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Difference between revisions of "Creature token"
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− | {{Quality|Exceptional | + | {{Quality|Exceptional}} |
{{av}} | {{av}} | ||
+ | {{Modding}} | ||
− | + | The <code>[OBJECT:CREATURE]</code> [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens. All known creature tokens are listed below. | |
− | + | Vanilla creature definitions can be found in <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\vanilla_creatures\</code>. | |
+ | Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s. | ||
− | + | The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or caste respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguishes tokens that can be applied to creature only, caste only, and both ('creature', 'CASTE-only', and 'CASTE' respectively) | |
− | {{alphabetical TOC}} | + | |
− | + | __NOTOC__ | |
+ | {{clear}} | ||
+ | {{alphabetical TOC|style=margin: 1em auto;}} | ||
==A== | ==A== | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Prevents the tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead of "This [adorable] animal can't work" or "This animal is waiting to be trained". |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | 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}}. |
|- | |- | ||
| {{text anchor|ALTTILE}} | | {{text anchor|ALTTILE}} | ||
| Creature | | Creature | ||
− | | 'character' or tile number | + | | |
− | | If set, the creature will blink between its TILE and its ALTTILE. | + | *'character' or tile number |
+ | | If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | 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. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to breathe | + | | Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]]. |
|- | |- | ||
| {{text anchor|APP_MOD_DESC_RANGE}} | | {{text anchor|APP_MOD_DESC_RANGE}} | ||
− | | | + | | Appearance Modifier |
| | | | ||
− | *Range | + | *Range (6 values, low to high) |
− | | [http://www.bay12forums.com/smf/index.php?topic= | + | | Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors. |
+ | |||
+ | The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190. | ||
|- | |- | ||
| {{text anchor|APP_MOD_GENETIC_MODEL}} | | {{text anchor|APP_MOD_GENETIC_MODEL}} | ||
− | | | + | | Appearance Modifier |
| | | | ||
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX) | *Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX) | ||
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|- | |- | ||
| {{text anchor|APP_MOD_IMPORTANCE}} | | {{text anchor|APP_MOD_IMPORTANCE}} | ||
− | | | + | | Appearance Modifier |
| | | | ||
*number | *number | ||
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|- | |- | ||
| {{text anchor|APP_MOD_NOUN}} | | {{text anchor|APP_MOD_NOUN}} | ||
− | | | + | | Appearance Modifier |
| | | | ||
*noun | *noun | ||
*SINGULAR or PLURAL | *SINGULAR or PLURAL | ||
− | | Creates a noun for the appearance and whether it is singular or plural. | + | | Creates a noun for the appearance, and whether it is singular or plural. |
|- | |- | ||
| {{text anchor|APP_MOD_RATE}} | | {{text anchor|APP_MOD_RATE}} | ||
− | | | + | | Appearance Modifier |
| | | | ||
*Rate (integer) | *Rate (integer) | ||
*Scale (DAILY, YEARLY) | *Scale (DAILY, YEARLY) | ||
− | *min | + | *min (growth) |
− | *start year | + | *max (growth) |
− | *end year | + | *start year |
+ | *start day | ||
+ | *end year | ||
+ | *end day | ||
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely. | | Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely. | ||
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| Caste | | Caste | ||
| | | | ||
− | * | + | *creature variation ID |
− | | Applies the specified [[creature variation token|creature variation]]. | + | *(optional) any amount of arbitrary arguments |
+ | | Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used. | ||
|- | |- | ||
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| Special | | Special | ||
| | | | ||
− | | Applies the effects of all pending | + | | Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Enables the creature to breathe in water, but causes it to air-drown on dry land. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures. |
|- | |- | ||
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| Creature | | Creature | ||
| | | | ||
− | | | + | | Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag. |
|- | |- | ||
