creature only eats meat.
 +
 
 +
|-
 +
| {{text anchor|CAVE_ADAPT}}
 
|  
 
|  
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].
+
| Causes the creature to develop [[Cave adaptation]].
  
 
|-
 
|-
| CHEESE_BOILING_POINT
+
| {{text anchor|CHEESE_BOILING_POINT}}
 
| temperature
 
| temperature
 
| The temperature at which the creature's cheese (if any) boils away.
 
| The temperature at which the creature's cheese (if any) boils away.
  
 
|-
 
|-
| CHEESE_COLDDAM_POINT
+
| {{text anchor|CHEESE_COLDDAM_POINT}}
 
| temperature
 
| temperature
 
| The temperature at which the creature's cheese (if any) starts taking cold damage.
 
| The temperature at which the creature's cheese (if any) starts taking cold damage.
  
 
|-
 
|-
| CHEESE_FIXED_TEMP
+
| {{text anchor|CHEESE_FIXED_TEMP}}
 
| temperature
 
| temperature
 
| The temperature emitted by one unit of the creature's cheese (if any).
 
| The temperature emitted by one unit of the creature's cheese (if any).
  
 
|-
 
|-
| CHEESE_HEATDAM_POINT
+
| {{text anchor|CHEESE_HEATDAM_POINT}}
 
| temperature
 
| temperature
| The temperature at which the cheese made from the creature's milk starts taking damage.
+
| The temperature at which the cheese made from the creature's milk starts taking heat damage.
  
 
|-
 
|-
| CHEESE_IGNITE_POINT
+
| {{text anchor|CHEESE_IGNITE_POINT}}
 
| 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_MELTING_POINT
+
| {{text anchor|CHEESE_LIQUID_DENSITY}}
 +
| density
 +
| Specifies the density of the creature's cheese when molten.
 +
 
 +
|-
 +
| {{text anchor|CHEESE_MELTING_POINT}}
 
| temperature
 
| temperature
 
| The temperature at which the creature's cheese melts into goo.
 
| The temperature at which the creature's cheese melts into goo.
  
 
|-
 
|-
| CHEESE_SPEC_HEAT
+
| {{text anchor|CHEESE_SOLID_DENSITY}}
| temperature
+
| density
|  
+
| Specifies the density of the creature's cheese.
 +
 
 +
|-
 +
| {{text anchor|CHEESE_SPEC_HEAT}}
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's cheese to heat up or cool down.
  
 
|-
 
|-
| CHEESE_VALUE
+
| {{text anchor|CHEESE_VALUE}}
 
| value
 
| value
 
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.
 
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.
  
 
|-
 
|-
| CHILD
+
| {{text anchor|CHILD}}
 
| age
 
| age
 
| Age at which a child becomes an adult.
 
| Age at which a child becomes an adult.
Line 250: Line 288:
  
 
|-
 
|-
| CHILDNAME
+
| {{text anchor|CHILDNAME}}
 
|  
 
|  
 
* 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]
  
 
|-
 
|-
| CHITIN
+
| {{text anchor|CHITIN}}
 
|  
 
|  
| When the creature is butchered, it drops chitin, which is similar in function to turtle shells.  
+
| When the creature's skin is tanned, it becomes [[chitin]] instead of leather.
  
 
|-
 
|-
| CRAFTSMAN_NAME
+
| {{text anchor|CLUSTER_NUMBER}}
|
 
* singular
 
* plural
 
| Sets the name of the craftsman profession.
 
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
 
 
 
|-
 
| CREPUSCULAR
 
|
 
| Sets if the creature is active in twilight.
 
 
 
|-
 
| CLUSTER_NUMBER
 
 
|  
 
|  
 
* 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]
  
 
|-
 
|-
| COLOR
+
| {{text anchor|COLDDAM_POINT}}
 +
| temperature
 +
| The minimum temperature limit before the creature starts taking damage from freezing.
 +
 
 +
|-
 +
| {{text anchor|COLOR}}
 
|
 
|
 
* fg (foreground)
 
* fg (foreground)
Line 293: Line 323:
  
 
|-
 
|-
| COOKABLE_LIVE
+
| {{text anchor|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: {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}}, {{token|MOUNT|c}}
  
 
|-
 
|-
| CREATURE
+
| {{text anchor|COOKABLE_LIVE}}
| name
+
|  
| What the game looks for when generating creatures.
+
| Set this to allow the creature to be cooked in meals while it is still alive, as well as when it's dead but not yet [[fishery|cleaned]].
[CREATURE:DWARF]
 
  
 
|-
 
|-
| COLDDAM_POINT
+
| {{text anchor|CREPUSCULAR}}
| temperature
 
| The minimum temperature limit before the creature starts taking damage from freezing.
 
 
 
|-
 
| COMMON_DOMESTIC
 
 
|  
 
|  
| Allows the creature to be brought with immigrants.
+
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
  
 
|-
 
|-
| CURIOUSBEAST
+
| {{text anchor|CURIOUSBEAST_EATER}}
|  
 
 
|  
 
|  
 +
| Allows a creature to steal and eat edible items from you.
  
 
|-
 
|-
| CURIOUSBEAST_ITEM
+
| {{text anchor|CURIOUSBEAST_GUZZLER}}
 
|  
 
|  
| Allows a creature to steal things (usually [[food]]?). Implies CURIOUSBEAST.
+
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.
  
 
|-
 
|-
| CURIOUSBEAST_GUZZLER
+
| {{text anchor|CURIOUSBEAST_ITEM}}
 
|  
 
|  
| Will steal [[alcohol]]? Implies CURIOUSBEAST.
+
| Allows a creature to steal things (apparently the highest [[value]] it can find).  
 +
|}
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==D==
 
==D==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 337: Line 365:
  
 
|-
 
|-
| DAMBLOCK
+
| {{text anchor|DAMBLOCK}}
 
| value
 
| value
 
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.
 
