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Difference between revisions of "v0.31:Creature token"

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m (→‎S: typo)
m (→‎F: does NOT influence caravans in this version)
 
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Tentative at best in some cases. Legacy stuff unlisted.
+
{{Quality|Superior|19:06, 26 August 2014 (UTC)}}
 +
{{av}}
 +
 
 +
A full list of all known creature tokens.
  
 
__NOTOC__
 
__NOTOC__
  
=Tokens=
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
 +
 
 
==A==
 
==A==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| ALCOHOL_DEPENDENT  
+
|-
 +
| {{text anchor|ADOPTS_OWNER}}
 +
| Caste
 +
|
 +
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. The basic requirements for adoption are intact - the creature will only adopt an owner which likes creatures of that species.
 +
 
 +
|-
 +
| {{text anchor|ALCOHOL_DEPENDENT}}
 +
| Caste
 
|   
 
|   
| Creature needs alcohol to get through the working day.
+
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.
  
|-  
+
|-
| ALL_ACTIVE  
+
| {{text anchor|ALL_ACTIVE}}
 +
| Caste
 
|   
 
|   
| 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}}
 +
| Creature
 
|   
 
|   
| If set, the creature will blink between its [TILE] and its [ALTTILE].  
+
| If set, the creature will blink between its {{token|TILE|c}} and its {{token|ALTTILE|c}}.
  
|-  
+
|-
| AMBUSHPREDATOR  
+
| {{text anchor|AMBUSHPREDATOR}}
 +
| Caste
 
|   
 
|   
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too
+
| 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}}
 +
| Caste
 
|   
 
|   
| Allows a creature to breathe with or without water.  
+
| Allows a creature to breathe with or without [[water]]. Implies {{token|AQUATIC|c}}.
 +
 
 +
|-
 +
| {{text anchor|APP_MOD_DESC_RANGE}}
 +
| Caste
 +
|
 +
*Range
 +
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
 +
 
 +
|-
 +
| {{text anchor|APP_MOD_GENETIC_MODEL}}
 +
| Caste
 +
|
 +
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
 +
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.
 +
 
 +
|-
 +
| {{text anchor|APP_MOD_IMPORTANCE}}
 +
| Caste
 +
|
 +
*number
 +
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}
  
|-  
+
|-
| APP_MOD_NOUN  
+
| {{text anchor|APP_MOD_NOUN}}
 +
| Caste
 
|  
 
|  
 
*noun
 
*noun
Line 42: Line 83:
 
| 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
  
|-  
+
|-
| APP_MOD_RATE  
+
| {{text anchor|APP_MOD_RATE}}
 +
| Caste
 
|  
 
|  
 
*Rate (integer)
 
*Rate (integer)
 
*Scale (DAILY,  YEARLY)
 
*Scale (DAILY,  YEARLY)
 
*min:max  of growth
 
*min:max  of growth
*start year:end year  
+
*start year:start day
| setting the growth rate of the modifier
+
*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.
  
|-  
+
|-
| APPLY_CREATURE_VARIATION  
+
| {{text anchor|APPLY_CREATURE_VARIATION}}
 +
| Special
 
|  
 
|  
 
*CV TEMPLATE NAME  
 
*CV TEMPLATE NAME  
| Loads the CV Template specified.
+
| Loads the Creature Variation Template specified.
  
|-  
+
|-
| APPLY_CURRENT_CREATURE_VARIATION  
+
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}
 +
| Special
 
|   
 
|   
| Applies loaded CV
+
| Applies loaded Creature Variation
  
|-  
+
|-
| AQUATIC  
+
| {{text anchor|AQUATIC}}
 +
| Caste
 
|   
 
|   
| Allows a creature to breathe underwater, but causes it to "drown" out of water.  
+
| Creature can breathe in water, but air-drowns on dry land.  
  
|-  
+
|-
| ARENA_RESTRICTED  
+
| {{text anchor|ARENA_RESTRICTED}}
 +
| Caste
 
|   
 
|   
| Does not appear in arena mode list
+
| Does not appear in arena mode list.
 +
 
 +
|-
 +
| {{text anchor|ARTIFICIAL_HIVEABLE}}
 +
| Creature
 +
|
 +
| Can be kept in artificial hives by beekeepers.
 +
 
 +
|-
 +
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}
 +
| Caste
 +
|
 +
| Does not attack or frighten wildlife.
  
|-  
+
|-
| ATTACK  
+
| {{text anchor|ATTACK}}
 +
| Caste
 
|  
 
|  
 
*token
 
*token
Line 79: Line 139:
 
*selection criteria
 
*selection criteria
 
*location  
 
*location  
| Defines the attack name, and the body part used.
+
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
 +
'''Example:'''<br />
 +
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br />
 +
''GORE'' : name of the attack<br />
 +
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)
  
|-  
+
|-
| ATTACK_CONTACT_PERC
+
| {{text anchor|ATTACK_TRIGGER}}
|  
+
| Caste
*% value
+
| pop:exported wealth:created wealth
| amount of available tissue used in attack
+
| Specifies when a [[megabeast]] will attack the fortress.
  
|-
+
|}
| ATTACK_FLAG_CANLATCH
 
 
| amount of material that makes contact when attack is made.
 
 
 
|-
 
| ATTACK_FLAG_EDGE
 
 
| attack type
 
 
 
|-
 
| ATTACK_FLAG_WITH
 
 
| attack type
 
 
 
|-
 
| ATTACK_PENETRATION_PERC
 
|
 
*% value
 
| probably amount of material that makes contact when penetration is done
 
 
 
|-
 
| ATTACK_PRIORITY
 
|
 
*MAIN or SECOND
 
| use of the attack in combat. Second attacks only used if main impossible.
 
 
 
|-
 
| ATTACK_SKILL
 
|
 
*skill used
 
| defines the attack skill used
 
 
 
|-
 
| ATTACK_TRIGGER
 
| min:median:max
 
| Probably stages when a dragon will attack a site
 
  
|-
+
<div align="center">
| ATTACK_VERB
+
{{alphabetical TOC}}
| 2nd person:3rd person
+
</div>
| descriptive text for the attack
 
 
 
|}
 
  
 
==B==
 
==B==
Line 136: Line 161:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| BABY  
+
|-
 +
| {{text anchor|BABY}}
 +
| Caste
 
| integer  
 
| integer  
| age at which creature is considered a child
+
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
  
|-  
+
|-
| BABYNAME  
+
| {{text anchor|BABYNAME}}
 +
| Caste
 
| singular:plural  
 
| singular:plural  
| name at caste level
+
| 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}}.
  
|-  
+
|-
| BEACH_FREQUENCY  
+
| {{text anchor|BEACH_FREQUENCY}}
 +
| Caste
 
|   
 
|   
| Whales and jellyfish have this. Controls the beaching frequency of the creature.  
+
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.  
  
|-  
+
|-
| BENIGN  
+
| {{text anchor|BENIGN}}
 +
| Caste
 
|   
 
|   
| Determines whether creature can show up on "tame" maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).  
+
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.
  
|-  
+
|-
| BIOME  
+
| {{text anchor|BIOME}}
 +
| Creature
 
|  
 
|  
*BIOME
+
* [[biome token]]
| Select Biomes the creature may appear in
+
| Select a [[Biome]] the creature may appear in.
  
|-  
+
|-
| BLOOD, PUS, OTHER MATERIAL state definition
+
| {{text anchor|BLOOD}}
 +
| Caste
 
|  
 
|  
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
+
* [[material token]]
*selected material
+
*matter state (LIQUID, GAS, SOLID)  
*matter state (LIQUID, GAS, ALL_SOLID) | Controls bleeding behaviour
+
| Specifies what the creature's blood is made of.
  
|-  
+
|-
| BODY  
+
| {{text anchor|BODY}}
 +
| 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 />
 +
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
 +
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.
  
|-  
+
|-
| BODY_APPEARANCE_MODIFIER  
+
| {{text anchor|BODY_APPEARANCE_MODIFIER}}
 +
| Caste
 
|  
 
|  
 
*ATTRIBUTE
 
*ATTRIBUTE
*lowest:lower:low:median:high:higher:highest | These body modifiers give individual dwarves 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.
+
*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 {{token|BODY_SIZE|c}} of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
 +
'''Example:'''<br />
 +
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br />
 +
''HEIGHT'' : marks the height to be changed <br />
 +
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.
  
|-  
+
|-
| BODY_DETAIL_PLAN  
+
| {{text anchor|BODY_DETAIL_PLAN}}
| PlanName, PlanName:type:type:type:etc  
+
| Caste
| loads a plan 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.
+
| PlanName, PlanName:type:type:type:etc.
 +
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies {{token|USE_MATERIAL_TEMPLATE|c}}, mass alters {{token|RELSIZE|c}}, 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 />
 +
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
 +
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
 +
A [[Purring maggot|maggot]] would only need:<br />
 +
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''
  
|-  
+
|-
| BODY_SIZE_PLAN
+
| {{text anchor|BODY_SIZE}}
 +
| Caste
 
| years:days:size  
 
| years:days:size  
| sets up size at a given time
+
| 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 />
 +
[BODY_SIZE:0:0:10000]<br />
 +
[BODY_SIZE:1:168:50000]<br />
 +
[BODY_SIZE:12:0:220000]<br />
 +
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old he would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.
  
|-  
+
|-
| BODYGLOSS  
+
| {{text anchor|BODYGLOSS}}
 +
| 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)
  
|-  
+
|-
| BONECARN  
+
| {{text anchor|BONECARN}}
 +
| Caste
 
|   
 
|   
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.  
+
| Creature eats bones. Implies {{token|CARNIVORE|c}}. Does not actually work due to a bug ({{Bug|11069}}).
  
|-  
+
|-
| BP_APPEARANCE_MODIFIER  
+
| {{text anchor|BP_APPEARANCE_MODIFIER}}
 +
| Caste
 
|  
 
|  
 
*QUALITY
 
*QUALITY
Line 209: Line 267:
 
| 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)
  
|-  
+
|-
| BUILDINGDESTROYER  
+
| {{text anchor|BUILDINGDESTROYER}}
 +
| 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 b + 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 b + C commands.  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==C==
 
==C==
Line 219: Line 282:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| CAN_LEARN  
+
|-
 +
| {{text anchor|CAN_LEARN}}
 +
| Caste
 
|   
 
|   
| CAN_LEARN
+
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered 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.
  
|-  
+
|-
| CAN_SPEAK  
+
| {{text anchor|CAN_SPEAK}}
 +
| Caste
 
|   
 
|   
| Can talk. Note that it is not necessary for a creature to gain social skills.  
+
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.
  
|-  
+
|-
| CANNOT_UNDEAD  
+
| {{text anchor|CANNOT_UNDEAD}}
 +
| Caste
 
|   
 
|   
| Cannot be turned into a zombie or skeletal undead
+
| Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.
  
|-  
+
|-
| CANOPENDOORS  
+
| {{text anchor|CANOPENDOORS}}
 +
| Caste
 
|   
 
|   
 
| Allows the creature to open doors.  
 
| Allows the creature to open doors.  
  
|-  
+
|-
| CARNIVORE  
+
| {{text anchor|CARNIVORE}}
 +
| Caste
 
|   
 
|   
| Creature eats meat
+
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Currently bugged in worldgen -- exclusively carnivore civilizations always starve out. Goblins and kobolds live off raw exceptions.
  
|-  
+
|-
| CASTE  
+
| {{text anchor|CASTE}}
 +
| Creature
 
|  
 
|  
 
*name  
 
*name  
| defines a caste
+
| Defines a caste.
 +
 
 +
|-
 +
| {{text anchor|CASTE_ALTTILE}}
 +
| Caste
 +
|
 +
*tile number or "letter"
 +
| Caste-specific {{token|ALT_TILE|c}}. Requires {{token|CASTE_TILE|c}}.
 +
 
 +
|-
 +
| {{text anchor|CASTE_COLOR}}
 +
| Caste
 +
|
 +
*fg
 +
*bg
 +
*brightness
 +
| Caste-specific {{token|COLOR|c}}.
 +
 
 +
|-
 +
| {{text anchor|CASTE_GLOWCOLOR}}
 +
| Caste
 +
|
 +
*fg
 +
*bg
 +
*brightness
 +
| Caste-specific {{token|GLOWCOLOR|c}}.
 +
 
 +
|-
 +
| {{text anchor|CASTE_GLOWTILE}}
 +
| Caste
 +
|
 +
*tile value or "letter"
 +
| Caste-specific {{token|GLOWTILE|c}}.
  
|-  
+
|-
| CASTE_NAME  
+
| {{text anchor|CASTE_NAME}}
 +
| Caste
 
| singular:plural:adjective  
 
| singular:plural:adjective  
| The name of the caste of the creature in the game.
+
| Caste-specific {{token|NAME|c}}.
 +
 
 +
|-
 +
| {{text anchor|CASTE_PROFESSION_NAME}}
 +
| Caste
 +
|
 +
*[[Unit type token]] (Profession)
 +
*singular
 +
*plural
 +
| Caste-specific {{token|PROFESSION_NAME|c}}.
 +
 
 +
|-
 +
| {{text anchor|CASTE_SOLDIER_ALTTILE}}
 +
| Caste
 +
| 'character' or tile number
 +
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.
 +
 
 +
|-
 +
| {{text anchor|CASTE_SOLDIER_TILE}}
 +
| Caste
 +
| 'character' or tile number
 +
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.
 +
 
 +
|-
 +
| {{text anchor|CASTE_SPEECH}}
 +
| Caste
 +
| speech file
 +
| Caste-specific {{token|SPEECH|c}}.
  
|-  
+
|-
| CAVE_ADAPT  
+
| {{text anchor|CASTE_TILE}}
 +
| Caste
 +
|
 +
* tile number or "letter"
 +
| Caste-specific {{token|CREATURE_TILE|c}}.
 +
 
 +
|-
 +
| {{text anchor|CAVE_ADAPT}}
 +
| Caste
 
|   
 
|   
| Gives the creature a bonus in caves. Also causes Cave adaptation.  
+
| Causes the creature to develop [[Cave adaptation]].  
  
|-  
+
|-
| CE_X
+
| {{text anchor|CHANGE_BODY_SIZE_PERC}}
|  
+
| Caste
*SEV:<value(1-100)>  (severity)
+
| integer
*PROB:<value(1-100)> (probability)
+
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.
*RESISTABLE (optional) allows resistance
 
*SIZE_DILUTES (optional) lessens effect based on size  
 
Place effected:
 
*LOCALIZED (optional)
 
*VASCULAR_ONLY (optional)
 
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)
 
Timeline:
 
*Start:Time at which effect starts
 
*Peak:Time at which effect peaks
 
*End:Time at which effect ends.  
 
| specifies the aspects of the Creature Effect in Syndromes. This includes the severity of the effect, the likelihood of it taking effect, whether it is resistable, and if the size of a creature effects it, where the creture is effected and the timeline of the effect. CEs include: CE_FEVER, CE_NAUSEA, CE_DIZZINESS, CE_SWELLING, CE_OOZING, CE_BRUISING, CE_BLEEDING, CE_NECROSIS, CE_DROWSINESS, CE_PAIN, CE_BLISTERS, CE_COUGH_BLOOD
 
  
|-  
+
|-
| CHILD  
+
| {{text anchor|CHILD}}
 +
| Caste
 
| integer  
 
| integer  
| age at which creature is considered an adult
+
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
  
|-  
+
|-
| CHILD_BODYPART_GROUP
+
| {{text anchor|CHILDNAME}}
|  
+
| Caste
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
 
*master location
 
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.
 