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| | | | ||
*token | *token | ||
− | + | *selection criteria (it's complicated) | |
− | *selection criteria | ||
− | |||
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens | | Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
− | [ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br /> | + | <code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /> |
− | ''GORE'' | + | ''GORE'' = name of the attack<br /> |
− | ''BODYPART:BY_CATEGORY:HORN'' | + | ''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one) |
|- | |- | ||
| {{text anchor|ATTACK_TRIGGER}} | | {{text anchor|ATTACK_TRIGGER}} | ||
| Caste | | Caste | ||
− | | population | + | | |
− | | Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start | + | *population |
+ | *exported wealth | ||
+ | *created wealth | ||
+ | | Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger. | ||
|} | |} | ||
− | + | {{alphabetical TOC|style=margin: 1em auto;}} | |
− | {{alphabetical TOC}} | ||
− | |||
==B== | ==B== | ||
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| {{text anchor|BABY}} | | {{text anchor|BABY}} | ||
| Caste | | Caste | ||
− | | integer | + | | |
+ | *integer | ||
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage. | | Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage. | ||
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| {{text anchor|BABYNAME}} | | {{text anchor|BABYNAME}} | ||
| Caste | | Caste | ||
− | | singular | + | | |
− | | Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME. | + | *singular |
+ | *plural | ||
+ | | Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}. | ||
|- | |- | ||
| {{text anchor|BEACH_FREQUENCY}} | | {{text anchor|BEACH_FREQUENCY}} | ||
| Caste | | Caste | ||
− | | integer | + | | |
− | | Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be | + | *integer |
+ | | Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game. | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers | + | | The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense. |
+ | |||
+ | This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure. | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | * [[material token]] | + | * <[[material token]]> |
− | * | + | * <[[Material_definition_token#Material_States|material state]]> |
| Specifies what the creature's blood is made of. | | Specifies what the creature's blood is made of. | ||
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| Caste | | Caste | ||
| | | | ||
− | | Seems to be required to make the creature denouncable as a creature of the night. | + | | Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night. |
|- | |- | ||
| {{text anchor|BODY}} | | {{text anchor|BODY}} | ||
| Caste | | Caste | ||
− | | body parts | + | | |
+ | *body parts | ||
| Draws body parts from OBJECT:BODY files (such as body_default.txt) | | Draws body parts from OBJECT:BODY files (such as body_default.txt) | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
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This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs. | This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs. | ||
− | '''If the body is left undefined, the creature will | + | The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a "Body Token Recognized But Could Not Connect: HEART" error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it. |
+ | |||
+ | '''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}} | ||
|- | |- | ||
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| | | | ||
*ATTRIBUTE | *ATTRIBUTE | ||
− | *lowest | + | *lowest |
+ | *lower | ||
+ | *low | ||
+ | *median | ||
+ | *high | ||
+ | *higher | ||
+ | *highest | ||
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring. | | These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring. | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
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| {{text anchor|BODY_DETAIL_PLAN}} | | {{text anchor|BODY_DETAIL_PLAN}} | ||
| Caste | | Caste | ||
− | | PlanName | + | | |
− | | | + | *PlanName |
+ | *Arguments | ||
+ | | Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here. | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /> | [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /> | ||
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| {{text anchor|BODY_SIZE}} | | {{text anchor|BODY_SIZE}} | ||
| Caste | | Caste | ||