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.
Line 343: Line 371:
  
 
|-
 
|-
| DEFENDER
+
| {{text anchor|DEFENDER}}
 
|  
 
|  
| Appears from the glowing pits after the magma river.
+
| Can appear in the upper levels of [[eerie glowing pit]]s.
 +
 
 +
|-
 +
| {{text anchor|DENSITY}}
 +
| density
 +
| Specifies the density of the creature.
  
 
|-
 
|-
| DIFFICULTY
+
| {{text anchor|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."''
+
| [[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]
  
 
|-
 
|-
| DIURNAL
+
| {{text anchor|DIURNAL}}
 
|  
 
|  
| Sets if the creature is active in day.
+
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.
  
 
|-
 
|-
| DRAGONFIREBREATH
+
| {{text anchor|DRAGONFIREBREATH}}
 
|  
 
|  
| Creature breathes dragon level fire.
+
| Creature breathes fire in a cone.
  
 
|-
 
|-
| DRINK_BOILING_POINT
+
| {{text anchor|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
+
| {{text anchor|DRINK_COLDDAM_POINT}}
 
| temperature
 
| temperature
|  
+
| The temperature at which said drink will take cold damage.
  
 
|-
 
|-
| DRINK_FIXED_TEMP
+
| {{text anchor|DRINK_FIXED_TEMP}}
 
| temperature
 
| temperature
 +
| The temperature emitted by one unit of the creature's drink.
  
 
|-
 
|-
| DRINK_HEATDAM_POINT
+
| {{text anchor|DRINK_HEATDAM_POINT}}
 
| temperature
 
| temperature
|  
+
| The temperature at which aforementioned drink will take heat damage.
  
 
|-
 
|-
| DRINK_IGNITE_POINT
+
| {{text anchor|DRINK_IGNITE_POINT}}
 
| temperature
 
| temperature
|  
+
| The temperature at which the drink will set your fort ablaze.
 +
 
 +
|-
 +
| {{text anchor|DRINK_LIQUID_DENSITY}}
 +
| density
 +
| Specifies the density of the creature's drink.
  
 
|-
 
|-
| DRINK_MELTING_POINT
+
| {{text anchor|DRINK_MELTING_POINT}}
 
| temperature
 
| temperature
|  
+
| The temperature at which the creature's drink melts or freezes.
 +
 
 +
|-
 +
| {{text anchor|DRINK_SOLID_DENSITY}}
 +
| density
 +
| Specifies the density of the creature's drink when frozen.
  
 
|-
 
|-
| DRINK_SPEC_HEAT
+
| {{text anchor|DRINK_SPEC_HEAT}}
| temperature
+
| [[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==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 406: Line 455:
  
 
|-
 
|-
| ENDING
+
| {{text anchor|ENDING}}
 
|  
 
|  
| Will show up after your fortress went 'Too Deep'. (confirm)
+
| Will show up as a leader at the bottom of the [[eerie glowing pit]]s.
  
 
|-
 
|-
| EQUIPMENT_WAGON
+
| {{text anchor|EQUIPMENT_WAGON}}
 
|  
 
|  
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, RECKLESS, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.
+
| Makes the creature 3x3 in size. Implies {{token|NOT_BUTCHERABLE|c}}, {{token|NOEXERT|c}}, {{token|NOPAIN|c}}, {{token|NOSTUN|c}}, {{token|NONAUSEA|c}}, {{token|NOBLEED|c}}, {{token|NOEMOTION|c}}, {{token|NOSTUCKINS|c}}, {{token|SEVERONBREAKS|c}}, {{token|NOSKULL|c}}, {{token|NOSKIN|c}}, {{token|NOBONES|c}}, {{token|NOMEAT|c}}, {{token|PARALYZEIMMUNE|c}}, {{token|NOFEAR|c}}, {{token|NOSMELLYROT|c}}, {{token|NOTHOUGHT|c}}, {{token|NOBREATHE|c}}, {{token|NO_GENDER|c}}, {{token|NO_EAT|c}}, {{token|NO_DRINK|c}}, and {{token|NO_SLEEP|c}}
  
 
|-
 
|-
| EQUIPS
+
| {{text anchor|EQUIPS}}
 
|  
 
|  
 
| Allows the creature to wear or wield items.
 
| Allows the creature to wear or wield items.
  
 
|-
 
|-
| EVIL
+
| {{text anchor|EVIL}}
 
|  
 
|  
| Determines whether creature can show up on "evil" maps (see [[Creatures#Threat Matrix|Threat Matrix]]).
+
| Determines whether creature can show up on "evil" maps (see [[Region#Surroundings]]).
  
 
|-
 
|-
| EXTRACT
+
| {{text anchor|EXTRACT}}
 
|  
 
|  
 
* name
 
* name
* value
+
* fg (foreground color)
* ?
+
* bg (background color)
* ?
+
* 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 hardcoded 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]
  
 
|-
 
|-
| EXTRACT_ANTIDOTE
+
| {{text anchor|EXTRACT_ANTIDOTE}}
 
|  
 
|  
 
* name
 
* name
* value
+
* fg (foreground color)
* ?
+
* 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.
  
 
|-
 
|-
| EXTRACT_BOILING_POINT
+
| {{text anchor|EXTRACT_BOILING_POINT}}
 
| temperature
 
| temperature
 
| The temperature value at which a unit of the creature's extract boils away.
 
| The temperature value at which a unit of the creature's extract boils away.
  
 
|-
 
|-
| EXTRACT_CHEESE
+
| {{text anchor|EXTRACT_CHEESE}}
 
|  
 
|  
 
* 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_COOKABLE
+
| {{text anchor|EXTRACT_COLDDAM_POINT}}
 +
| temperature
 +
| The low temperature value at which the creature's extract starts to take damage.
 +
 
 +
|-
 +
| {{text anchor|EXTRACT_COOKABLE}}
 
|  
 
|  
 
| Extract is cookable.
 
| Extract is cookable.
  
 
|-
 
|-
| EXTRACT_COLDDAM_POINT
+
| {{text anchor|EXTRACT_FIXED_TEMP}}
| temperature
 
| The low temperature value at which the creature's extract starts to take damage.
 