*specific location
 
| selects all parts of a group to be used.
 
 
 
|-
 
| CHILDNAME
 
 
| singular:plural  
 
| singular:plural  
| name at caste level
+
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.
  
|-  
+
|-
| CLUSTER_NUMBER  
+
| {{text anchor|CLUSTER_NUMBER}}
| min:max
+
| Creature
 +
|
 +
*min
 +
*max
 
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.
 
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.
 
e.g. [CLUSTER_NUMBER:1:3]  
 
e.g. [CLUSTER_NUMBER:1:3]  
  
|-  
+
|-
| COLDDAM_POINT
+
| {{text anchor|CLUTCH_SIZE}}
| value
+
| Caste
| The minimum temperature limit before the creature starts taking damage from freezing.  
+
|
 +
*min
 +
*max
 +
|Number of eggs laid in one sitting.
 +
 
 +
|-
 +
| {{text anchor|COLONY_EXTERNAL}}
 +
| Caste
 +
|
 +
| Caste hovers around colony.
  
|-  
+
|-
| COLOR  
+
| {{text anchor|COLOR}}
 +
| Creature
 
| foreground:background:brightness  
 
| foreground:background:brightness  
| Color of the creature's tile.  
+
| Color of the creature's tile. See [[Color]] for usage.
  
|-  
+
|-
| COMMON_DOMESTIC  
+
| {{text anchor|COMMON_DOMESTIC}}
 +
| Caste
 
|   
 
|   
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT  
+
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} or {{token|MOUNT|c}} tags and invalid on {{token|FANCIFUL|c}} creatures. Requires NATURAL tag?{{verify}}
 +
 
 +
|-
 +
| {{text anchor|CONVERTED_SPOUSE}}
 +
| Caste
 +
|
 +
| 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.
  
|-  
+
|-
| COOKABLE_LIVE  
+
| {{text anchor|COOKABLE_LIVE}}
 +
| Caste
 
|   
 
|   
| Set this to allow the creature to be cooked in meals without first being cleaned.
+
| 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]]. Does not work correctly when applied to non-{{token|FISHITEM|c}} vermin.{{bug|13200}}
  
|-  
+
|-
| COPY_TAGS_FROM  
+
| {{text anchor|COPY_TAGS_FROM}}
 +
| Special
 
|  
 
|  
 
*CREATURE NAME
 
*CREATURE NAME
 
| Copies tags from another specified creature.
 
| Copies tags from another specified creature.
  
|-  
+
|-
| CREATURE
+
| {{text anchor|CREATURE_CLASS}}
| name
+
| Caste
| What the game looks for when generating creatures.
+
|
 +
*classname
 +
| An arbitrary creature classification. Can be set to anything, but the only existing use is GENERAL_POISON (used in syndromes). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.
  
|-  
+
|-
| CREATURE_CLASS
+
| {{text anchor|CREATURE_SOLDIER_TILE}}
| Classname | Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes.
+
| Creature
 +
| 'character' or tile number
 +
| Creatures active in their civilization's military will use this tile instead.
  
|-  
+
|-
| CREATURE_TILE  
+
| {{text anchor|CREATURE_TILE}}
 +
| 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.
  
|-  
+
|-
| CREPUSCULAR  
+
| {{text anchor|CREPUSCULAR}}
 +
| Caste
 
|   
 
|   
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL.  
+
| 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_EATER  
+
| {{text anchor|CURIOUSBEAST_EATER}}
 +
| Caste
 
|   
 
|   
| Allows a creature to steal and eat edible items from you.  
+
| Allows a creature to steal and eat edible items from a site.  
  
|-  
+
|-
| CURIOUSBEAST_GUZZLER  
+
| {{text anchor|CURIOUSBEAST_GUZZLER}}
 +
| Caste
 
|   
 
|   
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.  
+
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.
  
|-  
+
|-
| CURIOUSBEAST_ITEM  
+
| {{text anchor|CURIOUSBEAST_ITEM}}
 +
| Caste
 
|   
 
|   
| Allows a creature to steal things (apparently the highest value it can find).  
+
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking.
  
|-  
+
|-
| CV_ADD_TAG  
+
| {{text anchor|CV_ADD_TAG}}
 +
| Special
 
|  
 
|  
 
*TAG NAME  
 
*TAG NAME  
| Adds a tag
+
| Adds a tag. Used in conjunction with creature variation templates. 
  
|-  
+
|-
| CV_REMOVE_TAG  
+
| {{text anchor|CV_REMOVE_TAG}}
 +
| Special
 
|  
 
|  
 
*TAG NAME  
 
*TAG NAME  
| removes a tag
+
| Removes a tag. Used in conjunction with creature variation templates.
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==D==
 
==D==
Line 381: Line 539:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
  
|-  
+
|-
| DESCRIPTION  
+
| {{text anchor|DEMON}}
 +
| Caste
 +
 +
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
 +
 
 +
|-
 +
| {{text anchor|DESCRIPTION}}
 +
| Caste
 
| text  
 
| text  
 
| A brief description of the creature type.
 
| A brief description of the creature type.
  
|-  
+
|-
| DIFFICULTY  
+
| {{text anchor|DIE_WHEN_VERMIN_BITE}}
 +
| Caste
 +
|
 +
| Dies upon attacking. Used for [[bee]] stings.
 +
 
 +
|-
 +
| {{text anchor|DIFFICULTY}}
 +
| Caste
 
| integer  
 
| integer  
| 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.  
+
| Increases experience gain during adventure mode.  
  
|-  
+
|-
| DIURNAL  
+
| {{text anchor|DIURNAL}}
 +
| Caste
 
|   
 
|   
| 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.
  
|-  
+
|-
| DOES_NOT_EXIST  
+
| {{text anchor|DOES_NOT_EXIST}}
 +
| Creature
 
|   
 
|   
| Creature does not actually exist
+
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.
  
|-  
+
|-
| DRAGONFIREBREATH  
+
| {{text anchor|DRAGONFIREBREATH}}
 +
| Caste
 
|   
 
|   
| Creature breathes fire in a cone.  
+
| Creature breathes fire in a cone.
 +
 
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==E==
 
==E==
Line 414: Line 595:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
  
 
|-
 
|-
| EQUIPMENT_WAGON  
+
| {{text anchor|EGG_MATERIAL}}
 +
| Caste
 +
|
 +
* [[material token]]
 +
*state (SOLID, LIQUID, or GAS)
 +
| Egg material. Egg-laying creatures will 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.
 +
 
 +
|-
 +
| {{text anchor|EGG_SIZE}}
 +
| Caste
 +
|
 +
*size
 +
| Determines the size of eggs.
 +
 
 +
|-
 +
| {{text anchor|EQUIPMENT_WAGON}}
 +
| Creature
 
|   
 
|   
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.  
+
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}}s and driven by a merchant.
  
|-  
+
|-
| EQUIPS  
+
| {{text anchor|EQUIPS}}
 +
| Caste
 
|   
 
|   
 
| Allows the creature to wear or wield items.
 
| Allows the creature to wear or wield items.
  
|-  
+
|-
| EVIL  
+
| {{text anchor|EVIL}}
 +
| Creature
 
|   
 
|   
| Determines whether creature can show up on "evil" maps
+
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures.
  
|-  
+
|-
| EXTRAVISION  
+
| {{text anchor|EXTRACT}}
 +
| Caste
 +
|
 +
* [[material token]]
 +
| Defines a creature extract which can be obtained via [[small animal dissection]].
 +
 
 +
|-
 +
| {{text anchor|EXTRAVISION}}
 +
| Caste
 
|   
 
|   
 
| Creature can see regardless of whether it has working eyes.  
 
| Creature can see regardless of whether it has working eyes.  
 
|}
 
|}
  
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==F==
 
==F==
Line 443: Line 654:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| FANCIFUL  
+
|-
 +
| {{text anchor|FANCIFUL}}
 +
| Creature
 
|   
 
|   
| 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.  
+
| 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 for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}.
 +
 
 +
|-
 +
| {{text anchor|FEATURE_ATTACK_GROUP}}
 +
| Caste
 +
|
 +
| Found on subterranean animal-man tribals.
 +
 
 +
|-
 +
| {{text anchor|FEATURE_BEAST}}
 +
| Caste
 +
|
 +
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
  
|-  
+
|-
| FEMALE  
+
| {{text anchor|FEMALE}}
 +
| Caste
 
|   
 
|   
| all female
+
| The creature is female and can bear young. Usually determined inside a caste.
  
|-  
+
|-
| FIREBREATH  
+
| {{text anchor|FIREBREATH}}
 +
| Caste
 
|   
 
|   
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
+
| The creature breathes long range fireballs and has a short range cone shaped fire breath attack.
  
|-  
+
|-
| FIREIMMUNE  
+
| {{text anchor|FIREIMMUNE}}
 +
| Caste
 
|   
 
|   
| As of the current versionv0.28.181.40d, the FIREIMMUNE token has no effect on a creature's resistance to flame or heat. However, it does affect ability to swim in magma in adventure mode, as well as display of "You are caught in a pool of magma!" warning messages.  
+
| The creature is immune to {{token|FIREBREATH|c}}.
  
|-  
+
|-
| FIREIMMUNE_SUPER  
+
| {{text anchor|FIREIMMUNE_SUPER}}
 +
| Caste
 
|   
 
|   
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE.  
+
| The creature is immune to {{token|DRAGONFIREBREATH|c}}. Implies {{token|FIREIMMUNE|c}}.  
  
|-  
+
|-
| FISHITEM  
+
| {{text anchor|FISHITEM}}
 +
| Caste
 
|   
 
|   
 
| Needs to be cleaned at a fishery
 
| Needs to be cleaned at a fishery
  
|-  
+
|-
| FIXED_TEMP  
+
| {{text anchor|FIXED_TEMP}}
 +
| Caste
 
| temperature  
 
| temperature  
 
| The natural heat generated by the creature.
 
| The natural heat generated by the creature.
  
|-  
+
|-
| FLEEQUICK  
+
| {{text anchor|FLEEQUICK}}
 +
| Caste
 
|   
 
|   
| Determines how soon a creature flees in a losing battle.  
+
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
  
|-  
+
|-
| FLIER  
+
| {{text anchor|FLIER}}
 +
| Caste
 
|   
 
|   
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.  
+
| Allows a creature to fly. 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.
  
|-  
+
|-
| FREQUENCY  
+
| {{text anchor|FREQUENCY}}
|
+
| Creature
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unitVerify. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. "High frequency means you get more when the number is high, so 100 would be the most common. If you don't enter a number, it uses 50."
+
|
 +
*number, max 100
 +
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.
 +
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. Not to be confused with {{token|POP_RATIO|c}}.
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==G==
 
==G==
Line 500: Line 741:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| GENERAL_BABY_NAME  
+
|-
 +
| {{text anchor|GENERAL_BABY_NAME}}
 +
| Creature
 
| singular:plural  
 
| singular:plural  
| name at creature level
+
| BABYNAME applied regardless of caste.
  
|-  
+
|-
| GENERAL_CHILD_NAME  
+
| {{text anchor|GENERAL_CHILD_NAME}}
 +
| Creature
 
| singular:plural  
 
| singular:plural  
| name at creature level
+
| CHILDNAME applied regardless of caste.
  
|-  
+
|-
| GETS_INFECTIONS_FROM_ROT  
+
| {{text anchor|GENERATED}}
 +
| Creature
 +
 +
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.
 +
 
 +
|-
 +
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}
 +
| Caste
 
|   
 
|   
| can be infected by rot
+
| Creature can get infections from necrotic tissue.
  
 
|-
 
|-
| GETS_WOUND_INFECTIONS  
+
| {{text anchor|GETS_WOUND_INFECTIONS}}
 +
| Caste
 
|   
 
|   
| can be infected from wounds
+
| This creature's wounds can become infected if left untreated for too long.
  
|-  
+
|-
| GLOWCOLOR  
+
| {{text anchor|GLOWCOLOR}}
 +
| Creature
 
|  
 
|  
 
*foreground
 
*foreground
 
*background
 
*background
 
*brightness  
 
*brightness  
| The colour of the GLOWTILE of the creature
+
| The colour of the creature's GLOWTILE.
  
|-  
+
|-
| GLOWTILE  
+
| {{text anchor|GLOWTILE}}
 +
| Creature
 
| ascii character  
 
| ascii character  
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect.  
+
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILEs into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.
 +
 
 +
|-
 +
| {{text anchor|GNAWER}}
 +
| Caste
 +
| verb
 +
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}
  
|-  
+
|-
| GNAWER
+
| {{text anchor|GO_TO_END}}
| verb (gnawed)
+
| Special
| The creature chews on food storage containers.  
+
|
 +
| When using tags from an existing creature, inserts new tags at the end of the creature.
  