− | | years | + | | |
− | | Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams. | + | *years |
+ | *days | ||
+ | *size | ||
+ | | Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams. | ||
'''Example:'''<br /> | '''Example:'''<br /> | ||
[BODY_SIZE:0:0:10000]<br /> | [BODY_SIZE:0:0:10000]<br /> | ||
[BODY_SIZE:1:168:50000]<br /> | [BODY_SIZE:1:168:50000]<br /> | ||
[BODY_SIZE:12:0:220000]<br /> | [BODY_SIZE:12:0:220000]<br /> | ||
− | This describes the size of a [[minotaur]]. | + | This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg. |
|- | |- | ||
| {{text anchor|BODYGLOSS}} | | {{text anchor|BODYGLOSS}} | ||
| Caste | | Caste | ||
− | | gloss | + | | |
+ | *gloss | ||
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt) | | Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt) | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature eats bones. Implies CARNIVORE. | + | | Creature eats bones. Implies {{token|CARNIVORE|c}}. Currently does not work due to a bug ({{Bug|11069}}). |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Adds a type to a body part | + | | Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. |
− | In vanilla DF, this is used for adding the type 'GELDABLE' to the lower body of certain [[cat|creatures]]. | ||
|- | |- | ||
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| | | | ||
*QUALITY | *QUALITY | ||
− | *lowest | + | *lowest |
+ | *lower | ||
+ | *low | ||
+ | *median | ||
+ | *high | ||
+ | *higher | ||
+ | *highest | ||
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT) | | Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT) | ||
+ | |- | ||
+ | | {{text anchor|BP_REMOVE_TYPE}} | ||
+ | | Caste | ||
+ | | | ||
+ | | Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. | ||
+ | |||
|- | |- | ||
| {{text anchor|BUILDINGDESTROYER}} | | {{text anchor|BUILDINGDESTROYER}} | ||
| Caste | | Caste | ||
− | | 1 or 2 | + | | |
+ | *1 or 2 | ||
| 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. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. | ||
|} | |} | ||
− | + | {{alphabetical TOC|style=margin: 1em auto;}} | |
− | {{alphabetical TOC}} | ||
− | |||
==C== | ==C== | ||
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| {{text anchor|CAN_DO_INTERACTION}} | | {{text anchor|CAN_DO_INTERACTION}} | ||
| Caste | | Caste | ||
− | | interaction token | + | | |
+ | *interaction token | ||
| The creature can perform an interaction. See [[interaction token]]. | | The creature can perform an interaction. See [[interaction token]]. | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature gains | + | | The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]]. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Can talk. Note that | + | | Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]]. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature cannot climb, even if it has free grasp parts. | + | | Creature cannot [[climber|climb]], even if it has free grasp parts. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature cannot jump. | + | | Creature cannot [[jump]]. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Acts | + | | Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Defunct, as doors cannot be set as tightly closed anymore. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature ''only'' eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. | + | | Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. |
|- | |- | ||
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| | | | ||
*tile number or "letter" | *tile number or "letter" | ||
− | | Caste-specific ALTTILE. Requires CASTE_TILE. | + | | Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}. |
|- | |- | ||
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*bg | *bg | ||
*brightness | *brightness | ||
− | | Caste-specific COLOR. | + | | Caste-specific {{token|COLOR|c}}. |
|- | |- | ||
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*bg | *bg | ||
*brightness | *brightness | ||
− | | Caste-specific GLOWCOLOR. | + | | Caste-specific {{token|GLOWCOLOR|c}}. |
|- | |- | ||
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| | | | ||
*tile value or "letter" | *tile value or "letter" | ||
− | | Caste-specific GLOWTILE. | + | | Caste-specific {{token|GLOWTILE|c}}. |
|- | |- | ||
| {{text anchor|CASTE_NAME}} | | {{text anchor|CASTE_NAME}} | ||
| Caste | | Caste | ||
− | | singular | + | | |
− | | | + | *singular |
+ | *plural | ||
+ | *adjective | ||