 
 
|-
 
| EXTRACT_FIXED_TEMP
 
 
| temperature
 
| temperature
 
| The temperature that the creature's extract generates on its own.
 
| The temperature that the creature's extract generates on its own.
  
 
|-
 
|-
| EXTRACT_HEATDAM_POINT
+
| {{text anchor|EXTRACT_HEATDAM_POINT}}
 
| temperature
 
| temperature
 
| The high temperature value at which the creature's extract starts to take damage.
 
| The high temperature value at which the creature's extract starts to take damage.
  
 
|-
 
|-
| EXTRACT_IGNITE_POINT
+
| {{text anchor|EXTRACT_IGNITE_POINT}}
 
| 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_MELTING_POINT
+
| {{text anchor|EXTRACT_LIQUID_DENSITY}}
 +
| density
 +
| Specifies the density of the creature's extract.
 +
 
 +
|-
 +
| {{text anchor|EXTRACT_MELTING_POINT}}
 
| temperature
 
| temperature
 
| The temperature at which the creature's extract melts into goo.
 
| The temperature at which the creature's extract melts into goo.
  
 
|-
 
|-
| EXTRACT_PARALYZE
+
| {{text anchor|EXTRACT_PARALYZE}}
 
|  
 
|  
 
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.
 
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.
  
 
|-
 
|-
| EXTRACT_PARALYZE_INTERMITTENT
+
| {{text anchor|EXTRACT_PARALYZE_INTERMITTENT}}
 
|  
 
|  
 
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.
 
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.
  
 
|-
 
|-
| EXTRACT_PERMANENT
+
| {{text anchor|EXTRACT_PERMANENT}}
 
|  
 
|  
 
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.
 
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.
  
 
|-
 
|-
| EXTRACT_SIZE
+
| {{text anchor|EXTRACT_SIZE}}
 
| size
 
| size
 
|  
 
|  
Line 512: Line 568:
  
 
|-
 
|-
| EXTRACT_SPEC_HEAT
+
| {{text anchor|EXTRACT_SOLID_DENSITY}}
| temperature
+
| density
|  
+
| Specifies the density of the creature's extract when solidified.
  
 +
|-
 +
| {{text anchor|EXTRACT_SPEC_HEAT}}
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's extract to heat up or cool down.
  
 
|-
 
|-
| EXTRACT_STUN
+
| {{text anchor|EXTRACT_STUN}}
 
|  
 
|  
 
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.
 
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.
  
 
|-
 
|-
| EXTRACT_STUN_INTERMITTENT
+
| {{text anchor|EXTRACT_STUN_INTERMITTENT}}
 
|  
 
|  
 
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.
 
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.
  
 
|-
 
|-
| EXTRACT_VALUE
+
| {{text anchor|EXTRACT_VALUE}}
 
| value
 
| value
 
| The value per unit of the creature's extract.
 
| The value per unit of the creature's extract.
Line 534: Line 594:
  
 
|-
 
|-
| EXTRAVISION
+
| {{text anchor|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==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 547: Line 612:
  
 
|-
 
|-
| FANCIFUL
+
| {{text anchor|FANCIFUL}}
 
|  
 
|  
 
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.
 
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.
  
 
|-
 
|-
| FAT
+
| {{text anchor|FAT}}
 
| value
 
| value
| How much fat a creature has when it is butchered. And maybe affects warmth? (Requires confirmation)
+
| How much fat a creature produces when it is butchered.
 
[FAT:3]  
 
[FAT:3]  
  
 
|-
 
|-
| FEMALE
+
| {{text anchor|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.
 +
 
 +
|-
 +
| {{text anchor|FEMALE}}
 
|  
 
|  
| The creature is always 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.
  
 
|-
 
|-
| FIREBREATH
+
| {{text anchor|FIREBREATH}}
 
|  
 
|  
| The creature breathes fire.
+
| The creature shoots fireballs and narrow bursts of fire.
  
 
|-
 
|-
| FIREIMMUNE
+
| {{text anchor|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
+
| {{text anchor|FIREIMMUNE_SUPER}}
 
|  
 
|  
 
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.
 
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.
  
 
|-
 
|-
| FISHITEM
+
| {{text anchor|FISHITEM}}
 
|  
 
|  
 
| Needs to be cleaned at a fishery.
 
| Needs to be cleaned at a fishery.
  
 
|-
 
|-
| FIXED_TEMP
+
| {{text anchor|FIXED_TEMP}}
 
| temperature
 
| temperature
| The natural heat generated by the creature.  
+
| The natural heat generated by the creature. [FIXED_TEMP:1-?]
  
 
|-
 
|-
| FLEEQUICK
+
| {{text anchor|FLEEQUICK}}
 
|  
 
|  
 
| Determines how soon a creature flees in a losing battle.
 
| Determines how soon a creature flees in a losing battle.
  
 
|-
 
|-
| FLIER
+
| {{text anchor|FLIER}}
 
|  
 
|  
| Allows a creature to fly.
+
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
  
 
|-
 
|-
| FREQUENCY
+
| {{text anchor|FREQUENCY}}
| time
+
|
| 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].
+
* number, max 100
[FREQUENCY:42]
+
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance.
 +
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified.
  