|-  
+
|-
| GO_TO_END
+
| {{text anchor|GO_TO_START}}
 +
| Special
 
|   
 
|   
| uncertain use, definitely refers to Creature Variants template
+
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
  
|-  
+
|-
| GO_TO_START
+
| {{text anchor|GO_TO_TAG}}
 +
| Special
 
|   
 
|   
| uncertain use, definitely refers to Creature Variants template
+
| When using tags from an existing creature, inserts new tags after the specified tag.
  
|-  
+
|-
| GOOD  
+
| {{text anchor|GOOD}}
 +
| Creature
 
|   
 
|   
| Determines whether creature can show up on "good" maps
+
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Presumably has no effect on cavern creatures.
  
|-  
+
|-
| GRASSTRAMPLE  
+
| {{text anchor|GRASSTRAMPLE}}
 +
| Caste
 
| value  
 
| value  
| 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.
+
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.
 +
 
 +
|-
 +
| {{text anchor|GRAVITATE_BODY_SIZE}}
 +
| Caste
 +
| target value
 +
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.
 +
 
 +
|-
 +
| {{text anchor|GRAZER}}
 +
| Caste
 +
|
 +
*number
 +
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==H==
 
==H==
Line 565: Line 848:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| HAS_NERVES  
+
|-
 +
| {{text anchor|HABIT}}
 +
| Caste
 +
| type:probability
 +
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not {{token|SEMIMEGABEAST|c}}s, {{token|MEGABEAST|c}}s, or {{token|NIGHT_CREATURE_HUNTER|c}}s.
 +
 
 +
|-
 +
| {{text anchor|HABIT_NUM}}
 +
| Caste
 +
| number or TEST_ALL
 +
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".<sup>[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]</sup> All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
 +
 
 +
|-
 +
| {{text anchor|HAS_NERVES}}
 +
| Caste
 +
 +
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.
 +
 
 +
|-
 +
| {{text anchor|HASSHELL}}
 +
| Caste
 
|   
 
|   
| This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.
+
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
  
|-  
+
|-
| HEATDAM_POINT
+
| {{text anchor|HIVE_PRODUCT}}
| value
+
| Creature
| The maximum temperature limit before the creature will start recieving damage from heat.
+
|
 +
*number
 +
*[[time]]
 +
*[[item token]]s
 +
| What product is harvested from [[Beekeeping industry|beekeeping]].
  
|-  
+
|-
| HOMEOTHERM  
+
| {{text anchor|HOMEOTHERM}}
 +
| Caste
 
|   
 
|   
| Default 'NONE'. The creature's normal body temperature
+
| Default 'NONE'. The creature's normal body [[temperature]]
 +
 
 +
|-
 +
| {{text anchor|HUNTS_VERMIN}}
 +
| Caste
 +
|
 +
| Creature hunts and kills nearby vermin.
 +
 
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==I==
 
==I==
Line 587: Line 907:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-
 
| IF_EXISTS_SET_BOILING_POINT
 
| value
 
| The temperature at which the creature boils into goo.
 
  
|-  
+
|-
| IF_EXISTS_SET_MELTING_POINT
+
| {{text anchor|IMMOBILE_LAND}}
| value
+
| Caste
| The temperature at which the creature will melt into goo.
 
 
 
|-
 
| IGNITE_POINT
 
| value
 
| The temperature at which the creature will burst into flames
 
 
 
|-
 
| IMMOBILE_LAND
 
 
|   
 
|   
| The creature is immobile while on land  
+
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.
  
|-  
+
|-
| IMMOLATE  
+
| {{text anchor|IMMOLATE}}
 +
| Caste
 
|   
 
|   
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.  
+
| The creature radiates fire. It 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 certain materials. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}
  
|-  
+
|-
| INSULATION
+
| {{text anchor|INTELLIGENT}}
| value
+
| Caste
| increases the insulation of a selected material
 
 
 
|-
 
| INTELLIGENT
 
 
|   
 
|   
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.
+
| Alias for [CAN_SPEAK] + [CAN_LEARN].
  
|-  
+
|-
| ITEMCORPSE  
+
| {{text anchor|ITEMCORPSE}}
 +
| Caste
 
|     
 
|     
* Item token
+
* [[item token]]
    * subtype
+
* [[material token]]
NO_SUBTYPE
+
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).
    * matgloss token
 
    * NO_RACEGLOSS
 
USE_RACEGLOSS 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.
 
  
|-  
+
|-
| ITEMCORPSE_QUALITY  
+
| {{text anchor|ITEMCORPSE_QUALITY}}
 +
| Caste
 
|   
 
|   
 
| 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.  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==L==
 
==L==
Line 645: Line 952:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| LARGE_PREDATOR  
+
|-
 +
| {{text anchor|LAIR}}
 +
| Caste
 +
| type:probability
 +
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
 +
 
 +
|-
 +
| {{text anchor|LAIR_CHARACTERISTIC}}
 +
| Caste
 +
| characteristic:probability
 +
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
 +
 
 +
|-
 +
| {{text anchor|LAIR_HUNTER}}
 +
| Caste
 +
|
 +
| This creature will actively hunt adventurers in its lair.
 +
 
 +
|-
 +
| {{text anchor|LAIR_HUNTER_SPEECH}}
 +
| Caste
 +
| speech file
 +
| What this creature says while hunting adventurers in its lair.
 +
 
 +
|-
 +
| {{text anchor|LARGE_PREDATOR}}
 +
| Caste
 
|   
 
|   
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."  
+
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."  
  
|-  
+
|-
| LARGE_ROAMING  
+
| {{text anchor|LARGE_ROAMING}}
 +
| Creature
 
|   
 
|   
 
| In Fortress Mode, spawns outdoors and is not a vermin creature.  
 
| In Fortress Mode, spawns outdoors and is not a vermin creature.  
  
|-  
+
|-
| LIGAMENTS  
+
| {{text anchor|LAYS_EGGS}}
 +
| Caste
 +
|
 +
| Creature lays eggs instead of giving birth to live young.
 +
 
 +
|-
 +
| {{text anchor|LAYS_UNUSUAL_EGGS}}
 +
| Caste
 +
|
 +
* [[item token]]
 +
* [[material token]]
 +
| Creature lays a particular item instead of regular eggs.
 +
 
 +
|-
 +
| {{text anchor|LIGAMENTS}}
 +
| Caste
 
|  
 
|  
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
+
* [[material token]]
*selected material
 
 
*healing rate  
 
*healing rate  
| defines the qualities of ligaments"
+
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.
  
|-  
+
 
| LIGHT_GEN  
+
|-
 +
| {{text anchor|LIGHT_GEN}}
 +
| Caste
 
|   
 
|   
| 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 the current vision cone). Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.
  
|-  
+
|-
| LIKES_FIGHTING  
+
| {{text anchor|LIKES_FIGHTING}}
 +
| Caste
 
|   
 
|   
 
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
 
| 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}}
|
+
| Caste
| Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."  
+
|  
 +
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
 +
 
 +
|-
 +
| {{text anchor|LITTERSIZE}}
 +
| Caste
 +
|
 +
* minimum
 +
* maximum
 +
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
  
|-  
+
|-
| LOCKPICKER  
+
| {{text anchor|LOCKPICKER}}
 +
| Caste
 
|   
 
|   
 
| 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.
  
|-  
+
|-
| LOOSE_CLUSTERS  
+
| {{text anchor|LOOSE_CLUSTERS}}
 +
| Creature
 
|   
 
|   
 
| 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==
Line 695: Line 1,062:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 +
|-
 +
| {{text anchor|MAGICAL}}
 +
| Caste
 +
 +
| Unknown.
  
|-  
+
|-
| MAGMA_VISION  
+
| {{text anchor|MAGMA_VISION}}
 +
| Caste
 
|   
 
|   
 
| Creature's able to see while covered in magma.  
 
| Creature's able to see while covered in magma.  
  
|-  
+
|-
| MALE  
+
| {{text anchor|MALE}}
 +
| Caste
 
|   
 
|   
| all male
+
| The creature is male. Usually declared inside a caste.
  
 
|-  
 
|-  
| MANNERISM_??
+
| {{text anchor|MANNERISM|MANNERISM_*}}
 +
| Caste
 
|  
 
|  
*occassionally body part  
+
*occasionally body part  
 
| Adds a possible mannerism to the creature's profile.
 
| Adds a possible mannerism to the creature's profile.
Refer to [[DF2010:Creature_Token_Mannerisms|Mannerisms]]
+
See [[Creature mannerism token]] for further info.
 +
 
 +
|-
 +
| {{text anchor|MATERIAL}}
 +
| Creature
 +
|
 +
*material id
 +
| Begins defining a new material.{{verify}}
 +
 
 +
|-
 +
| {{text anchor|MATERIAL_BREATH_ATTACK}}
 +
| Caste
 +
 +
* [[material token]]
 +
* breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)
 +
| Creates an attack referencing a material, using a given type of breath attack.
  
|-  
+
|-
| MATERIAL_BREATH_ATTACK
+
| {{text anchor|MATUTINAL}}
 +
| Caste
 
|  
 
|  
*MATERIAL TYPE (TISSUE, INORGANIC)
+
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
*MATERIAL NAME
 
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)  
 
| Creates an attack referencing a material, using a given type of breath attack.
 
  
|-  
+
|-
| MAXAGE  
+
| {{text anchor|MAXAGE}}
 +
| Caste
 
| min:max  
 
| min:max  
| range of time in which death from old age may occur
+
| Possible values for a creature's maximum age, beyond which death from old age will occur. Every creature's maximum age is determined when it is created.
  
|-  
+
|-
| MEANDERER  
+
| {{text anchor|MEANDERER}}
 +
| Caste
 
|   
 
|   
 
| Gives a creature random movement.  
 
| Gives a creature random movement.  
  
|-  
+
|-
| MEGABEAST  
+
| {{text anchor|MEGABEAST}}
 +
| Caste
 
|   
 
|   
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped
+
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.
 +
 
 +
|-
 +
| {{text anchor|MENT_ATT_CAP_PERC}}
 +
| Caste
 +
|
 +
*[[Attribute|ATTRIBUTE]] Token
 +
*Cap %
 +
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
  
|-  
+
|-
| MENT_ATT_RANGE  
+
| {{text anchor|MENT_ATT_RANGE}}
 +
| Caste
 +
|
 +
*[[Attribute|ATTRIBUTE]]
 +
*lowest:lower:low:median:high:higher:highest
 +
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
 +
 
 +
|-
 +
| {{text anchor|MENT_ATT_RATES}}
 +
| Caste
 
|  
 
|  
*ATTRIBUTE
+
*[[Attribute|ATTRIBUTE]] Token
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values
+
*cost to improve
 +
*unused counter rate
 +
*rust counter rate
 +
*demotion counter rate
 +
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
  
|-  
+
|-
| MILKABLE  
+
| {{text anchor|MILKABLE}}
 +
| Caste
 
|  
 
|  
*LOCAL_CREATURE_MAT:MILK:amount
+
* [[material token]]
| Allows the creature to be milked.  
+
* frequency
 +
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to "recharge".  
  
|-  
+
|-
| MISCHIEVIOUS  
+
| {{text anchor|MISCHIEVIOUS}}
 +
| Caste
 
|   
 
|   
| Will pull any levers it comes across (requires confirmation). "They go on little missions to mess with various fortress buildings, not just levers."  
+
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."  
  
|-  
+
|-
| MOUNT
+
| {{text anchor|MODVALUE}}
 +
| Caste
 
|   
 
|   
| Creature may be used as a mount
+
| Seemingly no longer used.
  
|-  
+
|-
| MOUNT_EXOTIC
+
| {{text anchor|MOUNT}}
 +
| Caste
 
|   
 
|   
| You need the Dungeon master noble to mount the creature.  
+
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.
  
|-  
+
|-
| MULTIPLE_LITTER_RARE
+
| {{text anchor|MOUNT_EXOTIC}}
 +
| Caste
 
|   
 
|   
| Makes litters with more than one offspring rare.  
+
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.
  
|-  
+
|-
| MULTIPLY_VALUE
+
| {{text anchor|MULTIPLE_LITTER_RARE}}
|  
+
| Caste
*Multiplier
+
| multiplies value of materials
+
| Makes litters with more than one offspring rare, only happening with a 1/500 chance. To ensure larger littlers, use {{token|LITTERSIZE|c}}.
  
|-  
+
|-
| MUNDANE  
+
| {{text anchor|MUNDANE}}
 +
| Creature
 
|   
 
|   
| Marks if the creature is an actual real-life creature. Only used for age-names at present.  
+
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the {{token|AT_PEACE_WITH_WILDLIFE|c}} token.
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==N==
 
==N==
Line 786: Line 1,211:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| NAME  
+
|-
 +
| {{text anchor|NAME}}
 +
| Creature
 
| singular:plural:adjective  
 
| singular:plural:adjective  
| What the creature is actually called in game.
+
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.
  
|-  
+
|-
| NATURAL  
+
| {{text anchor|NATURAL}}
 +
| Caste
 
|   
 
|   
| Animal is considered to be natural.
+
| Animal is considered to be natural. Seems to be the default option and opposite to {{token|FANCIFUL|c}}.
  
|-  
+
|-
| NO_AUTUMN
+
| {{text anchor|NATURAL_SKILL}}
 +
| Caste
 +
| [[Skill_token|Skill token]]:value
 +
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires {{token|CAN_LEARN|c}}.
 +
 
 +
|-
 +
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}
 +
| Caste
 +
|
 +
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.
 +
 
 +
|-
 +
| {{text anchor|NIGHT_CREATURE_HUNTER}}
 +
| Caste
 +
|
 +
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).  The creature will settle in a lair and go on rampages during worldgen.  If this creature has {{token|SPOUSE_CONVERTER|c}}, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).
 +
 
 +
|-
 +
| {{text anchor|NO_AUTUMN}}
 +
| Caste
 
|   
 
|   
| does not appear this season.
+
| This creature caste does not appear in [[Calendar|autumn]].
  
|-  
+
|-
| NO_DIZZINESS  
+
| {{text anchor|NO_DIZZINESS}}
 +
| Caste
 
|   
 
|   
| Creature cannot become dizzy
+
| Creature cannot become dizzy.
  