+ | | While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as "nothing". | ||
|- | |- | ||
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*singular | *singular | ||
*plural | *plural | ||
− | | Caste-specific PROFESSION_NAME. | + | | Caste-specific {{token|PROFESSION_NAME|c}}. |
|- | |- | ||
| {{text anchor|CASTE_SOLDIER_ALTTILE}} | | {{text anchor|CASTE_SOLDIER_ALTTILE}} | ||
| Caste | | Caste | ||
− | | 'character' or tile number | + | | |
− | | Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE. | + | *'character' or tile number |
+ | | Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}. | ||
|- | |- | ||
| {{text anchor|CASTE_SOLDIER_TILE}} | | {{text anchor|CASTE_SOLDIER_TILE}} | ||
| Caste | | Caste | ||
− | | 'character' or tile number | + | | |
− | | Caste-specific | + | *'character' or tile number |
− | + | | Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}. | |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| | | | ||
* tile number or "letter" | * tile number or "letter" | ||
− | | Caste-specific CREATURE_TILE. | + | | Caste-specific {{token|CREATURE_TILE|c}}. |
|- | |- | ||
Line 432: | Line 473: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Causes the creature to develop [[cave adaptation]]. |
+ | |||
+ | Allows for creature's race to be involved in jokes that end in "And the [race] saw the sun and vomited on the spot!" | ||
|- | |- | ||
| {{text anchor|CDI}} | | {{text anchor|CDI}} | ||
| Caste | | Caste | ||
− | | Varies | + | | |
− | | Specifies details | + | *Varies |
+ | | Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]]. | ||
|- | |- | ||
| {{text anchor|CHANGE_BODY_SIZE_PERC}} | | {{text anchor|CHANGE_BODY_SIZE_PERC}} | ||
| Caste | | Caste | ||
− | | integer | + | | |
+ | *integer | ||
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles. | | Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles. | ||
Line 449: | Line 494: | ||
| {{text anchor|CHANGE_FREQUENCY_PERC}} | | {{text anchor|CHANGE_FREQUENCY_PERC}} | ||
| Creature | | Creature | ||
− | | integer | + | | |
+ | *integer | ||
| Multiplies frequency by a factor of (integer)%. | | Multiplies frequency by a factor of (integer)%. | ||
Line 455: | Line 501: | ||
| {{text anchor|CHILD}} | | {{text anchor|CHILD}} | ||
| Caste | | Caste | ||
− | | integer | + | | |
− | | Age at which creature is considered an adult | + | *integer |
+ | | Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. | ||
|- | |- | ||
| {{text anchor|CHILDNAME}} | | {{text anchor|CHILDNAME}} | ||
| Caste | | Caste | ||
− | | singular | + | | |
− | | Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME. | + | *singular |
+ | *plural | ||
+ | | Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}. | ||
|- | |- | ||
Line 470: | Line 519: | ||
*min | *min | ||
*max | *max | ||
− | | The minimum/maximum numbers of how many creatures per spawned cluster. | + | | The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified. |
|- | |- | ||
Line 478: | Line 527: | ||
*min | *min | ||
*max | *max | ||
− | |Number of | + | |Number of [[egg]]s laid in one sitting. |
|- | |- | ||
Line 489: | Line 538: | ||
| {{text anchor|COLOR}} | | {{text anchor|COLOR}} | ||
| Creature | | Creature | ||
− | | foreground | + | | |
− | | Color of the creature's tile. See [[Color]] for usage. | + | *foreground |
+ | *background | ||
+ | *brightness | ||
+ | | Color of the creature's tile. (See [[Color]] for usage.) | ||
|- | |- | ||
Line 496: | Line 548: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures. |
|- | |- | ||
Line 502: | Line 554: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap | + | | Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE. |
|- | |- | ||
Line 508: | Line 560: | ||
| Caste | | Caste | ||
| | | | ||
− | | Set this to allow the creature to be cooked in meals | + | | 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]]. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s. Currently does not work correctly when applied to non-{{token|FISHITEM|c}} vermin.{{bug|13200}} |
|- | |- | ||
Line 514: | Line 566: | ||
| Caste | | Caste | ||
| | | | ||
− | | Creature is 'berserk' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} | + | | Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones. |
|- | |- | ||
| {{text anchor|COPY_TAGS_FROM}} | | {{text anchor|COPY_TAGS_FROM}} | ||
− | | | + | | Special |
| | | | ||
− | * | + | *creature ID |
− | | Copies | + | | Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination. |