 +
Unlike in later versions, this does '''not''' affect the rarity of animal populations themselves within each above-ground biome, but it ''does'' affect the selection of creatures residing in [[river]]s and underground map features such as [[chasm]]s.
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==G==
 
==G==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 612: Line 689:
  
 
|-
 
|-
| GENPOWER
+
| {{text anchor|GENPOWER}}
 
| rate?
 
| rate?
| Not used anymore. Was related to magic.
+
| Not used anymore and can be removed safely. Was related to magic.
 
[GENPOWER:3]
 
[GENPOWER:3]
  
 
|-
 
|-
| GLOWCOLOR
+
| {{text anchor|GLOWCOLOR}}
 
|  
 
|  
 
* fg
 
* fg
Line 628: Line 705:
  
 
|-
 
|-
| GLOWTILE
+
| {{text anchor|GLOWTILE}}
 
| ascii
 
| ascii
 
'character'
 
'character'
Line 636: Line 713:
  
 
|-
 
|-
| GNAWER
+
| {{text anchor|GNAWER}}
|  
+
| verb
| 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.
  
 
|-
 
|-
| GOOD
+
| {{text anchor|GOOD}}
 
|  
 
|  
 
| Determines whether creature can show up on "good" maps (see [[Creatures#Threat Matrix|Threat Matrix]]).
 
| Determines whether creature can show up on "good" maps (see [[Creatures#Threat Matrix|Threat Matrix]]).
  
 
|-
 
|-
| GRASSTRAMPLE
+
| {{text anchor|GRASSTRAMPLE}}
 
| amount
 
| amount
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.  
+
| 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.  
 
[GRASSTRAMPLE:42]
 
[GRASSTRAMPLE:42]
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==H==
 
==H==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 660: Line 742:
  
 
|-
 
|-
| HAS_RACEGLOSS
+
| {{text anchor|HAS_RACEGLOSS}}
 
| gloss
 
| gloss
| Links a material glossary to the entity, located in the file "matgloss_[name].txt"; in this example, matgloss_wood.txt
+
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.
 
[HAS_RACEGLOSS:WOOD]
 
[HAS_RACEGLOSS:WOOD]
 +
[HAS_RACEGLOSS:STONE]
 +
[HAS_RACEGLOSS:METAL]
 +
[HAS_RACEGLOSS:PLANT]
  
 
|-
 
|-
| HASSHELL
+
| {{text anchor|HASSHELL}}
 
|  
 
|  
| Creature will leave behind a shell when eaten.
+
| Creature will leave behind a [[shell]] when eaten.
  
 
|-
 
|-
| HEATDAM_POINT
+
| {{text anchor|HEATDAM_POINT}}
 
| temperature
 
| temperature
| The maximum temperature limit before the creature will start recieving damage from heat.
+
| The maximum temperature limit before the creature will start receiving damage from heat. [[Temperature scale|DF temperature scale]]
  
 
|-
 
|-
| HOMEOTHERM
+
| {{text anchor|HOMEOTHERM}}
 
| value
 
| value
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live.
+
| 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]]
  
 
|-
 
|-
| HORN
+
| {{text anchor|HORN}}
|
 
 
|  
 
|  
 +
| Creature has horns which can be made into finished goods and decorations. Has no effect in Fortress mode, but foreign merchants can use it in trade goods.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==I==
 
==I==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 694: Line 784:
  
 
|-
 
|-
| IGNITE_POINT
+
| {{text anchor|IGNITE_POINT}}
 
| temperature
 
| temperature
| The temperature at which the creature will burst into flames.
+
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]
 +
 
 +
|-
 +
| {{text anchor|IMMOBILE_LAND}}
 +
|
 +
| The creature is immobile while on land
 +
 
 +
|-
 +
| {{text anchor|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
+
| {{text anchor|INTELLIGENT}}
 
|  
 
|  
| Implies CAN_CIV, CAN_SPEAK, CAN_TALK.
+
| Implies {{token|CAN_CIV|c}}, {{token|CAN_SPEAK|c}}, and {{token|CAN_LEARN|c}}.
  
 
|-
 
|-
| ITEMCORPSE
+
| {{text anchor|ITEMCORPSE}}
 
|  
 
|  
* [[Item Tokens|item token]]
+
* [[Item token]]
 
* subtype
 
* subtype
 
NO_SUBTYPE
 
NO_SUBTYPE
* [[Material_Tokens|material 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:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]
+
[ITEMCORPSE:[[Item token|WOOD]]:NO_SUBTYPE:[[Material token|WOOD]]:USE_RACEGLOSS]
  
 
|-
 
|-
| ITEMCORPSE_QUALITY
+
| {{text anchor|ITEMCORPSE_QUALITY}}
 
| quality
 
| quality
 
| 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.
Line 723: Line 823:
  
 
|-
 
|-
| IMMOLATE
+
| {{text anchor|IVORY}}
|  
 
 
|  
 
|  
 +
| Creature has ivory which can be made into finished goods and decrations. Has no effect in Fortress mode, but foreign merchants can use it in trade goods.
  
|-
+
|}
| IVORY
 
|
 
|
 
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==L==
 
==L==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 741: Line 841:
  
 
|-
 
|-
| LARGE_CAVERIVER
+
| {{text anchor|LARGE_PREDATOR}}
 
|  
 
|  
| In Fortress Mode, spawns from/near the cave river.
+
| 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."
  
 
|-
 
|-
| LARGE_CHASM
+
| {{text anchor|LARGE_ROAMING}}
 
|  
 
|  
| In Fortress Mode, spawns from/near the chasm.
+
| In Fortress Mode, spawns outdoors and is not a vermin creature.
  
 
|-
 
|-
| LARGE_LAVA
+
| {{text anchor|LAYERING}}
|  
+
| value
| In Fortress Mode, spawns from/near the magma.
+
| 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.
  
 
|-
 
|-
| LARGE_PREDATOR
+
| {{text anchor|LEATHER_BOILING_POINT}}
|  
+
| temperature
| 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).
+
| The temperature at which leather made from the creature's skins will boil away. Also affects severed body parts.
  
 
|-
 
|-
| LARGE_ROAMING
+
| {{text anchor|LEATHER_COLDDAM_POINT}}
|  
+
| temperature
| In Fortress Mode, spawns outdoors and is not a vermin creature.
+
| The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.
  
 
|-
 
|-
| LAYERING
+
| {{text anchor|LEATHER_FIXED_TEMP}}
| value
 
| How well-protected the creature is from low temperatures.
 