|-  
+
|-
| NO_DRINK  
+
| {{text anchor|NO_DRINK}}
 +
| Caste
 
|   
 
|   
 
| Creature does not need to drink.  
 
| Creature does not need to drink.  
  
|-  
+
|-
| NO_EAT  
+
| {{text anchor|NO_EAT}}
 +
| Caste
 
|   
 
|   
 
| Creature does not need to eat.  
 
| Creature does not need to eat.  
  
|-  
+
|-
| NO_FEVERS  
+
| {{text anchor|NO_FEVERS}}
 +
| Caste
 
|   
 
|   
| Creature cannot suffer fevers
+
| Creature cannot suffer fevers.
 +
 
 +
|-
 +
| {{text anchor|NO_GENDER}}
 +
| Caste
 +
|
 +
| Creature has no gender.
  
|-  
+
|-
| NO_SLEEP  
+
| {{text anchor|NO_SLEEP}}
 +
| Caste
 
|   
 
|   
 
| Creature does not need to sleep.  
 
| Creature does not need to sleep.  
  
|-  
+
|-
| NO_SPRING  
+
| {{text anchor|NO_SPRING}}
 +
| Caste
 
|   
 
|   
| does not appear this season.
+
| This creature caste does not appear in [[Calendar|spring]].
  
|-  
+
|-
| NO_SUMMER  
+
| {{text anchor|NO_SUMMER}}
 +
| Caste
 
|   
 
|   
| does not appear this season.
+
| This creature caste does not appear in [[Calendar|summer]].
  
|-  
+
|-
| NO_THOUGHT_CENTER_FOR_MOVEMENT  
+
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}
 +
| Caste
 
|   
 
|   
| Probably shorthand for movement being unaffected by damage in general.
+
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.
  
|-  
+
|-
| NO_WINTER  
+
| {{text anchor|NO_WINTER}}
 +
| Caste
 
|   
 
|   
| does not appear this season.
+
| This creature caste does not appear in [[Calendar|winter]].
  
|-  
+
|-
| NOBONES  
+
| {{text anchor|NOBONES}}
 +
| Caste
 
|   
 
|   
 
| Creature has no bones.
 
| Creature has no bones.
  
|-  
+
|-
| NOBREATHE  
+
| {{text anchor|NOBREATHE}}
 +
| Caste
 
|   
 
|   
 
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.  
 
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.  
  
|-  
+
|-
| NOCTURNAL  
+
| {{text anchor|NOCTURNAL}}
 +
| Caste
 
|   
 
|   
| 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}}
 +
| Caste
 
|   
 
|   
 
| The creature has no emotions, and does not rage.
 
| The creature has no emotions, and does not rage.
  
|-  
+
|-
| NOEXERT  
+
| {{text anchor|NOEXERT}}
 +
| Caste
 
|   
 
|   
| Creature can't become tired or over-exerted.  
+
| Creature can't become tired or over-exerted from taking too many combat actions.  
  
|-  
+
|-
| NOFEAR  
+
| {{text anchor|NOFEAR}}
 +
| Caste
 
|   
 
|   
 
| 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}}
 +
| Caste
 
|   
 
|   
| Creature will not drop meat on butcher.  
+
| Creature will not drop meat when butchered.
  
|-  
+
|-
| NONAUSEA  
+
| {{text anchor|NONAUSEA}}
 +
| Caste
 
|   
 
|   
| Creature can't vomit.
+
| Creature isn't nauseated by gut hits and cannot vomit.
  
|-  
+
|-
| NOPAIN  
+
| {{text anchor|NOPAIN}}
 +
| Caste
 
|   
 
|   
 
| Creature doesn't feel pain.  
 
| Creature doesn't feel pain.  
  
|-  
+
|-
| NOSKIN  
+
| {{text anchor|NOSKIN}}
 +
| Caste
 
|   
 
|   
| Creature will not drop skin on butcher.  
+
| Creature will not drop a hide when butchered.  
  
|-  
+
|-
| NOSKULL  
+
| {{text anchor|NOSKULL}}
 +
| Caste
 
|   
 
|   
| Creature will not drop skull on butcher, rot, or decay of severed head.  
+
| Creature will not drop a skull on butcher, rot, or decay of severed head.
  
|-  
+
|-
| NOSMELLYROT  
+
| {{text anchor|NOSMELLYROT}}
 +
| Caste
 
|   
 
|   
| Does not produce miasma when rotting
+
| Does not produce miasma when rotting.
  
|-  
+
|-
| NOSTUCKINS  
+
| {{text anchor|NOSTUCKINS}}
 +
| Caste
 
|   
 
|   
| Weapons can't be stuck in creature.  
+
| Weapons can't get stuck in creature.  
  
|-  
+
|-
| NOSTUN  
+
| {{text anchor|NOSTUN}}
 +
| Caste
 
|   
 
|   
| Creature can't be stunned.  
+
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.
  
|-  
+
|-
| NOT_BUTCHERABLE  
+
| {{text anchor|NOT_BUTCHERABLE}}
 +
| Caste
 
|   
 
|   
 
| Cannot be butchered
 
| Cannot be butchered
  
|-  
+
|-
| NOTHOUGHT  
+
| {{text anchor|NOTHOUGHT}}
 +
| Caste
 
|   
 
|   
| Creature doesn't think, or doesn't require a [BRAIN] body part.  
+
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT|}} as well, it will be unable to use any attacks other than the default 'push'.
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==P==
 
==P==
Line 933: Line 1,416:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| PACK_ANIMAL  
+
|-
 +
| {{text anchor|PACK_ANIMAL}}
 +
| Caste
 +
 +
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!
 +
 
 +
|-
 +
| {{text anchor|PARALYZEIMMUNE}}
 +
| Caste
 
|   
 
|   
| Allows the creature to be used as a pack animal. Currently only used by merchants.
+
| The creature is immune to all paralyzing special attacks.
  
|-  
+
|-
| PARALYZEIMMUNE
+
| {{text anchor|PATTERNFLIER}}
 +
| Caste
 
|   
 
|   
| The creature is immune to all paralyzing special attacks.  
+
| Unknown. No creatures currently have this token.
  
|-  
+
|-
| PEARL  
+
| {{text anchor|PEARL}}
 +
| Caste
 
|   
 
|   
| Creature will generate pearls.  
+
| Does nothing.
  
|-  
+
|-
| PENETRATEPOWER  
+
| {{text anchor|PENETRATEPOWER}}
 +
| Caste
 
| 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.
  
|-  
+
|-
| PERSONALITY  
+
| {{text anchor|PERSONALITY}}
 +
| Caste
 
|  
 
|  
*ATTRIBUTE
+
*FACET
 
*lowest:median:highest  
 
*lowest:median:highest  
| Determines chance of personality traits. Standard is 0:50:100. See Personality traits  for more info.
+
| Determines the range and chance of personality facets. Standard is 0:50:100. See [[Personality facet]] for more info.
  
|-  
+
|-
| PET  
+
| {{text anchor|PET}}
 +
| Caste
 
|   
 
|   
| Allows the creature to be tamed.  
+
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status.
  
|-  
+
|-
| PET_EXOTIC  
+
| {{text anchor|PET_EXOTIC}}
 +
| Caste
 
|   
 
|   
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming).  
+
| Allows civilizations with {{token|USE_ANY_PET_RACE|e}} to tame this animal during worldgen.
  
|-  
+
|-
| PETVALUE  
+
| {{text anchor|PETVALUE}}
 +
| Caste
 
| value  
 
| value  
| 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 the COMMON_DOMESTIC token.  
+
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one.  
  
|-  
+
|-
| PHYS_ATT_RANGE  
+
| {{text anchor|PETVALUE_DIVISOR}}
 +
| Caste
 +
| value
 +
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used for [[bee]]s to prevent a single hive from being worth a fortune.
 +
 
 +
|-
 +
| {{text anchor|PHYS_ATT_CAP_PERC}}
 +
| Caste
 +
|
 +
*[[Attribute|ATTRIBUTE]] Token
 +
*Cap %
 +
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
 +
 
 +
|-
 +
| {{text anchor|PHYS_ATT_RANGE}}
 +
| Caste
 
|  
 
|  
*ATTRIBUTE
+
*[[Attribute|ATTRIBUTE]]
 
*lowest:lower:low:median:high:higher:highest  
 
*lowest:lower:low:median:high:higher:highest  
| sets up a physical attribute's range of values
+
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
  
|-  
+
|-
| PLUS_TISSUE_LAYER
+
| {{text anchor|PHYS_ATT_RATES}}
 +
| Caste
 
|  
 
|  
*TISSUE
+
*[[Attribute|ATTRIBUTE]] Token
*BY_CATEGORY, BY_TYPE, BY_TOKEN
+
*cost to improve
*Location - category, type, or token  
+
*unused counter rate
| Adds a tissue to those selected
+
*rust counter rate
 +
*demotion counter rate
 +
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
 +
 
 +
|-
 +
| {{text anchor|PLUS_BP_GROUP}}
 +
| Caste
 +
|
 +
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
 +
*body type, category, or token
 +
| Adds a body part group to selected body part group. Used immediately after {{token|SET_BP_GROUP|c}}.
  
|-  
+
|-
| PLUS_TL_GROUP
+
| {{text anchor|PLUS_MATERIAL}}
 +
| Creature
 
|  
 
|  
*TISSUE
+
*material
*BY_CATEGORY, BY_TYPE, BY_TOKEN
+
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.
*Location - category, type, or token
 
*tissue
 
| continues a selection of tissue layers
 
  
|-  
+
|-
| POP_RATIO  
+
| {{text anchor|POP_RATIO}}
 +
| Caste
 
|   
 
|   
| Weighted population of caste
+
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.
  
|-  
+
|-
| POPULATION_NUMBER  
+
| {{text anchor|POPULATION_NUMBER}}
 +
| Creature
 
| min:max  
 
| min:max  
| 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.
  
|-  
+
|-
| PREFSTRING  
+
| {{text anchor|POWER}}
| object
+
| Caste
| Sets what other creatures like about this creature. "Blarghh likes dwarves for their beards." Multiple entries will be chosen from at random
+
|
 +
| Allows the being to represent itself as a deity. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location.
 +
 
 +
|-
 +
| {{text anchor|PREFSTRING}}
 +
| Creature
 +
| string
 +
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
  
|-  
+
|-
| PROFESSION_NAME  
+
| {{text anchor|PROFESSION_NAME}}
 +
| Creature
 
|  
 
|  
*Profession
+
*[[Unit type token]] (Profession)
 
*singular
 
*singular
 
*plural  
 
*plural  
| alters the name of the given profession
+
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.
 +
 
 +
|-
 +
| {{text anchor|PRONE_TO_RAGE}}
 +
| Caste
 +
| Chance
 +
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.
 +
 
 +
|-
 +
| {{text anchor|PUS}}
 +
| Caste
 +
|
 +
* [[material token]]
 +
*matter state (LIQUID, GAS, SOLID)
 +
| The creature has pus. Specifies the stuff secreted by infected wounds.
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==R==
 
==R==
Line 1,029: Line 1,580:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| RELSIZE  
+
|-
 +
| {{text anchor|RELSIZE}}
 +
| Caste
 
|  
 
|  
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*body category, type, or token
 
*Relsize  
 
*Relsize  
| Specifies a new relative size
+
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
 +
 
 +
|-
 +
| {{text anchor|REMAINS}}
 +
| Caste
 +
| singular:plural
 +
| What creature's remains are called.
 +
 
 +
|-
 +
| {{text anchor|REMAINS_COLOR}}
 +
| Caste
 +
|
 +
| What color creature's remains are.
 +
 
 +
|-
 +
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}
 +
| Caste
 +
|
 +
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.
  
|-  
+
|-
| REMOVE_MATERIAL  
+
| {{text anchor|REMAINS_UNDETERMINED}}
 +
| Caste
 +
|
 +
| Unknown.
 +
 
 +
|-
 +
| {{text anchor|REMOVE_MATERIAL}}
 +
| Creature
 
|  
 
|  
*MATERIAL NAME
+
*material token
| Removes a material from a creature
+
| Removes a material from a creature.
 +
 
 +
|-
 +
| {{text anchor|REMOVE_TISSUE}}
 +
| Creature
 +
|
 +
*material token
 +
| Removes a tissue from a creature.
 +
 
 +
|-
 +
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}
 +
| Caste
 +
|
 +
| [[Cat]] behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.
 +
 
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==S==
 
==S==
Line 1,049: Line 1,647:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| SAVAGE  
+
|-
 +
| {{text anchor|SAVAGE}}
 +
| Creature
 
|   
 
|   
| Allows creature to show up on (and limits it to) "savage" maps.
+
| The creature will only show up in "savage" biomes.
  
|-  
+
|-
| SECRETION  
+
| {{text anchor|SECRETION}}
 +
| Caste
 
|  
 
|  
*MATERIAL REF (eg LOCAL_CREATURE_MAT
+
* [[material token]]
*Material name
 
 
*Material State
 
*Material State
 
*location secreted from (by_type, by_category, by_token)
 
*location secreted from (by_type, by_category, by_token)
 
*body part  
 
*body part  
 
*tissue layer  
 
*tissue layer  
| creates a secreted material on given tissue on a given part of the body."
+
| Creates a secreted material on given tissue on a given part of the body.
  
|-  
+
|-
| SELECT_CASTE  
+
| {{text anchor|SELECT_ADDITIONAL_CASTE}}
 +
| Creature
 +
|
 +
*caste name
 +
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.
 +
 
 +
|-
 +
| {{text anchor|SELECT_CASTE}}
 +
| Creature
 
|  
 
|  
 
*caste name, or ALL  
 
*caste name, or ALL  
| selects a caste
+
| Selects a previously defined caste.
  
|-  
+
|-
| SELECT_MATERIAL  
+
| {{text anchor|SELECT_MATERIAL}}
 +
| Creature
 
|  
 
|  
*MATERIAL NAME
+
*Material name, or ALL
| selects the material
+
| Selects a locally defined material.
  