+ | |||
+ | |- | ||
+ | | {{text anchor|CREATURE}} | ||
+ | | Creature | ||
+ | | | ||
+ | *creature ID | ||
+ | | A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws. | ||
|- | |- | ||
Line 528: | Line 587: | ||
| | | | ||
*classname | *classname | ||
− | | An arbitrary creature classification. Can be set to anything, but only | + | | An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes. |
+ | The full list of tokens that use creature classes is: | ||
+ | |||
+ | * Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}} | ||
+ | * Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}} | ||
+ | * Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}} | ||
+ | * Position (Entity) token: {{token|ALLOWED_CLASS|po}} | ||
+ | * Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}} | ||
|- | |- | ||
| {{text anchor|CREATURE_SOLDIER_TILE}} | | {{text anchor|CREATURE_SOLDIER_TILE}} | ||
| Creature | | Creature | ||
− | | 'character' or tile number | + | | |
− | | Creatures active in their civilization's military will use this tile instead. | + | *'character' or tile number |
+ | | Creatures active in their civilization's [[military]] will use this tile instead. | ||
|- | |- | ||
| {{text anchor|CREATURE_TILE}} | | {{text anchor|CREATURE_TILE}} | ||
| Creature | | Creature | ||
− | | 'character' or tile number | + | | |
+ | *'character' or tile number | ||
| The symbol of the creature in ASCII mode. | | The symbol of the creature in ASCII mode. | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | 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]]. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to [[Steals items|steal things]] (apparently the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking | + | | Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat. |
|- | |- | ||
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|} | |} | ||
− | + | {{alphabetical TOC|style=margin: 1em auto;}} | |
− | {{alphabetical TOC}} | ||
− | |||
==D== | ==D== | ||
Line 597: | Line 663: | ||
| Caste | | Caste | ||
| | | | ||
− | | Found on generated [[demon]]s. | + | | Found on generated [[demon]]s. |
+ | |||
+ | At least 1 demon generated, or custom must have the {{token|FLIER|c}} token in order for the [[Underworld|horrifying screams]] event to trigger. | ||
|- | |- | ||
| {{text anchor|DESCRIPTION}} | | {{text anchor|DESCRIPTION}} | ||
| Caste | | Caste | ||
− | | text | + | | |
− | | A brief description of the creature type. | + | *text |
+ | | A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen. | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers. |
|- | |- | ||
| {{text anchor|DIFFICULTY}} | | {{text anchor|DIFFICULTY}} | ||
| Caste | | Caste | ||
− | | integer | + | | |
− | | Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode. | + | *integer |
+ | | Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode. | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in [[Adventurer mode]]. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature hunts vermin by diving from the air. | + | | The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s. |
|- | |- | ||
Line 633: | Line 703: | ||
| Creature | | Creature | ||
| | | | ||
− | | | + | | Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. |
+ | |||
+ | Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938], or, another creature can [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it. | ||
|} | |} | ||
− | + | {{alphabetical TOC|style=margin: 1em auto;}} | |
− | {{alphabetical TOC}} | ||
− | |||
==E== | ==E== | ||
Line 651: | Line 721: | ||
| {{text anchor|EBO_ITEM}} | | {{text anchor|EBO_ITEM}} | ||
| Caste | | Caste | ||
− | | [[item token]] | + | | |
− | | Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT. | + | *[[item token]] |
+ | *[[material token]] (ANY_HARD_STONE can be used for the material) | ||
+ | | Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}. | ||
|- | |- | ||
| {{text anchor|EBO_SHAPE}} | | {{text anchor|EBO_SHAPE}} | ||
| Caste | | Caste | ||
− | | gem shape | + | | |
− | | The shape of the extra | + | *gem shape |
+ | | The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}. | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | * [[material token]] | + | * <[[material token]]> |
− | *state | + | * <[[Material_definition_token#Material_States|material state]]> |
− | | | + | | Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist. |
|- | |- | ||