 
 
|-
 
| LEATHER_BOILING_POINT
 
 
| temperature
 
| temperature
| The temperature at which leather made from the creature's skins will boil away.
+
| The temperature that leather made from the creature's skins generates. Also affects severed body parts.
  
 
|-
 
|-
| LEATHER_COLDDAM_POINT
+
| {{text anchor|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_FIXED_TEMP
+
| {{text anchor|LEATHER_IGNITE_POINT}}
 
| temperature
 
| temperature
| The temperature that leather made from the creature's skins generates.
+
| The temperature at which leather made from the creature's skins will burst into flames. Also affects severed body parts.
  
 
|-
 
|-
| LEATHER_HEATDAM_POINT
+
| {{text anchor|LEATHER_LIQUID_DENSITY}}
| temperature
+
| density
| The temperature at which leather made from the creature's skins will take damage.
+
| Specifies the density of leather made from the creature's skin when molten.
  
 
|-
 
|-
| LEATHER_IGNITE_POINT
+
| {{text anchor|LEATHER_MELTING_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 melt away. Also affects severed body parts.
  
 
|-
 
|-
| LEATHER_MELTING_POINT
+
| {{text anchor|LEATHER_SOLID_DENSITY}}
| temperature
+
| density
| The temperature at which leather made from the creature's skins will melt away.
+
| Specifies the density of leather made from the creature's skin.
  
 
|-
 
|-
| LEATHER_SPEC_HEAT
+
| {{text anchor|LEATHER_SPEC_HEAT}}
| temperature
+
| [[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.
  
 
|-
 
|-
| LIGHT_GEN
+
| {{text anchor|LIGHT_GEN}}
 
|  
 
|  
| The creature will generate light, such as in adventurer mode at night.
+
| A vermin featuring this tag will remain visible to an adventurer, even at night (without being dimmed in color along with the surrounding terrain), and from a distance (even outside your sight radius).
  
 
|-
 
|-
| LIKES_FIGHTING
+
| {{text anchor|LIKES_FIGHTING}}
 
|  
 
|  
| Determines whether creature "takes pleasure in slaughter" (after killing something in battle).
+
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.
  
 
|-
 
|-
| LISP
+
| {{text anchor|LISP}}
 
|  
 
|  
 
| Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."
 
| Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."
  
 
|-
 
|-
| LITTERSIZE
+
| {{text anchor|LITTERSIZE}}
 
|  
 
|  
* minumum?
+
* minimum
* maximum?
+
* maximum
| Untested: possibly determines the random chance of how many creatures are generated when giving birth.
+
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
  
 
|-
 
|-
| LOCKPICKER
+
| {{text anchor|LOCKPICKER}}
 
|  
 
|  
| Lets a creature open doors that are set to forbidden in Fortress Mode.
+
| Lets a creature open doors that are set to forbidden in Fortress Mode. Implies {{token|TRAPAVOID|c}}
  
 
|-
 
|-
| LOOSE_CLUSTERS
+
| {{text anchor|LOOSE_CLUSTERS}}
 
|  
 
|  
 
| The creatures will scatter if they have this tag, or form tight packs if they don't.
 
| The creatures will scatter if they have this tag, or form tight packs if they don't.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==M==
 
==M==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 846: Line 946:
  
 
|-
 
|-
| MAGICAL
+
| {{text anchor|MAGICAL}}
 
|  
 
|  
| Allows a creature to use magic? (Requires confirmation)
+
| Makes the creature attract local wildlife in large numbers.  May have more effects when magic is implemented.
  
 
|-
 
|-
| MAGMA_VISION
+
| {{text anchor|MAGMA_VISION}}
 
|
 
|
|???
+
|Creature's able to see while covered in magma.
  
 
|-
 
|-
| MALE
+
| {{text anchor|MALE}}
 
|  
 
|  
| The creature is always 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 {{token|MAXAGE|c}} and {{token|CHILD|c}} age as well.
  
 
|-
 
|-
| MATERIAL
+
| {{text anchor|MATERIAL}}
 
|  
 
|  
* [[Material Tokens|Material token]]
+
* [[Matgloss token]]
 
* USE_RACEGLOSS
 
* USE_RACEGLOSS
 
|  
 
|  
  
 
|-
 
|-
| MATUTINAL
+
| {{text anchor|MATUTINAL}}
 
|  
 
|  
| Sets if the creature is active in dawn.
+
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
  
 
|-
 
|-
| MAXAGE
+
| {{text anchor|MAXAGE}}
 
|  
 
|  
 
* 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]
  
 
|-
 
|-
| MEANDERER
+
| {{text anchor|MEANDERER}}
 
|  
 
|  
 
| Gives a creature random movement.
 
| Gives a creature random movement.
  
 
|-
 
|-
| MEGABEAST
+
| {{text anchor|MEGABEAST}}
 
|  
 
|  
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.
+
| Appears on fortress territory in Fortress Mode occasionally.
  