|-  
+
|-
| SELECT_TISSUE_LAYER
+
| {{text anchor|SELECT_TISSUE}}
 +
| Creature
 
|  
 
|  
*TISSUE
+
*Tissue name
*BY_CATEGORY, BY_TYPE, BY_TOKEN
+
| Selects a previously defined tissue.
*Location - category, type, or token | Selects a tissue at a location"
 
  
|-  
+
|-
| SEMIMEGABEAST  
+
| {{text anchor|SEMIMEGABEAST}}
 +
| Caste
 
|  
 
|  
| Appears as boss creature in quests.  
+
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen.
  
|-  
+
|-
| SET_BP_GROUP  
+
| {{text anchor|SET_BP_GROUP}}
 +
| Caste
 
|  
 
|  
 
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*category, type, or token  
 
*category, type, or token  
| selection token"
+
| Begins a selection of body parts.
  
|-  
+
|-
| SET_TL_GROUP  
+
| {{text anchor|SET_TL_GROUP}}
 +
| Caste
 
|  
 
|  
 
*TISSUE
 
*TISSUE
Line 1,105: Line 1,718:
 
*Location - category, type, or token
 
*Location - category, type, or token
 
*tissue  
 
*tissue  
| begins a selection of tissue laters
+
| begins a selection of tissue layers
 +
 
 +
|-
 +
| {{text anchor|SHEARABLE_TISSUE_LAYER}}
 +
| Caste
 +
|
 +
* tissue modifier
 +
* required value
 +
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).
 +
 
 +
|-
 +
| {{text anchor|SKILL_LEARN_RATE}}
 +
| Caste
 +
| [[skill_token]]:percentage
 +
| The rate at which this creature learns this skill.  Requires {{token|CAN_LEARN|c}} to function.
 +
 
 +
|-
 +
| {{text anchor|SKILL_LEARN_RATES}}
 +
| Caste
 +
| percentage
 +
| The rate at which this creature learns all skills.  Requires {{token|CAN_LEARN|c}} to function.
 +
 
 +
|-
 +
| {{text anchor|SKILL_RATE}}
 +
| Caste
 +
| [[skill_token]]:percentage:value:value:value
 +
| As SKILL_RATES for individual skills.  Requires {{token|CAN_LEARN|c}} to function.
  
|-  
+
|-
| SLOW_LEARNER  
+
| {{text anchor|SKILL_RATES}}
 +
| Caste
 +
 +
*% of improvement points you get
 +
*unused counter rate
 +
*rust counter rate
 +
*demotion counter rate
 +
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.
 +
Default is [SKILL_RATES:100:8:16:16]. {{token|SLOW_LEARNER|c}} changes the 100 to a 50.  Requires {{token|CAN_LEARN|c}} to function.
 +
 
 +
|-
 +
| {{text anchor|SKILL_RUST_RATE}}
 +
| Caste
 +
| [[skill_token]]:value:value:value
 +
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires {{token|CAN_LEARN|c}} to function.
 +
 
 +
|-
 +
| {{text anchor|SKILL_RUST_RATES}}
 +
| Caste
 +
| value:value:value
 +
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires {{token|CAN_LEARN|c}} to function.
 +
 
 +
|-
 +
| {{text anchor|SLOW_LEARNER}}
 +
| Caste
 
|   
 
|   
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants  
+
| Shorthand for {{token|CAN_LEARN|c}} + {{token|SKILL_LEARN_RATES|c|50}}. Used for ogres and giants. Applicable to player races.
  
|-  
+
|-
| SMALL_REMAINS  
+
| {{text anchor|SMALL_REMAINS}}
 +
| Caste
 
|   
 
|   
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.
+
| Creature leaves a "remains" instead of a corpse. Used for vermin.
 +
 
 +
|-
 +
| {{text anchor|SOLDIER_ALTTILE}}
 +
| Creature
 +
| 'character' or tile number
 +
| If this creature is active in its civilization's military, it will blink between its default tile and this one.
 +
 
 +
|-
 +
| {{text anchor|SOUND}}
 +
| Caste
 +
|
 +
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
 +
* Sound range (in tiles)
 +
* Sound delay (lower values = sound is produced more often)
 +
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)
 +
* First-person description
 +
* Third-person description
 +
* Description when out of sight
 +
| Creature makes sounds periodically, which can be heard in Adventure mode.
  
|-  
+
|-
| SPEC_HEAT
+
| {{text anchor|SPECIFIC_FOOD}}
| value
+
| Caste
| Amount of energy required for the creature to heat up or cool down.  
+
|
 +
* PLANT or CREATURE
 +
* Plant/creature ID
 +
| Creature can will only graze or eat the designated plant or creature parts.
 +
 
 +
|-
 +
| {{text anchor|SPEECH}}
 +
| Creature
 +
| speech file
 +
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
  
|-  
+
|-
| SPECIALATTACK_INJECT_EXTRACT
+
| {{text anchor|SPEECH_FEMALE}}
|  
+
| Creature
*LOCAL_CREATURE_MAT
+
| speech file
*MATERIAL eg.POISON
+
| Boasting speeches relating to killing females of this creature.
*MATTERSTATE (ALL_SOLID, LIQUID, GAS)
 
*min:max
 
| attack type addition that injects a material into the victim.
 
  
|-  
+
|-
| SPEECH
+
| {{text anchor|SPEECH_MALE}}
 +
| Creature
 
| speech file  
 
| speech file  
| boasting speeches relating to killing this creature
+
| Boasting speeches relating to killing males of this creature.
  
|-  
+
|-
| SPEED  
+
| {{text anchor|SPEED}}
 +
| Caste
 
| value  
 
| value  
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed for more information.
+
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.
  
|-  
+
|-
| SPHERE  
+
| {{text anchor|SPHERE}}
 +
| Creature
 
|  
 
|  
 
*sphere name  
 
*sphere name  
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.
+
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the creature's name.
 +
 
 +
|-
 +
| {{text anchor|SPOUSE_CONVERSION_TARGET}}
 +
| Caste
 +
|
 +
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTED|c}}.
  
|-  
+
|-
| SWIM_SPEED  
+
| {{text anchor|SPOUSE_CONVERTER}}
 +
| Caste
 +
|
 +
| If the creature has {{token|NIGHT_CREATURE_HUNTER|c}}, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with {{token|CONVERTED_SPOUSE|c}} during worldgen.  It may also start families this way.
 +
 
 +
|-
 +
| {{text anchor|SWIM_SPEED}}
 +
| Caste
 
|  
 
|  
 
*speed  
 
*speed  
 
| How fast the creature swims. Typically 2500 (0.38 times the default speed).  
 
| How fast the creature swims. Typically 2500 (0.38 times the default speed).  
  
|-  
+
|-
| SWIMS_INNATE  
+
| {{text anchor|SWIMS_INNATE}}
 +
| Caste
 
|   
 
|   
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.  
+
| The creature naturally knows how to swim, as opposed to {{token|SWIMS_LEARNED|c}}. However, Fortress mode AI never paths into water anyway, so it's less useful there.  
  
|-  
+
|-
| SWIMS_LEARNED  
+
| {{text anchor|SWIMS_LEARNED}}
 +
| Caste
 
|   
 
|   
| The creature must learn to swim. Requires [CAN_LEARN], obviously.  
+
| The creature doesn't know how to swim unless it has learned the skill. Requires {{token|CAN_LEARN|c}}, obviously.  
  
|-
+
|}
| SYN_AFFECTED_CLASS
 
 
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON
 
 
 
|-
 
| SYN_AFFECTED_CREATURE
 
| Creature Name
 
| adds a specific creature to those affected.
 
 
 
|-
 
| SYN_CONTACT
 
 
| syndrome can be contracted on contact
 
 
 
|-
 
| SYN_IMMUNE_CREATURE
 
 
| creates an exception for the creature so that it not affected by the syndrome.
 
 
 
|-
 
| SYN_INHALED
 
 
| syndrome can be contracted by inhaled.
 
 
 
|-
 
| SYN_INJECTED
 
 
| syndrome can be contracted by injection.
 
  
|-
+
<div align="center">
| SYN_NAME
+
{{alphabetical TOC}}
| text
+
</div>
| defines the name of the syndrome
 
 
 
|-
 
| SYNDROME
 
 
| begins definition of a Syndrome for poison use
 
|}
 
  
 
==T==
 
==T==
Line 1,208: Line 1,880:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| TENDONS  
+
|-
 +
| {{text anchor|TENDONS}}
 +
| Caste
 
|  
 
|  
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.
+
* [[material token]]
*selected tissue
 
 
*healing rate  
 
*healing rate  
| Defines the qualities of tendons
+
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.
  
|-  
+
|-
| THICKWEB  
+
| {{text anchor|THICKWEB}}
 +
| Caste
 
|   
 
|   
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]
+
| The creature's webs can catch larger creatures.
  
|-  
+
|-
| TISSUE  
+
| {{text anchor|TISSUE}}
 +
| Creature
 
| name  
 
| name  
 
| Begins defining a tissue in the creature file.
 
| Begins defining a tissue in the creature file.
  
|-  
+
|-
| TISSUE_LAYER
+
| {{text anchor|TITAN}}
|  
+
| Caste
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
|
*TYPE,CATEGORY, or TOKEN
+
| Found on [[titan]]s. Cannot be specified in user-defined raws.
*TISSUE
 
*LOCATION
 
| Adds the tissue layer to wherever it is required.
 
Non-argument Locations can be FRONT, RIGHT, LEFT. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing
 
  
|-  
+
|-
| TISSUE_LAYER_APPEARANCE_MODIFIER
+
| {{text anchor|TL_COLOR_MODIFIER}}
|  
+
| Caste
*QUALITY
+
| COLOR:freq:COLOR:freq etc.
*lowest:lower:low:median:high:higher:highest
+
| Creates a list of color patterns, giving each a relative frequency.
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 
  
|-  
+
|-
| TISSUE_STYLE_UNIT
+
| {{text anchor|TLCM_GENETIC_MODEL}}
|  
+
| Caste
*tissue
+
|
*shaping
+
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}
| sets tissue to be in a certain shape"
 
  
|-  
+
|-
| TL_COLOR_MODIFIER
+
| {{text anchor|TLCM_IMPORTANCE}}
| COLOR:FREQ:COLOR:FREQ etc
+
| Caste
| Creates a list of color patterns, giving each a frequency
+
|
 +
*number
 +
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.
 +
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
  
|-  
+
|-
| TL_MAJOR_ARTERIES
+
| {{text anchor|TLCM_NOUN}}
|
+
| Caste
| Gives Major Artery attribute to selected layers.
 
 
 
|-
 
| TLCM_NOUN
 
 
|  
 
|  
 
*name
 
*name
*SINGULAR or PLURAL | names the tissue layer color modifier, and determines the noun"
+
*SINGULAR or PLURAL
 +
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts.
  
|-  
+
|-
| TLCM_TIMING  
+
| {{text anchor|TLCM_TIMING}}
 +
| Caste
 
|  
 
|  
 
*ROOT
 
*ROOT
*start change window years:days:end change window years:days | determines the point in the creature's life where the color change begins"
+
*start change window years:days:end change window years:days
 +
| determines the point in the creature's life where the color change begins
  
|-  
+
|-
| TRADE_CAPACITY  
+
| {{text anchor|TRADE_CAPACITY}}
 +
| Caste
 
|   
 
|   
 
| How much the creature can carry when used by merchants.  
 
| How much the creature can carry when used by merchants.  
  
|-  
+
|-
| TRAINABLE  
+
| {{text anchor|TRAINABLE}}
 +
| Caste
 +
 +
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.
 +
 
 +
|-
 +
| {{text anchor|TRAINABLE_HUNTING}}
 +
| Caste
 
|   
 
|   
| Allows a tame creature to be trained into a "War" or "Hunting" variation by way of Kennels.  
+
| Can be trained as a hunting beast, increasing speed.
  
|-  
+
|-
| TRAINABLE_HUNTING
+
| {{text anchor|TRAINABLE_WAR}}
 +
| Caste
 
|   
 
|   
| Can be trained as hunting beasts
+
| Can be trained as a war beast, increasing strength and endurance.
  
|-  
+
|-
| TRANCES  
+
| {{text anchor|TRANCES}}
 +
| Caste
 
|   
 
|   
 
| Allows the creature to go into martial trances.
 
| Allows the creature to go into martial trances.
  
|-  
+
|-
| TRAPAVOID  
+
| {{text anchor|TRAPAVOID}}
 +
| Caste
 
|   
 
|   
| The creature is immune to traps.  
+
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
  
|-  
+
|-
| TRIGGERABLE_GROUP  
+
| {{text anchor|TRIGGERABLE_GROUP}}
 +
| Creature
 
| min:max  
 
| min:max  
| unknown
+
| A large swarm of vermin can be disturbed, usually in Adventure mode.
  
|-  
+
|-
| TSU_NOUN  
+
| {{text anchor|TSU_NOUN}}
 +
| Caste
 
|  
 
|  
 
*noun
 
*noun
 
*SINGULAR or PLURAL  
 
*SINGULAR or PLURAL  
| creates a noun for the tissue used and whether it is singular or plural"
+
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==U==
 
==U==
Line 1,316: Line 2,005:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| UNDERGROUND_DEPTH  
+
|-
| mindepth:maxdepth  
+
| {{text anchor|UBIQUITOUS}}
| Depth the creature appears underground
+
| Creature
 +
|
 +
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.
 +
 
 +
|-
 +
| {{text anchor|UNDERGROUND_DEPTH}}
 +
| Creature
 +
|
 +
*mindepth
 +
*maxdepth  
 +
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Only magma creatures use 4 or 5 in the default raws.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.
 +
 
 +
|-
 +
| {{text anchor|UNDERSWIM}}
 +
| Caste
 +
 +
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.
  
|-  
+
|-
| UNDERSWIM
+
| {{text anchor|UNIQUE_DEMON}}
 +
| Caste
 
|   
 
|   
| Creature swims under the water and can't be seen.  
+
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.
  
|-  
+
|-
| USE_MATERIAL_TEMPLATE  
+
| {{text anchor|USE_CASTE}}
| token:material template  
+
| Creature
| Loads a material, and gives it a shortname for later reference
+
|
 +
*new caste token
 +
*old caste token
 +
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
 +
 