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| | | | ||
*size | *size | ||
− | | Determines the size of | + | | Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength. |
|- | |- | ||
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| Creature | | Creature | ||
| | | | ||
− | | Makes the creature | + | | Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant. |
|- | |- | ||
Line 691: | Line 764: | ||
| Creature | | Creature | ||
| | | | ||
− | | | + | | The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonize evil areas. |
+ | |||
+ | Civilizations which list evil creatures as one of their main population options will potentially emerge following an underworld mining disaster, with the added caveat that a demon will be in charge of the civ. The rules which govern which noble position the demon in charge adopts however, are unclear. It either picks one of the predefined positions, or simply makes its own. | ||
|- | |- | ||
Line 697: | Line 772: | ||
| Caste | | Caste | ||
| | | | ||
− | * BY_CATEGORY | + | * [[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]] |
* TYPE, CATEGORY, or TOKEN | * TYPE, CATEGORY, or TOKEN | ||
− | | The creature drops an additional object when butchered | + | | The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}} |
|- | |- | ||
Line 712: | Line 787: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a "vanish" power. |
|} | |} | ||
− | + | {{alphabetical TOC|style=margin: 1em auto;}} | |
− | {{alphabetical TOC}} | ||
− | |||
==F== | ==F== | ||
Line 731: | Line 804: | ||
| Creature | | Creature | ||
| | | | ||
− | | The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}} | + | | The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}. |
|- | |- | ||
Line 737: | Line 810: | ||
| Caste | | Caste | ||
| | | | ||
− | | Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct | + | | Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers. |
+ | |||
|- | |- | ||
| {{text anchor|FEATURE_BEAST}} | | {{text anchor|FEATURE_BEAST}} | ||
| Caste | | Caste | ||
| | | | ||
− | | Found on [[forgotten beast]]s. | + | | Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Displays the creature's {{token|DESCRIPTION|c}} in its [[legends mode]] entry and hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do. |
+ | |||
+ | Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes. | ||
|- | |- | ||
Line 748: | Line 824: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste. |
|- | |- | ||
Line 754: | Line 830: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example). |
|- | |- | ||
Line 760: | Line 836: | ||
| Caste | | Caste | ||
| | | | ||
− | | | + | | Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. |
|- | |- | ||
Line 766: | Line 842: | ||
| Caste | | Caste | ||
| | | | ||
− | | The creature's corpse is a single food item that needs to be cleaned at a fishery to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). | + | | The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). |
− | Without this or {{token|COOKABLE_LIVE|c}}, fished vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game. | + | Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game. |
|- | |- | ||
| {{text anchor|FIXED_TEMP}} | | {{text anchor|FIXED_TEMP}} | ||
| Caste | | Caste | ||
− | | temperature | + | | |
− | | The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that | + | *temperature |
+ | | The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death. | ||
− | Note that temperatures 12000 and higher may cause pathfinding issues in fortress mode. | + | Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. | + | | Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token). |
+ | |||
+ | At least 1 [[Demon]] must have the flier token in order for the [[Underworld|horrifying screams]] event to trigger. | ||
|- | |- | ||
Line 794: | Line 873: | ||
| | | | ||
*number, max 100 | *number, max 100 | ||
− | | | + | | The {{token|FREQUENCY|c}} value plays two separate roles. The first is in determining the initial distribution of creatures across the world map. Each creature is randomly assigned a single x, y co-ordinate on the world map, which act as the epicenter for that creature's distribution. A square is drawn around that x, y co-ordinate with a Manhattan radius equal to the {{token|FREQUENCY|c}} value divided by 100 times the world map size. For example, in a 256 by 256 size world map, the [[lion]] might be assigned 14, 112. The [[lion]] has {{token|FREQUENCY:5|c}}, and so a square is |