 
|-
 
|-
| MELTING_POINT
+
| {{text anchor|MELTING_POINT}}
 
| temperature
 
| temperature
 
| The temperature at which the creature will melt into goo.
 
| The temperature at which the creature will melt into goo.
  
 
|-
 
|-
| MILKABLE
+
| {{text anchor|MILKABLE}}
| frequency?
+
| frequency
 
| Allows the creature to be milked. Currently only works with vermin creatures.
 
| Allows the creature to be milked. Currently only works with vermin creatures.
  
 
|-
 
|-
| MISCHIEVIOUS
+
| {{text anchor|MISCHIEVIOUS}}
 
|  
 
|  
| Will pull any levers it comes across. (requires confirmation)
+
| Will seek out and tamper with levers, pressure plates, and filled cages. "They go on little missions to mess with various fortress buildings, not just levers."
  
 
|-
 
|-
| MODVALUE
+
| {{text anchor|MODVALUE}}
 
| number
 
| number
 
| Multiplies the value of items made from the creature by the number in the tag.
 
| Multiplies the value of items made from the creature by the number in the tag.
Line 912: Line 1,012:
  
 
|-
 
|-
| MOUNT
+
| {{text anchor|MOUNT}}
 
|  
 
|  
| Allows the creature to be mounted.
+
| Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with {{token|FLIER|c}} PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. {{token|SWIMS_INNATE|c}} may or may not have similar issues on mounts.
  
 
|-
 
|-
| MOUNT_EXOTIC
+
| {{text anchor|MOUNT_EXOTIC}}
 
|  
 
|  
 
| You need the [[Dungeon master]] noble to mount the creature.
 
| You need the [[Dungeon master]] noble to mount the creature.
  
 
|-
 
|-
| MULTIPLE_LITTER_RARE
+
| {{text anchor|MULTIPLE_LITTER_RARE}}
 +
|
 +
| Makes litters with more than one offspring extremely rare, only happening with a 1/500 chance.
 +
 
 +
|-
 +
| {{text anchor|MUNDANE}}
 
|  
 
|  
| Makes litters with more than one offspring rare.
+
| 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==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 935: Line 1,045:
  
 
|-
 
|-
| NAME
+
| {{text anchor|NAME}}
 
|  
 
|  
 
* singular noun
 
* singular noun
Line 944: Line 1,054:
  
 
|-
 
|-
| NARROW
+
| {{text anchor|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, and goblins versus dwarves.
  
 
|-
 
|-
| NATURAL
+
| {{text anchor|NATURAL}}
 
|  
 
|  
 
| Animal
 
| Animal
  
 
|-
 
|-
| NO_AUTUMN
+
| {{text anchor|NO_AUTUMN}}
 
|  
 
|  
 
| Will not show up during the Autumn season.
 
| Will not show up during the Autumn season.
  
 
|-
 
|-
| NO_GENDER
+
| {{text anchor|NO_DRINK}}
 +
|
 +
| Creature does not need to drink.
 +
 
 +
|-
 +
| {{text anchor|NO_EAT}}
 
|  
 
|  
| No gender will be selected for the creature.
+
| Creature does not need to eat.
  
 
|-
 
|-
| NO_SLEEP
+
| {{text anchor|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.
 +
 
 +
|-
 +
| {{text anchor|NO_SLEEP}}
 
|
 
|
 
| Creature does not need to sleep.  
 
| Creature does not need to sleep.  
  
 
|-
 
|-
| NO_SPRING
+
| {{text anchor|NO_SPRING}}
 
|  
 
|  
 
| Will not show up during the Spring season.
 
| Will not show up during the Spring season.
  
 
|-
 
|-
| NO_SUMMER
+
| {{text anchor|NO_SUMMER}}
 
|  
 
|  
 
| Will not show up during the Summer season.
 
| Will not show up during the Summer season.
  
 
|-
 
|-
| NO_WINTER
+
| {{text anchor|NO_WINTER}}
 
|  
 
|  
 
| Will not show up during the Winter season.
 
| Will not show up during the Winter season.
  
 
|-
 
|-
| NOBREATHE
+
| {{text anchor|NOBLEED}}
 
|  
 
|  
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.
+
| Creature doesn't bleed.
  
 
|-
 
|-
| NOBLEED
+
| {{text anchor|NOBONES}}
 
|  
 
|  
| Creature doesn't bleed.
+
| Creature will not drop bones on butcher, rot, or decay of severed body parts.
  
 
|-
 
|-
| NOBONES
+
| {{text anchor|NOBREATHE}}
 
|  
 
|  
| Creature will not drop bones on death.
+
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.
  
 
|-
 
|-
| NOCTURNAL
+
| {{text anchor|NOCTURNAL}}
 
|  
 
|  
| Sets if the creature is active in night.
+
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.
  
 
|-
 
|-
| NOEMOTION
+
| {{text anchor|NOEMOTION}}
 
|  
 
|  
 
| The creature has no emotions, and does not rage.
 
| The creature has no emotions, and does not rage.
  
 
|-
 
|-
| NOEXERT
+
| {{text anchor|NOEXERT}}
 
|  
 
|  
 
| Creature can't become tired or over-exerted.
 
| Creature can't become tired or over-exerted.
  
 
|-
 
|-
| NOFEAR
+
| {{text anchor|NOFEAR}}
 
|  
 
|  
 
| Creature doesn't feel fear and will never run away from battle.
 
| Creature doesn't feel fear and will never run away from battle.
  
 
|-
 
|-
| NOMEAT
+
| {{text anchor|NOMEAT}}
 
|  
 
|  
| Creature will not drop meat on death.
+
| Creature will not drop meat on butcher. [[Cat]]s (and other pets with {{token|VERMINHUNTER}}) will not hunt vermin with this token.
  