 +
|-
 +
| {{text anchor|USE_MATERIAL}}
 +
| Creature
 +
|
 +
*new material ID
 +
*old material ID
 +
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.
 +
 
 +
|-
 +
| {{text anchor|USE_MATERIAL_TEMPLATE}}
 +
| Creature
 +
|
 +
*new material token
 +
*material template  
 +
| Defines a new local creature material and populates it with all properties defined in the specified template.
 +
 
 +
|-
 +
| {{text anchor|USE_TISSUE}}
 +
| Creature
 +
|
 +
*new tissue token
 +
*old tissue id
 +
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
  
|-  
+
|-
| USE_TISSUE_TEMPLATE  
+
| {{text anchor|USE_TISSUE_TEMPLATE}}
| Template Name
+
| Creature
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
+
|
 +
*new tissue token
 +
*tissue template
 +
| Defines a new local creature tissue and populates it with all of the properties defined in the specified template.
  
|-  
+
|-
| UTTERANCES  
+
| {{text anchor|UTTERANCES}}
 +
| Caste
 
|   
 
|   
| Changes the language of the creature into an unintelligible mess.
+
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==V==
 
==V==
Line 1,348: Line 2,090:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| VEGETATION  
+
|-
 +
| {{text anchor|VEGETATION}}
 +
| Caste
 
|   
 
|   
| unknown
+
| The creature is made of swamp stuff. Used for [[grimeling]]s.
  
|-  
+
|-
| VERMIN_BITE  
+
| {{text anchor|VERMIN_BITE}}
 +
| Caste
 
|  
 
|  
*amount
+
*chance of occurrence{{verify}}
*verb (bitten, stung)
+
*verb (bitten, stung, etc.)
*LOCAL_CREATURE_MAT
+
* [[material token]]
*MATERIAL
+
| Vermin bites, and injects something.
| vermin bites, and injects something.
+
 
 +
|-
 +
| {{text anchor|VERMIN_EATER}}
 +
| Creature
 +
|
 +
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.
  
|-  
+
|-
| VERMIN_FISH  
+
| {{text anchor|VERMIN_FISH}}
 +
| Creature
 
|   
 
|   
| Acts like a fish
+
| The vermin appears in water and will attempt to swim around.
  
|-  
+
|-
| VERMIN_GROUNDER  
+
| {{text anchor|VERMIN_GROUNDER}}
 +
| Creature
 
|   
 
|   
| The creature can be picked up if you stand over it. (Requires confirmation)
+
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'
 
  
|-  
+
|-
| VERMIN_HATEABLE  
+
| {{text anchor|VERMIN_HATEABLE}}
|
+
| Caste
 +
|
 
| Some dwarves will hate the creature and get unhappy thoughts when around it.  
 
| Some dwarves will hate the creature and get unhappy thoughts when around it.  
  
|-  
+
|-
| VERMIN_MICRO  
+
| {{text anchor|VERMIN_MICRO}}
 +
| Caste
 
|   
 
|   
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.  
+
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants). If the vermin also has {{token|FLIER|c}} and does ''not'' have {{token|GOOD|c}}, it will give your dwarves a minor unhappy [[thought]] about being "annoyed by flies".
  
|-  
+
|-
| VERMIN_NOFISH  
+
| {{text anchor|VERMIN_NOFISH}}
 +
| Caste
 
|   
 
|   
 
| The creature cannot be caught by fishing.  
 
| The creature cannot be caught by fishing.  
  
|-  
+
|-
| VERMIN_NOROAM  
+
| {{text anchor|VERMIN_NOROAM}}
 +
| Caste
 
|   
 
|   
 
| The creature will not be observed randomly roaming about the map.  
 
| The creature will not be observed randomly roaming about the map.  
  
|-  
+
|-
| VERMIN_NOTRAP  
+
| {{text anchor|VERMIN_NOTRAP}}
 +
| Caste
 +
 +
| The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
 +
 
 +
|-
 +
| {{text anchor|VERMIN_ROTTER}}
 +
| Creature
 
|   
 
|   
| The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC))
+
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open.
  
|-  
+
|-
| VERMIN_ROTTER
+
| {{text anchor|VERMIN_SOIL}}
 +
| Creature
 
|   
 
|   
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.  
+
| The creature randomly appears near dirt or mud.
  
|-  
+
|-
| VERMIN_ROTTER
+
| {{text anchor|VERMIN_SOIL_COLONY}}
 +
| Creature
 
|   
 
|   
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.  
+
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
  
|-  
+
|-
| VERMIN_SOIL
+
| {{text anchor|VERMINHUNTER}}
 +
| Caste
 
|   
 
|   
| The creature randomly appears near dirt or mud.  
+
| Shorthand for "does [[cat]] stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.
  
|-  
+
|-
| VERMIN_SOIL_COLONY
+
| {{text anchor|VESPERTINE}}
 +
| Caste
 
|   
 
|   
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
+
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
 +
 
 +
|-
 +
| {{text anchor|VIEWRANGE}}
 +
| Caste
 +
| value
 +
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.
 +
|}
 +
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
 +
 
 +
==W==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
|-  
+
|-
| VERMINHUNTER
+
| {{text anchor|WAGON_PULLER}}
 +
| Caste
 
|   
 
|   
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.  
+
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.
  
|-  
+
|-
| VESPERTINE
+
| {{text anchor|WEBBER}}
 +
| Caste
 +
|
 +
* [[material token]]
 +
| Allows the creature to create webs, and defines what the webs are made of.
 +
 
 +
|-
 +
| {{text anchor|WEBIMMUNE}}
 +
| Caste
 
|   
 
|   
| Sets if the creature is active in evening.
+
| The creature will not get caught in thick webs.
 
|}
 
|}
  
==W==
+
==Attack Tokens==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-  
+
 
| WAGON_PULLER
+
|-
 +
| {{text anchor|ATTACK_SKILL}}
 +
| Caste
 +
|
 +
*[[Skill token]]
 +
| Defines the skill used by the attack.
 +
 
 +
|-
 +
| {{text anchor|ATTACK_VERB}}
 +
| Caste
 +
| 2nd person:3rd person
 +
| Descriptive text for the attack.
 +
 
 +
|-
 +
| {{text anchor|ATTACK_CONTACT_PERC}}
 +
| Caste
 +
|
 +
*% value
 +
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.
 +
 
 +
|-
 +
| {{text anchor|ATTACK_PENETRATION_PERC}}
 +
| Caste
 +
|
 +
*% value
 +
| The penetration value of the attack, measured in % of the body part's volume. Requires {{token|ATTACK_FLAG_EDGE|c}}. Maximum value: 15000.
 +
 
 +
|-
 +
| {{text anchor|ATTACK_PRIORITY}}
 +
| Caste
 +
|
 +
*MAIN or SECOND
 +
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.
 +
 
 +
|-
 +
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}
 +
| Caste
 +
| number
 +
| The velocity multiplier of the attack, multiplied by 1000.
 +
 
 +
|-
 +
| {{text anchor|ATTACK_FLAG_CANLATCH}}
 +
| Caste
 
|   
 
|   
| Allows the creature to pull caravan wagons.  
+
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.
  
|-  
+
|-
| WEBBER
+
| {{text anchor|ATTACK_FLAG_WITH}}
| LOCAL_CREATURE_MAT_SILK
+
| Caste
| allows the cerature to web, and defines what the webs are made of.
+
|
 +
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
  
|-  
+
|-
| WEBIMMUNE
+
| {{text anchor|ATTACK_FLAG_EDGE}}
 +
| Caste
 
|   
 
|   
| The creature will not get caught in webs.
+
| The attack is edged, with all the effects on physical resistance and contact area that it entails.
 +
 
 +
|-
 +
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}
 +
| Caste
 +
|
 +
* [[material token]]
 +
*state (SOLID, LIQUID, GAS)
 +
*min:max
 +
| attack type addition that injects a material into the victim.
 +
 
 +
|-
 +
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}
 +
| Caste
 +
| min:max
 +
| Successful attack draws out an amount of blood randomized between the min and max value.
 
|}
 
|}
 +
 +
==Important Related Tokens==
 +
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)
 +
 +
===Tissue Modification===
 +
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])
 +
 +
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
 +
 +
|-
 +
| {{text anchor|PLUS_TISSUE_LAYER}}
 +
| Caste
 +
|
 +
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
| Adds a tissue to those selected
 +
 +
|-
 +
| {{text anchor|PLUS_TL_GROUP}}
 +
| Caste
 +
|
 +
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
*tissue
 +
| continues a selection of tissue layers
 +
 +
|-
 +
| {{text anchor|SELECT_TISSUE_LAYER}}
 +
| Caste
 +
|
 +
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token | Selects a tissue at a location
 +
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 +
| Selects a tissue layer for descriptor and cosmetic purposes.
 +
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]
 +
 +
|-
 +
| {{text anchor|SET_LAYER_TISSUE}}
 +
| Caste
 +
|
 +
| Sets a tissue layer to be made of a different tissue.
 +
 +
|-
 +
| {{text anchor|TISSUE_LAYER}}
 +
| Caste
 +
|
 +
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*TYPE,CATEGORY, or TOKEN
 +
*TISSUE
 +
*LOCATION
 +
| Adds the tissue layer to wherever it is required.
 +
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing
 +
 +
|-
 +
| {{text anchor|TISSUE_LAYER_OVER}}
 +
| Caste
 +
|
 +
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*TYPE,CATEGORY, or TOKEN
 +
*TISSUE
 +
*LOCATION
 +
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
 +
 +
|-
 +
| {{text anchor|TISSUE_LAYER_UNDER}}
 +
| Caste
 +
|
 +
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*TYPE,CATEGORY, or TOKEN
 +
*TISSUE
 +
| Adds the tissue layer under a given part.
 +
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:<br>
 +
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]
 +
|-
 +
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}
 +
| Caste
 +
|
 +
*QUALITY
 +
*lowest:lower:low:median:high:higher:highest
 +
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 +
 +
|-
 +
| {{text anchor|TISSUE_STYLE_UNIT}}
 +
| Caste
 +
|
 +
*tissue style unit ID
 +
*shaping
 +
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
 +
 +
|-
 +
| {{text anchor|TL_CONNECTS}}
 +
| Caste
 +
|
 +
| Presumably gives the CONNECTS attribute to selected layers.
 +
 +
|-
 +
| {{text anchor|TL_HEALING_RATE}}
 +
| Caste
 +
|
 +
| Presumably changes the HEALING_RATE of the selected tissue layers.
 +
 +
|-
 +
| {{text anchor|TL_MAJOR_ARTERIES}}
 +
| Caste
 +
|
 +
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.
 +
 +
|-
 +
| {{text anchor|TL_PAIN_RECEPTORS}}
 +
| Caste
 +
|
 +
| Seems to set new number of pain receptors for selected tissue layers.
 +
 +
|-
 +
| {{text anchor|TL_RELATIVE_THICKNESS}}
 +
| Caste
 +
|
 +
| Seems to set new relative thickness for selected tissue layers.
 +
 +
|-
 +
| {{text anchor|TL_VASCULAR}}
 +
| Caste
 +
|
 +
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.
 +
 +
|}
 +
 +
==See Also==
 +
*[[Body detail plan token]]
 +
*[[Body token]]
 +
*[[Material definition token]]
 +
*[[Syndrome]]
 +
*[[Tissue definition token]]
 +
 +
{{Category|Modding}}
 +
{{Category|Tokens}}

Latest revision as of 13:41, 12 July 2025

This article is about an older version of DF.

A full list of all known creature tokens.


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A[edit]

Token Type Arguments Description
 ADOPTS_OWNER Caste Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. The basic requirements for adoption are intact - the creature will only adopt an owner which likes creatures of that species.
 ALCOHOL_DEPENDENT Caste Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.
 ALL_ACTIVE Caste When set, the creature will appear at any time of day. Overrides [DIURNAL], [NOCTURNAL], [CREPUSCULAR], [MATUTINAL], and [VESPERTINE].
 ALTTILE Creature If set, the creature will blink between its [TILE] and its [ALTTILE].
 AMBUSHPREDATOR Caste Makes the creature start out hidden and remain near its original location until its prey draws near. When combined with [WEBBER], causes them to lay gigantic webs near their spawn location, though only for creatures present during embark.
 AMPHIBIOUS Caste Allows a creature to breathe with or without water. Implies [AQUATIC].
 APP_MOD_DESC_RANGE Caste
  • Range
Forum post describing how description ranges work
 APP_MOD_GENETIC_MODEL Caste
  • Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.
 APP_MOD_IMPORTANCE Caste
  • number
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify]
 APP_MOD_NOUN Caste
  • noun
  • SINGULAR or PLURAL
creates a noun for the appearance and whether it is singular or plural
 APP_MOD_RATE Caste
  • Rate (integer)
  • Scale (DAILY, YEARLY)
  • min:max of growth
  • 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.
 APPLY_CREATURE_VARIATION Special
  • CV TEMPLATE NAME
Loads the Creature Variation Template specified.
 APPLY_CURRENT_CREATURE_VARIATION Special Applies loaded Creature Variation
 AQUATIC Caste Creature can breathe in water, but air-drowns on dry land.
 ARENA_RESTRICTED Caste Does not appear in arena mode list.
 ARTIFICIAL_HIVEABLE Creature Can be kept in artificial hives by beekeepers.
 AT_PEACE_WITH_WILDLIFE Caste Does not attack or frighten wildlife.
 ATTACK Caste
  • token
  • bodypart
  • selection criteria
  • location
Defines the attack name, and the body part used. See below for valid subtokens

Example:
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]
GORE : name of the attack
BODYPART:BY_CATEGORY:HORN : the horn is used to attack (presuming the creature has one)

 ATTACK_TRIGGER Caste pop:exported wealth:created wealth Specifies when a megabeast will attack the fortress.
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B[edit]

Token Type Arguments Description
 BABY Caste integer Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
 BABYNAME Caste singular:plural Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see [GENERAL_BABY_NAME].
 BEACH_FREQUENCY Caste Whales and jellyfish have this. Controls the beaching frequency of the creature.
 BENIGN Caste The creature is non-aggressive by default, but may lash out if agitated or disturbed.
 BIOME Creature Select a Biome the creature may appear in.
 BLOOD Caste Specifies what the creature's blood is made of.
 BODY Caste body parts Draws body parts from OBJECT:BODY files (such as body_default.txt)

Example:
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH]
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.

