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Difference between revisions of "v0.31:Creature token"
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m (→C: Spelling - VEPERTINE -> VESPERTINE) |
m (→F: does NOT influence caravans in this version) |
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+ | {{Quality|Superior|19:06, 26 August 2014 (UTC)}} | ||
{{av}} | {{av}} | ||
− | + | A full list of all known creature tokens. | |
__NOTOC__ | __NOTOC__ | ||
+ | <div align="center"> | ||
+ | {{alphabetical TOC}} | ||
+ | </div> | ||
==A== | ==A== | ||
Line 10: | Line 14: | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! 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 | ||
| | | | ||
− | | | + | | 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 | + | | 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. | + | | 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. | ||
|- | |- | ||
− | | APP_MOD_IMPORTANCE | + | | {{text anchor|APP_MOD_IMPORTANCE}} |
+ | | Caste | ||
| | | | ||
*number | *number | ||
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}} | | 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 | ||
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| 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 | + | | Loads the Creature Variation Template specified. |
− | |- | + | |- |
− | | APPLY_CURRENT_CREATURE_VARIATION | + | | {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}} |
+ | | Special | ||
| | | | ||
− | | Applies loaded | + | | Applies loaded Creature Variation |
− | |- | + | |- |
− | | AQUATIC | + | | {{text anchor|AQUATIC}} |
+ | | Caste | ||
| | | | ||
− | | | + | | 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. | ||
− | |- | + | |- |
− | | ATTACK | + | | {{text anchor|AT_PEACE_WITH_WILDLIFE}} |
+ | | Caste | ||
+ | | | ||
+ | | Does not attack or frighten wildlife. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|ATTACK}} | ||
+ | | Caste | ||
| | | | ||
*token | *token | ||
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*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) | ||
− | |- | + | |- |
− | | | + | | {{text anchor|ATTACK_TRIGGER}} |
− | | | + | | Caste |
− | + | | pop:exported wealth:created wealth | |
− | | | + | | Specifies when a [[megabeast]] will attack the fortress. |
− | | | + | |} |
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− | + | <div align="center"> | |
− | + | {{alphabetical TOC}} | |
− | + | </div> | |
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==B== | ==B== | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |
− | | BABY | + | |- |
+ | | {{text anchor|BABY}} | ||
+ | | Caste | ||
| integer | | 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 | + | | {{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 | ||
| | | | ||
− | | | + | | [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. |
− | |- | + | |- |
− | | BENIGN | + | | {{text anchor|BENIGN}} |
+ | | Caste | ||
| | | | ||
− | | | + | | The creature is non-aggressive by default, but may lash out if agitated or disturbed. |
− | |- | + | |- |
− | | BIOME | + | | {{text anchor|BIOME}} |
+ | | Creature | ||
| | | | ||
− | * biome token | + | * [[biome token]] |
− | | Select a | + | | Select a [[Biome]] the creature may appear in. |
− | |- | + | |- |
− | | BLOOD | + | | {{text anchor|BLOOD}} |
+ | | Caste | ||
| | | | ||
− | * | + | * [[material token]] |
− | + | *matter state (LIQUID, GAS, SOLID) | |
− | *matter state (LIQUID, GAS, | + | | 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 | + | *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 | + | | {{text anchor|BODY_SIZE}} |
+ | | Caste | ||
| years:days:size | | years:days:size | ||
− | | | + | | Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams. |
+ | '''Example:'''<br /> | ||
+ | [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 | + | | 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 | ||
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| 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== | ||
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|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! width="20%" | Token | ! width="20%" | Token | ||
+ | ! width="10%" | Type | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
− | ! width=" | + | ! width="50%" | Description |
− | |- | + | |
− | | CAN_LEARN | + | |- |
+ | | {{text anchor|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 | + | | {{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. |
|- | |- | ||
− | | CASTE_ALTTILE | + | | {{text anchor|CASTE_ALTTILE}} |
+ | | Caste | ||
| | | | ||
*tile number or "letter" | *tile number or "letter" | ||
− | | Caste-specific | + | | Caste-specific {{token|ALT_TILE|c}}. Requires {{token|CASTE_TILE|c}}. |
|- | |- | ||
− | | CASTE_COLOR | + | | {{text anchor|CASTE_COLOR}} |
+ | | Caste | ||
| | | | ||
*fg | *fg | ||
*bg | *bg | ||
*brightness | *brightness | ||
− | | | + | | Caste-specific {{token|COLOR|c}}. |
|- | |- | ||
− | | CASTE_GLOWCOLOR | + | | {{text anchor|CASTE_GLOWCOLOR}} |
+ | | Caste | ||
| | | | ||
*fg | *fg | ||
*bg | *bg | ||
*brightness | *brightness | ||
− | | | + | | Caste-specific {{token|GLOWCOLOR|c}}. |
|- | |- | ||
− | | CASTE_GLOWTILE | + | | {{text anchor|CASTE_GLOWTILE}} |
+ | | Caste | ||
| | | | ||
*tile value or "letter" | *tile value or "letter" | ||
− | | Caste-specific | + | | Caste-specific {{token|GLOWTILE|c}}. |
− | |- | + | |- |
− | | CASTE_NAME | + | | {{text anchor|CASTE_NAME}} |
+ | | Caste | ||
| singular:plural:adjective | | singular:plural:adjective | ||
− | | | + | | Caste-specific {{token|NAME|c}}. |
− | |- | + | |- |
− | | CASTE_PROFESSION_NAME | + | | {{text anchor|CASTE_PROFESSION_NAME}} |
+ | | Caste | ||
| | | | ||
− | *Profession | + | *[[Unit type token]] (Profession) |
*singular | *singular | ||
*plural | *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}}. | ||
− | |- | + | |- |
− | | CASTE_SPEECH | + | | {{text anchor|CASTE_SPEECH}} |
− | | speech file | + | | Caste |
− | | | + | | speech file |
+ | | Caste-specific {{token|SPEECH|c}}. | ||
|- | |- | ||
− | | CASTE_TILE | + | | {{text anchor|CASTE_TILE}} |
+ | | Caste | ||
| | | | ||
* tile number or "letter" | * tile number or "letter" | ||
− | | Caste-specific | + | | Caste-specific {{token|CREATURE_TILE|c}}. |
− | |- | + | |- |
− | | CAVE_ADAPT | + | | {{text anchor|CAVE_ADAPT}} |
+ | | Caste | ||
| | | | ||
− | | | + | | Causes the creature to develop [[Cave adaptation]]. |
− | |- | + | |- |
− | | | + | | {{text anchor|CHANGE_BODY_SIZE_PERC}} |
− | | | + | | Caste |
− | + | | integer | |
− | + | | Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles. | |
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|- | |- | ||
− | | | + | | {{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. |
− | |- | + | |- |
− | | | + | | {{text anchor|CHILDNAME}} |
− | | | + | | Caste |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
| singular:plural | | singular:plural | ||
− | | name at caste level | + | | Defines a new name for a creature in child state at the caste level |