 
|-
 
|-
| NONAUSEA
+
| {{text anchor|NONAUSEA}}
 
|  
 
|  
 
| Creature can't vomit.
 
| Creature can't vomit.
  
 
|-
 
|-
| NOPAIN
+
| {{text anchor|NOPAIN}}
 
|  
 
|  
 
| Creature doesn't feel pain.
 
| Creature doesn't feel pain.
  
 
|-
 
|-
| NOSKIN
+
| {{text anchor|NOSKIN}}
 
|  
 
|  
| Creature will not drop skin on death.
+
| Creature will not drop skin on butcher.
  
 
|-
 
|-
| NOSKULL
+
| {{text anchor|NOSKULL}}
 
|  
 
|  
| Creature will not drop skull on death.
+
| Creature will not drop skull on butcher, rot, or decay of severed head.
  
 
|-
 
|-
| NOSMELLYROT
+
| {{text anchor|NOSMELLYROT}}
 
|  
 
|  
 
| Creatures' corpse does not create miasma.
 
| Creatures' corpse does not create miasma.
  
 
|-
 
|-
| NOSTUCKINS
+
| {{text anchor|NOSTUCKINS}}
 
|  
 
|  
 
| Weapons can't be stuck in creature.
 
| Weapons can't be stuck in creature.
  
 
|-
 
|-
| NOSTUN
+
| {{text anchor|NOSTUN}}
 
|  
 
|  
 
| Creature can't be stunned.
 
| Creature can't be stunned.
  
 
|-
 
|-
| NOTHOUGHT
+
| {{text anchor|NOT_BUTCHERABLE}}
 
|  
 
|  
| Creature doesn't think, or doesn't require a [BRAIN] body part.
+
| Creature can't be butchered.
  
 
|-
 
|-
| NOT_BUTCHERABLE
+
| {{text anchor|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==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,077: Line 1,201:
  
 
|-
 
|-
| PARALYZEIMMUNE
+
| {{text anchor|PACK_ANIMAL}}
 +
|
 +
| Allows the creature to be used as a pack animal. Currently only used by merchants.
 +
 
 +
|-
 +
| {{text anchor|PARALYZEIMMUNE}}
 
|  
 
|  
 
| The creature is immune to all paralyzing special attacks.
 
| The creature is immune to all paralyzing special attacks.
  
 
|-
 
|-
| PATTERNFLIER
+
| {{text anchor|PATTERNFLIER}}
|
 
 
|  
 
|  
 +
| Flies in a semi-predictable pattern? {{verify}}
  
 
|-
 
|-
| PEARL
+
| {{text anchor|PEARL}}
 
|  
 
|  
| Creature will generate pearls.
+
| Allows other civilizations to harvest [[pearl]]s from the creature, but only if it doesn't have {{token|NOT_BUTCHERABLE|c}}.
  
 
|-
 
|-
| PENETRATEPOWER
+
| {{text anchor|PENETRATEPOWER}}
 
| value
 
| value
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.  
+
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it is greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.  
  
 
|-
 
|-
| PERSONALITY
+
| {{text anchor|PERSONALITY}}
 
|
 
|
 
* token
 
* token
Line 1,103: Line 1,232:
 
* median
 
* median
 
* highest % chance
 
* highest % chance
| Determines chance of personality traits. Standard is 0:50:100.
+
| 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]
  
 
|-
 
|-
| PET
+
| {{text anchor|PET}}
 
|  
 
|  
 
| Allows the creature to be tamed.
 
| Allows the creature to be tamed.
  
 
|-
 
|-
| PET_EXOTIC
+
| {{text anchor|PET_EXOTIC}}
 
|  
 
|  
| You need the [[Dungeon master]] noble to tame the creature.
+
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).
  
 
|-
 
|-
| PETVALUE
+
| {{text anchor|PETVALUE}}
 
| value
 
| value
| How valuable a tamed animal/pet is.
+
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have {{text anchor|COMMON_DOMESTIC|c}}.
 
[PETVALUE:42]
 
[PETVALUE:42]
  
 
|-
 
|-
| POPULATION_NUMBER
+
| {{text anchor|POPULATION_NUMBER}}
 
|
 
|
 
* 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. If the creature's chosen {{token|CLUSTER_NUMBER|c}} happens to be larger, it will be used instead.
[POPULATION_NUMBER:42:42]
+
[POPULATION_NUMBER:10:30]
  
 
|-
 
|-
| PREFSTRING
+
| {{text anchor|POWER}}
 +
|
 +
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.
 +
 
 +
|-
 +
| {{text anchor|PREFSTRING}}
 
| object
 
| object
 
| Sets what other creatures like about this creature. "Blarghh likes dwarves for their beards."
 
| Sets what other creatures like about this creature. "Blarghh likes dwarves for their beards."
Line 1,140: Line 1,274:
  
 
==R==
 
==R==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,146: Line 1,281:
  
 
|-
 
|-
| RECKLESS
+
| {{text anchor|REMAINS}}
|  
+
| <''singular''>:<''plural''>
| Will not flee battles (?).
+
| Changes the name of [[remains]] or [[chunk]]s left from the creature.
  
 
|-
 
|-
| REMAINS_COLOR
+
| {{text anchor|REMAINS_COLOR}}
 
|  
 
|  
 
* fg
 
* fg
 
* bg
 
* bg
 
* br
 
* br
| [REMAINS_COLOR:6:0:0]
+
| The color of the creature's remains.
  
 +
[REMAINS_COLOR:6:0:0]
 
|-
 
|-
| REMAINS_UNDETERMINED
+
| {{text anchor|REMAINS_UNDETERMINED}}
|
 
 
|  
 
|  
 +
| Unknown. Used by [[treant]]s.
  
|-
+
|}
| 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]
 
  
|-
+
<div align="center">
| RIVERATTACK_CANUSEWELL
+
{{alphabetical TOC}}
|
+
</div>
| 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.
 