 BODY_APPEARANCE_MODIFIER Caste
  • ATTRIBUTE
  • 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.

Example:
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
HEIGHT : marks the height to be changed
90:95:98:100:102:105:110 : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.

 BODY_DETAIL_PLAN Caste PlanName, PlanName:type:type:type:etc. loads a plan 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:
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
This creates the detailed body of a fox, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.
A maggot would only need:
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]

 BODY_SIZE Caste 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:
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:12:0:220000]
This describes the size of a minotaur. His birth size would be 10,000 cm3 (~10 kg). At 1 year and 168 days old he would be 50,000 cm3 (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm3 and weigh roughly 220 kg.

 BODYGLOSS Caste gloss Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
 BONECARN Caste Creature eats bones. Implies [CARNIVORE]. Does not actually work due to a bug (Bug:11069).
 BP_APPEARANCE_MODIFIER Caste
  • QUALITY
  • 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)
 BUILDINGDESTROYER Caste 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 b + C commands.
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C[edit]

Token Type Arguments Description
 CAN_LEARN Caste The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered 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.
 CAN_SPEAK Caste Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.
 CANNOT_UNDEAD Caste Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.
 CANOPENDOORS Caste Allows the creature to open doors.
 CARNIVORE Caste Creature only eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Currently bugged in worldgen -- exclusively carnivore civilizations always starve out. Goblins and kobolds live off raw exceptions.
 CASTE Creature
  • name
Defines a caste.
 CASTE_ALTTILE Caste
  • tile number or "letter"
Caste-specific [ALT_TILE]. Requires [CASTE_TILE].
 CASTE_COLOR Caste
  • fg
  • bg
  • brightness
Caste-specific [COLOR].
 CASTE_GLOWCOLOR Caste
  • fg
  • bg
  • brightness
Caste-specific [GLOWCOLOR].
 CASTE_GLOWTILE Caste
  • tile value or "letter"
Caste-specific [GLOWTILE].
 CASTE_NAME Caste singular:plural:adjective Caste-specific [NAME].
 CASTE_PROFESSION_NAME Caste Caste-specific [PROFESSION_NAME].
 CASTE_SOLDIER_ALTTILE Caste 'character' or tile number Caste-specific [SOLDIER_ALTTILE]. Requires [CASTE_SOLDIER_TILE].
 CASTE_SOLDIER_TILE Caste 'character' or tile number Caste-specific [CREATURE_SOLDIER_TILE].
 CASTE_SPEECH Caste speech file Caste-specific [SPEECH].
 CASTE_TILE Caste
  • tile number or "letter"
Caste-specific [CREATURE_TILE].
 CAVE_ADAPT Caste Causes the creature to develop Cave adaptation.
 CHANGE_BODY_SIZE_PERC Caste integer Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.
 CHILD Caste integer age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
 CHILDNAME Caste singular:plural Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see [GENERAL_CHILD_NAME].
 CLUSTER_NUMBER Creature
  • min
  • max
The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.

e.g. [CLUSTER_NUMBER:1:3]

 CLUTCH_SIZE Caste
  • min
  • max
Number of eggs laid in one sitting.
 COLONY_EXTERNAL Caste Caste hovers around colony.
 COLOR Creature foreground:background:brightness Color of the creature's tile. See Color for usage.
 COMMON_DOMESTIC Caste Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without [PET], [PACK_ANIMAL], [WAGON_PULLER] or [MOUNT] tags and invalid on [FANCIFUL] creatures. Requires NATURAL tag?[Verify]
 CONVERTED_SPOUSE Caste Creatures of this caste's species with the [SPOUSE_CONVERTER] and [NIGHT_CREATURE_HUNTER] tokens will kidnap [SPOUSE_CONVERSION_TARGET]s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
 COOKABLE_LIVE Caste 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 cleaned. Does not work correctly when applied to non-[FISHITEM] vermin.Bug:13200
 COPY_TAGS_FROM Special
  • CREATURE NAME
Copies tags from another specified creature.
 CREATURE_CLASS Caste
  • classname
An arbitrary creature classification. Can be set to anything, but the only existing use is GENERAL_POISON (used in syndromes). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.
 CREATURE_SOLDIER_TILE Creature 'character' or tile number Creatures active in their civilization's military will use this tile instead.
 CREATURE_TILE Creature 'character' or tile number The symbol of the creature in ASCII mode.
 CREPUSCULAR 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.
 CURIOUSBEAST_EATER Caste Allows a creature to steal and eat edible items from a site.
 CURIOUSBEAST_GUZZLER Caste Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.
 CURIOUSBEAST_ITEM Caste Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking.
 CV_ADD_TAG Special
  • TAG NAME
Adds a tag. Used in conjunction with creature variation templates.
 CV_REMOVE_TAG Special
  • TAG NAME
Removes a tag. Used in conjunction with creature variation templates.
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D[edit]

Token Type Arguments Description
 DEMON Caste Found on generated demons. Cannot be specified in user-defined raws.
 DESCRIPTION Caste text A brief description of the creature type.
 DIE_WHEN_VERMIN_BITE Caste Dies upon attacking. Used for bee stings.
 DIFFICULTY Caste integer Increases experience gain during adventure mode.
 DIURNAL Caste When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.
 DOES_NOT_EXIST Creature Creature does not actually exist; used for a few fanciful creatures of myth.
 DRAGONFIREBREATH Caste Creature breathes fire in a cone.
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E[edit]

Token Type Arguments Description
 EGG_MATERIAL Caste Egg material. Egg-laying creatures will 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.
 EGG_SIZE Caste
  • size
Determines the size of eggs.
 EQUIPMENT_WAGON Creature Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
 EQUIPS Caste Allows the creature to wear or wield items.
 EVIL Creature Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures.
 EXTRACT Caste Defines a creature extract which can be obtained via small animal dissection.
 EXTRAVISION Caste Creature can see regardless of whether it has working eyes.
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F[edit]

Token Type Arguments Description
 FANCIFUL 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 for things like dragons and other legendary creatures. Conflicts with [COMMON_DOMESTIC].
 FEATURE_ATTACK_GROUP Caste Found on subterranean animal-man tribals.
 FEATURE_BEAST Caste Found on forgotten beasts. Cannot be specified in user-defined raws.
 FEMALE Caste The creature is female and can bear young. Usually determined inside a caste.
 FIREBREATH Caste The creature breathes long range fireballs and has a short range cone shaped fire breath attack.
 FIREIMMUNE Caste The creature is immune to [FIREBREATH].
 FIREIMMUNE_SUPER Caste The creature is immune to [DRAGONFIREBREATH]. Implies [FIREIMMUNE].
 FISHITEM Caste Needs to be cleaned at a fishery
 FIXED_TEMP Caste temperature The natural heat generated by the creature.
 FLEEQUICK Caste Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
 FLIER Caste Allows a creature to fly. 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.
 FREQUENCY Creature
  • number, max 100
Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.

When a 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. Not to be confused with [POP_RATIO].

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G[edit]

Token Type Arguments Description
 GENERAL_BABY_NAME Creature singular:plural BABYNAME applied regardless of caste.
 GENERAL_CHILD_NAME Creature singular:plural CHILDNAME applied regardless of caste.
 GENERATED Creature Found on procedurally generated creatures like Forgotten beasts, (biome name) titans, Demons, and night creatures. Cannot be specified in user-defined raws.
 GETS_INFECTIONS_FROM_ROT Caste Creature can get infections from necrotic tissue.
 GETS_WOUND_INFECTIONS Caste This creature's wounds can become infected if left untreated for too long.
 GLOWCOLOR Creature
  • foreground
  • background
  • brightness
The colour of the creature's GLOWTILE.
 GLOWTILE Creature ascii character If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILEs into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use [CASTE_GLOWTILE] instead.
 GNAWER Caste verb The creature can and will gnaw its way out of animal traps and cages using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from artifacts.Bug:6117
 GO_TO_END Special When using tags from an existing creature, inserts new tags at the end of the creature.
 GO_TO_START Special When using tags from an existing creature, inserts new tags at the beginning of the creature.
 GO_TO_TAG Special When using tags from an existing creature, inserts new tags after the specified tag.
 GOOD Creature Creature is considered good and will only show up in good biomes. unicorns for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Presumably has no effect on cavern creatures.
 GRASSTRAMPLE Caste value The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.
 GRAVITATE_BODY_SIZE Caste target value Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.
 GRAZER Caste
  • number
The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See Pasture for details on its issues.
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H[edit]

Token Type Arguments Description
 HABIT Caste type:probability Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not [SEMIMEGABEAST]s, [MEGABEAST]s, or [NIGHT_CREATURE_HUNTER]s.
 HABIT_NUM Caste number or TEST_ALL "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".source post All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
 HAS_NERVES Caste The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.
 HASSHELL Caste The creature has a shell. Seemingly no longer used - holdover from previous versions.
 HIVE_PRODUCT Creature What product is harvested from beekeeping.
 HOMEOTHERM Caste Default 'NONE'. The creature's normal body temperature
 HUNTS_VERMIN Caste Creature hunts and kills nearby vermin.
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I[edit]

Token Type Arguments Description
 IMMOBILE_LAND Caste The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land.
 IMMOLATE Caste The creature radiates fire. It 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 traps and cages made of certain materials. Due to a bug, however, they will only escape from artifacts.Bug:6117
 INTELLIGENT Caste Alias for [CAN_SPEAK] + [CAN_LEARN].
 ITEMCORPSE Caste Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).
 ITEMCORPSE_QUALITY Caste The quality of an item-type corpse left behind; 5 is masterpiece-level.
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L[edit]

Token Type Arguments Description
 LAIR Caste type:probability Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
 LAIR_CHARACTERISTIC Caste characteristic:probability Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
 LAIR_HUNTER Caste This creature will actively hunt adventurers in its lair.
 LAIR_HUNTER_SPEECH Caste speech file What this creature says while hunting adventurers in its lair.
 LARGE_PREDATOR Caste 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). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
 LARGE_ROAMING Creature In Fortress Mode, spawns outdoors and is not a vermin creature.
 LAYS_EGGS Caste Creature lays eggs instead of giving birth to live young.
 LAYS_UNUSUAL_EGGS Caste Creature lays a particular item instead of regular eggs.
 LIGAMENTS Caste Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.


 LIGHT_GEN Caste 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 the current vision cone). Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.
 LIKES_FIGHTING Caste The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.
 LISP Caste Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
 LITTERSIZE Caste
  • minimum
  • maximum
Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
 LOCKPICKER Caste Lets a creature open doors that are set to forbidden in Fortress Mode.
 LOOSE_CLUSTERS Creature The creatures will scatter if they have this tag, or form tight packs if they don't.
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M[edit]

Token Type Arguments Description
 MAGICAL Caste Unknown.
 MAGMA_VISION Caste Creature's able to see while covered in magma.
 MALE Caste The creature is male. Usually declared inside a caste.
 MANNERISM_* Caste
  • occasionally body part
Adds a possible mannerism to the creature's profile.

See Creature mannerism token for further info.

 MATERIAL Creature
  • material id
Begins defining a new material.[Verify]
 MATERIAL_BREATH_ATTACK Caste
  • material token
  • breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)
Creates an attack referencing a material, using a given type of breath attack.
 MATUTINAL Caste When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
 MAXAGE Caste min:max Possible values for a creature's maximum age, beyond which death from old age will occur. Every creature's maximum age is determined when it is created.
 MEANDERER Caste Gives a creature random movement.
 MEGABEAST Caste A 'boss' creature. A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.
 MENT_ATT_CAP_PERC Caste Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
 MENT_ATT_RANGE Caste
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest
Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
 MENT_ATT_RATES Caste
  • ATTRIBUTE Token
  • cost to improve
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Mental attribute gain/decay rates. Defaults are 500:4:5:4.
 MILKABLE Caste Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to "recharge".
 MISCHIEVIOUS Caste Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."
 MODVALUE Caste Seemingly no longer used.
 MOUNT Caste Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.
 MOUNT_EXOTIC Caste Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.
 MULTIPLE_LITTER_RARE Caste Makes litters with more than one offspring rare, only happening with a 1/500 chance. To ensure larger littlers, use [LITTERSIZE].
 MUNDANE Creature Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the [AT_PEACE_WITH_WILDLIFE] token.
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N[edit]

Token Type Arguments Description
 NAME Creature singular:plural:adjective The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use [CASTE_NAME] instead. If left undefined, the creature will be labeled as "nothing" by the game.
 NATURAL Caste Animal is considered to be natural. Seems to be the default option and opposite to [FANCIFUL].
 NATURAL_SKILL Caste Skill token:value The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires [CAN_LEARN].
 NIGHT_CREATURE_BOGEYMAN Caste Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.
 NIGHT_CREATURE_HUNTER Caste A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. If this creature has [SPOUSE_CONVERTER], it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).
 NO_AUTUMN Caste This creature caste does not appear in autumn.
 NO_DIZZINESS Caste Creature cannot become dizzy.
 NO_DRINK Caste Creature does not need to drink.
 NO_EAT Caste Creature does not need to eat.
 NO_FEVERS Caste Creature cannot suffer fevers.
 NO_GENDER Caste Creature has no gender.
 NO_SLEEP Caste Creature does not need to sleep.
 NO_SPRING Caste This creature caste does not appear in spring.
 NO_SUMMER Caste This creature caste does not appear in summer.
 NO_THOUGHT_CENTER_FOR_MOVEMENT Caste Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.
 NO_WINTER Caste This creature caste does not appear in winter.
 NOBONES Caste Creature has no bones.
 NOBREATHE Caste Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.
 NOCTURNAL Caste When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.
 NOEMOTION Caste The creature has no emotions, and does not rage.
 NOEXERT Caste Creature can't become tired or over-exerted from taking too many combat actions.
 NOFEAR Caste Creature doesn't feel fear and will never run away from battle.
 NOMEAT Caste Creature will not drop meat when butchered.
 NONAUSEA Caste Creature isn't nauseated by gut hits and cannot vomit.
 NOPAIN Caste Creature doesn't feel pain.
 NOSKIN Caste Creature will not drop a hide when butchered.
 NOSKULL Caste Creature will not drop a skull on butcher, rot, or decay of severed head.
 NOSMELLYROT Caste Does not produce miasma when rotting.
 NOSTUCKINS Caste Weapons can't get stuck in creature.
 NOSTUN Caste Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.[Verify] If this creature must eat and drink while playing, it WILL die.
 NOT_BUTCHERABLE Caste Cannot be butchered
 NOTHOUGHT Caste Creature doesn't require a [THOUGHT] body part to survive. If it does not have [NO_THOUGHT_CENTER_FOR_MOVEMENT] as well, it will be unable to use any attacks other than the default 'push'.
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P[edit]

Token Type Arguments Description
 PACK_ANIMAL Caste Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!
 PARALYZEIMMUNE Caste The creature is immune to all paralyzing special attacks.
 PATTERNFLIER Caste Unknown. No creatures currently have this token.
 PEARL Caste Does nothing.
 PENETRATEPOWER Caste value Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.
 PERSONALITY Caste
  • FACET
  • lowest:median:highest
Determines the range and chance of personality facets. Standard is 0:50:100. See Personality facet for more info.
 PET Caste Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status.
 PET_EXOTIC Caste Allows civilizations with [USE_ANY_PET_RACE] to tame this animal during worldgen.
 PETVALUE Caste value How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one.
 PETVALUE_DIVISOR Caste value Divides the creature's [PETVALUE] by the specified number. Used for bees to prevent a single hive from being worth a fortune.
 PHYS_ATT_CAP_PERC Caste Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
 PHYS_ATT_RANGE Caste
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest
Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
 PHYS_ATT_RATES Caste
  • ATTRIBUTE Token
  • cost to improve
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
 PLUS_BP_GROUP Caste
  • BY_TYPE, BY_CATEGORY, or BY_TOKEN
  • body type, category, or token
Adds a body part group to selected body part group. Used immediately after [SET_BP_GROUP].
 PLUS_MATERIAL Creature
  • material
Adds a material to selected materials. Used immediately after [SELECT_MATERIAL].
 POP_RATIO Caste Weighted population of caste; Lower is rarer. Not to be confused with [FREQUENCY].
 POPULATION_NUMBER Creature min:max 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 [CLUSTER_NUMBER] happens to be larger, it will be used instead.
 POWER Caste Allows the being to represent itself as a deity. Requires [CAN_SPEAK] to actually do anything more than settle at a location.
 PREFSTRING Creature string Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
 PROFESSION_NAME Creature The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use [CASTE_PROFESSION_NAME] instead.
 PRONE_TO_RAGE Caste Chance Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.
 PUS Caste The creature has pus. Specifies the stuff secreted by infected wounds.
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R[edit]

Token Type Arguments Description
 RELSIZE Caste
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • body category, type, or token
  • Relsize
Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
 REMAINS Caste singular:plural What creature's remains are called.
 REMAINS_COLOR Caste What color creature's remains are.
 REMAINS_ON_VERMIN_BITE_DEATH Caste Goes with [VERMIN_BITE] and [DIE_WHEN_VERMIN_BITE], the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.
 REMAINS_UNDETERMINED Caste Unknown.
 REMOVE_MATERIAL Creature
  • material token
Removes a material from a creature.
 REMOVE_TISSUE Creature
  • material token
Removes a tissue from a creature.
 RETURNS_VERMIN_KILLS_TO_OWNER Caste Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires [HUNTS_VERMIN], obviously.
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S[edit]

Token Type Arguments Description
 SAVAGE Creature The creature will only show up in "savage" biomes.
 SECRETION Caste
  • material token
  • Material State
  • location secreted from (by_type, by_category, by_token)
  • body part
  • tissue layer
Creates a secreted material on given tissue on a given part of the body.
 SELECT_ADDITIONAL_CASTE Creature
  • caste name
Adds an additional previously defined caste to the selection. Used after [SELECT_CASTE].
 SELECT_CASTE Creature
  • caste name, or ALL
Selects a previously defined caste.
 SELECT_MATERIAL Creature
  • Material name, or ALL
Selects a locally defined material.
 SELECT_TISSUE Creature
  • Tissue name
Selects a previously defined tissue.
 SEMIMEGABEAST Caste Essentially the same as [MEGABEAST], but more of them are created during worldgen.
 SET_BP_GROUP Caste
  • selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
  • category, type, or token
Begins a selection of body parts.
 SET_TL_GROUP Caste
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
begins a selection of tissue layers
 SHEARABLE_TISSUE_LAYER Caste
  • tissue modifier
  • required value
Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).
 SKILL_LEARN_RATE Caste skill_token:percentage The rate at which this creature learns this skill. Requires [CAN_LEARN] to function.
 SKILL_LEARN_RATES Caste percentage The rate at which this creature learns all skills. Requires [CAN_LEARN] to function.
 SKILL_RATE Caste skill_token:percentage:value:value:value As SKILL_RATES for individual skills. Requires [CAN_LEARN] to function.
 SKILL_RATES Caste
  • % of improvement points you get
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.

Default is [SKILL_RATES:100:8:16:16]. [SLOW_LEARNER] changes the 100 to a 50. Requires [CAN_LEARN] to function.

 SKILL_RUST_RATE Caste skill_token:value:value:value The rate at which this skill decays. Lower values cause the skill to decay faster. Requires [CAN_LEARN] to function.
 SKILL_RUST_RATES Caste value:value:value The rate at which all skills decay. Lower values cause the skills to decay faster. Requires [CAN_LEARN] to function.
 SLOW_LEARNER Caste Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50]. Used for ogres and giants. Applicable to player races.
 SMALL_REMAINS Caste Creature leaves a "remains" instead of a corpse. Used for vermin.
 SOLDIER_ALTTILE Creature 'character' or tile number If this creature is active in its civilization's military, it will blink between its default tile and this one.
 SOUND Caste
  • Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
  • Sound range (in tiles)
  • Sound delay (lower values = sound is produced more often)
  • VOCALIZATION or NONE (determines whether the sound requires breathing or not)
  • First-person description
  • Third-person description
  • Description when out of sight
Creature makes sounds periodically, which can be heard in Adventure mode.
 SPECIFIC_FOOD Caste
  • PLANT or CREATURE
  • Plant/creature ID
Creature can will only graze or eat the designated plant or creature parts.
 SPEECH Creature speech file Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
 SPEECH_FEMALE Creature speech file Boasting speeches relating to killing females of this creature.
 SPEECH_MALE Creature speech file Boasting speeches relating to killing males of this creature.
 SPEED Caste value Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed for more information.
 SPHERE Creature
  • sphere name
Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the creature's name.
 SPOUSE_CONVERSION_TARGET Caste This creature can be converted by a night creature with [SPOUSE_CONVERTED].
 SPOUSE_CONVERTER Caste If the creature has [NIGHT_CREATURE_HUNTER], it will kidnap [SPOUSE_CONVERSION_TARGET]s and transform them into the caste of its species with [CONVERTED_SPOUSE] during worldgen. It may also start families this way.
 SWIM_SPEED Caste
  • speed
How fast the creature swims. Typically 2500 (0.38 times the default speed).
 SWIMS_INNATE Caste The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED]. However, Fortress mode AI never paths into water anyway, so it's less useful there.
 SWIMS_LEARNED Caste The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.
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T[edit]

Token Type Arguments Description
 TENDONS Caste The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.
 THICKWEB Caste The creature's webs can catch larger creatures.
 TISSUE Creature name Begins defining a tissue in the creature file.
 TITAN Caste Found on titans. Cannot be specified in user-defined raws.
 TL_COLOR_MODIFIER Caste COLOR:freq:COLOR:freq etc. Creates a list of color patterns, giving each a relative frequency.
 TLCM_GENETIC_MODEL Caste The way the color modifier is passed on to offspring. May or may not work right now.[Verify]
 TLCM_IMPORTANCE Caste
  • number
Presumably modifies the importance of the tissue layer color modifier, for description purposes.

HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.

 TLCM_NOUN Caste
  • name
  • SINGULAR or PLURAL
Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts.
 TLCM_TIMING Caste
  • ROOT
  • start change window years:days:end change window years:days
determines the point in the creature's life where the color change begins
 TRADE_CAPACITY Caste How much the creature can carry when used by merchants.
 TRAINABLE Caste Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
 TRAINABLE_HUNTING Caste Can be trained as a hunting beast, increasing speed.
 TRAINABLE_WAR Caste Can be trained as a war beast, increasing strength and endurance.
 TRANCES Caste Allows the creature to go into martial trances.
 TRAPAVOID Caste The creature is immune to traps. Probably every procedurally generated megabeast has this.
 TRIGGERABLE_GROUP Creature min:max A large swarm of vermin can be disturbed, usually in Adventure mode.
 TSU_NOUN Caste
  • noun
  • SINGULAR or PLURAL
Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
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U[edit]

Token Type Arguments Description
 UBIQUITOUS Creature Creature will occur in every region with the correct biome. Does not apply to evil/good tags.
 UNDERGROUND_DEPTH Creature
  • mindepth
  • maxdepth
Depth the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Only magma creatures use 4 or 5 in the default raws. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.
 UNDERSWIM Caste Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.
 UNIQUE_DEMON Caste Typically found on generated demons; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.
 USE_CASTE Creature
  • new caste token
  • old caste token
Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
 USE_MATERIAL Creature
  • new material ID
  • old material ID
Defines a new local creature material and populates it with all properties defined in the specified local creature material.
 USE_MATERIAL_TEMPLATE Creature
  • new material token
  • material template
Defines a new local creature material and populates it with all properties defined in the specified template.
 USE_TISSUE Creature
  • new tissue token
  • old tissue id
Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
 USE_TISSUE_TEMPLATE Creature
  • new tissue token
  • tissue template
Defines a new local creature tissue and populates it with all of the properties defined in the specified template.
 UTTERANCES Caste Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.
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V[edit]

Token Type Arguments Description
 VEGETATION Caste The creature is made of swamp stuff. Used for grimelings.
 VERMIN_BITE Caste Vermin bites, and injects something.
 VERMIN_EATER Creature The vermin creature will attempt to eat exposed food. See [PENETRATEPOWER]. Distinct from [VERMIN_ROTTER].
 VERMIN_FISH Creature The vermin appears in water and will attempt to swim around.
 VERMIN_GROUNDER Creature The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
 VERMIN_HATEABLE Caste Some dwarves will hate the creature and get unhappy thoughts when around it.
 VERMIN_MICRO Caste This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants). If the vermin also has [FLIER] and does not have [GOOD], it will give your dwarves a minor unhappy thought about being "annoyed by flies".
 VERMIN_NOFISH Caste The creature cannot be caught by fishing.
 VERMIN_NOROAM Caste The creature will not be observed randomly roaming about the map.
 VERMIN_NOTRAP Caste The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
 VERMIN_ROTTER Creature Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open.
 VERMIN_SOIL Creature The creature randomly appears near dirt or mud.
 VERMIN_SOIL_COLONY Creature The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
 VERMINHUNTER Caste Shorthand for "does cat stuff". Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
 VESPERTINE Caste When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
 VIEWRANGE Caste value Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.
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W[edit]

Token Type Arguments Description
 WAGON_PULLER Caste Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.
 WEBBER Caste Allows the creature to create webs, and defines what the webs are made of.
 WEBIMMUNE Caste The creature will not get caught in thick webs.

Attack Tokens[edit]

Token Type Arguments Description
 ATTACK_SKILL Caste Defines the skill used by the attack.
 ATTACK_VERB Caste 2nd person:3rd person Descriptive text for the attack.
 ATTACK_CONTACT_PERC Caste
  • % value
The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.
 ATTACK_PENETRATION_PERC Caste
  • % value
The penetration value of the attack, measured in % of the body part's volume. Requires [ATTACK_FLAG_EDGE]. Maximum value: 15000.
 ATTACK_PRIORITY Caste
  • MAIN or SECOND
Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.
 ATTACK_VELOCITY_MODIFIER Caste number The velocity multiplier of the attack, multiplied by 1000.
 ATTACK_FLAG_CANLATCH Caste Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.
 ATTACK_FLAG_WITH Caste In adventure mode, displays the name of the body part used by an attack when announcing the attack.
 ATTACK_FLAG_EDGE Caste The attack is edged, with all the effects on physical resistance and contact area that it entails.
 SPECIALATTACK_INJECT_EXTRACT Caste attack type addition that injects a material into the victim.
 SPECIALATTACK_SUCK_BLOOD Caste min:max Successful attack draws out an amount of blood randomized between the min and max value.

Important Related Tokens[edit]

These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)

Tissue Modification[edit]

This next group of tokens deals setting and modifying properties of previously defined tissues. (See also Tissue definition token)


Token Type Arguments Description
 PLUS_TISSUE_LAYER Caste
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
Adds a tissue to those selected
 PLUS_TL_GROUP Caste
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
continues a selection of tissue layers
 SELECT_TISSUE_LAYER Caste
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token | Selects a tissue at a location
  • (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
Selects a tissue layer for descriptor and cosmetic purposes.

[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]

 SET_LAYER_TISSUE Caste Sets a tissue layer to be made of a different tissue.
 TISSUE_LAYER Caste
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
  • LOCATION
Adds the tissue layer to wherever it is required.

Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing

 TISSUE_LAYER_OVER Caste
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
  • LOCATION
Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
 TISSUE_LAYER_UNDER Caste
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
Adds the tissue layer under a given part.

For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]

 TISSUE_LAYER_APPEARANCE_MODIFIER Caste
  • QUALITY
  • lowest:lower:low:median:high:higher:highest
sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 TISSUE_STYLE_UNIT Caste
  • tissue style unit ID
  • shaping
sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
 TL_CONNECTS Caste Presumably gives the CONNECTS attribute to selected layers.
 TL_HEALING_RATE Caste Presumably changes the HEALING_RATE of the selected tissue layers.
 TL_MAJOR_ARTERIES Caste Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.
 TL_PAIN_RECEPTORS Caste Seems to set new number of pain receptors for selected tissue layers.
 TL_RELATIVE_THICKNESS Caste Seems to set new relative thickness for selected tissue layers.
 TL_VASCULAR Caste Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.

See Also[edit]