 
 
|}
 
  
 
==S==
 
==S==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,202: Line 1,313:
  
 
|-
 
|-
| SAVAGE
+
| {{text anchor|SAVAGE}}
 
|  
 
|  
| Determines whether creature can show up on "savage" maps.
+
| Allows creature to show up on (and limits it to) "savage" maps.
  
 
|-
 
|-
| SEMIMEGABEAST
+
| {{text anchor|SEMIMEGABEAST}}
 
|  
 
|  
 
| Appears as boss creature in quests.
 
| Appears as boss creature in quests.
  
 
|-
 
|-
| SESSILE_LAND
+
| {{text anchor|SEVERONBREAKS}}
|
 
| Cannot move on land.
 
 
 
|-
 
| SEVERONBREAKS
 
 
|  
 
|  
 
| Limbs and body parts sever on breakage.
 
| Limbs and body parts sever on breakage.
  
 
|-
 
|-
| SILK_BOILING_POINT
+
| {{text anchor|SILK_BOILING_POINT}}
 
| temperature
 
| temperature
 
| Temperature at which silk made from this creature's webs boils away.
 
| Temperature at which silk made from this creature's webs boils away.
  
 
|-
 
|-
| SILK_COLDDAM_POINT
+
| {{text anchor|SILK_COLDDAM_POINT}}
 
| temperature
 
| temperature
 
| Temperature at which silk made from this creature's webs takes damage.
 
| Temperature at which silk made from this creature's webs takes damage.
  
 
|-
 
|-
| SILK_FIXED_TEMP
+
| {{text anchor|SILK_FIXED_TEMP}}
 
| temperature
 
| temperature
 
| Temperature generated by the creature's web silk.
 
| Temperature generated by the creature's web silk.
  
 
|-
 
|-
| SILK_HEATDAM_POINT
+
| {{text anchor|SILK_HEATDAM_POINT}}
 
| temperature
 
| temperature
 
| Temperature at which silk made from this creature's webs takes damage.
 
| Temperature at which silk made from this creature's webs takes damage.
  
 
|-
 
|-
| SILK_IGNITE_POINT
+
| {{text anchor|SILK_IGNITE_POINT}}
 
| 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_MELTING_POINT
+
| {{text anchor|SILK_LIQUID_DENSITY}}
| temperature
+
| density
| Temperature at which silk made from this creature's webs melts away.
+
| Specifies the density of the creature's webs when molten.
  
 
|-
 
|-
| SILK_SPEC_HEAT
+
| {{text anchor|SILK_MELTING_POINT}}
 
| temperature
 
| temperature
|  
+
| Temperature at which silk made from this creature's webs melts away.
  
 
|-
 
|-
| SIZE
+
| {{text anchor|SILK_SOLID_DENSITY}}
| value
+
| density
| 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.
+
| Specifies the density of the creature's webs.
[SIZE:6]
 
  
 
|-
 
|-
| SMALLAQUATIC_CAVERIVER
+
| {{text anchor|SILK_SPEC_HEAT}}
|  
+
| [[SPEC_HEAT|specific heat capacity]]
|  
+
| Amount of energy required for the creature's silk to heat up or cool down.
  
 
|-
 
|-
| SMALLAQUATIC_OCEAN
+
| {{text anchor|SIZE}}
|  
+
| 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.
 +
[SIZE:6]
  
 
|-
 
|-
| SMALLAQUATIC_RIVER
+
| {{text anchor|SLOW_LEARNER}}
|  
 
 
|  
 
|  
 +
| Causes the creature to gain skill at half the usual rate. Implies {{token|CAN_LEARN|c}}.
  
 
|-
 
|-
| SMALLAQUATIC_SWAMP
+
| {{text anchor|SMALL_REMAINS}}
|  
 
 
|  
 
|  
 
+
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.
  
 
|-
 
|-
| SMALL_REMAINS
+
| {{text anchor|SPEC_HEAT}}
|  
+
| [[SPEC_HEAT|specific heat capacity]]
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.
+
| Amount of energy required for the creature to heat up or cool down.
 +
[SPEC_HEAT:409]
  
 
|-
 
|-
| SPECNAME
+
| {{text anchor|SPECNAME}}
 
|
 
|
 
*token
 
*token
Line 1,299: Line 1,405:
  
 
|-
 
|-
| SPEC_HEAT
+
| {{text anchor|SPEECH}}
| temperature
+
| filename
| [SPEC_HEAT:409]
+
| Sets what speech.txt to use when insulting the creature.
 +
[SPEECH:dwarf.txt]
 +
 
 +
|-
 +
| {{text anchor|SPEECH_FEMALE}}
 +
| filename
 +
| Sets speech text file used only by females to insult creatures. Not used natively.
  
 
|-
 
|-
| SPEECH
+
| {{text anchor|SPEECH_MALE}}
 
| filename
 
| filename
| Sets what speech.txt do use for the creature.
+
| Sets speech text file used only by males to insult creatures.
[SPEECH:dwarf.txt]
+
[SPEECH_MALE:human_male.txt]
  
 
|-
 
|-
| SPEED
+
| {{text anchor|SPEED}}
 
| value
 
| value
| 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.
+
| 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]
  
 
|-
 
|-
| STOUT
+
| {{text anchor|SPHERE}}
 +
| [[sphere]]
 +
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of [[glowing pit|hidden fun stuff]].
 +
 
 +
|-
 +
| {{text anchor|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
 +
|}
 +
 
 +
|-
 +
| {{text anchor|STOUT}}
 
|  
 
|  
| Creature has a resistance to being knocked over.
+
| Clothing made for these creatures will appear as "stout" to