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Editing 40d:Creature token

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{{quality|Exceptional|21:17, 30 March 2011 (UTC)}}{{av}}
+
{{av}}{{Quality|Exceptional}}
Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.  This includes sentient creatures, but creature [[tokens]] should not be confused with [[entity token]]s.
+
Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.  This includes sentient creatures, but creature {{L|tokens}} should not be confused with {{L|Entity_tokens|entity tokens}}.
  
 +
Since the game is in the Alpha stage, consider everything '''tentative'''.
 +
 +
{| id="toc"
 +
|
 +
* Tokens
 +
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]]
 +
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]
 +
|}
 
__NOTOC__
 
__NOTOC__
 
=Tokens=
 
=Tokens=
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==A==
 
==A==
 
{| {{prettytable}}
 
{| {{prettytable}}
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|-
 
|-
 
| ALTTILE
 
| ALTTILE
| [[Main:Character Table|CP437 ordinal]] or 'character'
+
| [[Character Table|CP437 ordinal]] or 'character'
 
| If set, the creature will blink between its [TILE] and its [ALTTILE].
 
| If set, the creature will blink between its [TILE] and its [ALTTILE].
 
[ALTTILE:157] or [ALTTILE:'&']
 
[ALTTILE:157] or [ALTTILE:'&']
Line 53: Line 56:
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==B==
 
==B==
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| BENIGN
 
| BENIGN
 
|  
 
|  
| Determines whether creature can show up on "tame" maps (includes [[elephant]]s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
+
| Determines whether creature can show up on "tame" maps (includes {{L|Elephants|elephants}}), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
  
 
|-
 
|-
 
| BIOME:*
 
| BIOME:*
 
|  
 
|  
| See [[Biome token]]s.
+
| See {{L|Biome Tokens|biome tokens}}.
  
 
|-
 
|-
Line 111: Line 110:
  
 
|-
 
|-
| [[Body token|BODY]]
+
| {{L|Body_tokens|BODY}}
 
| parts[:...]
 
| parts[:...]
 
| Sets the body parts a creature has. Can supply as many as you want.
 
| Sets the body parts a creature has. Can supply as many as you want.
Line 117: Line 116:
  
 
|-
 
|-
| [[Bodygloss|BODYGLOSS]]
+
| {{L|Bodygloss|BODYGLOSS}}
 
| gloss
 
| gloss
 
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.
 
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.
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| BOILING_POINT
 
| BOILING_POINT
 
| temperature
 
| temperature
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]
+
| The temperature at which the creature boils into goo. {{L|Temperature scale|DF temperature scale}}
  
 
|-
 
|-
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|-
 
|-
 
| BONE_SPEC_HEAT
 
| BONE_SPEC_HEAT
| [[SPEC_HEAT|specific heat capacity]]
+
| {{L|Creature_Tokens/SPEC_HEAT|specific heat capacity}}
 
| Amount of energy required for the creature's bones to heat up or cool down.
 
| Amount of energy required for the creature's bones to heat up or cool down.
  
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| BONECARN
 
| BONECARN
 
|  
 
|  
| Creature eats bones. This tag implies CARNIVORE.
+
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.
  
 
|-
 
|-
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| value
 
| value
 
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like.  Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands.
 
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like.  Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands.
See [[Building destroyer]] for full discussion.
+
See {{L|Building destroyer}} for full discussion.
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==C==
 
==C==
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| CAVE_ADAPT
 
| CAVE_ADAPT
 
|  
 
|  
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].
+
| Gives the creature a bonus in caves. Also causes {{L|Cave adaptation}}.
  
 
|-
 
|-
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|-
 
|-
 
| CHEESE_SPEC_HEAT
 
| CHEESE_SPEC_HEAT
| [[SPEC_HEAT|specific heat capacity]]
+
| {{L|Creature_Tokens/SPEC_HEAT|specific heat capacity}}
 
| Amount of energy required for the creature's cheese to heat up or cool down.
 
| Amount of energy required for the creature's cheese to heat up or cool down.
  
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* singular
 
* singular
 
* plural
 
* plural
| Gives the child a special name, e.g. "hippo calf" instead of "hippo child".
+
| Gives the child a special name, eg "hippo calf" instead of "hippo child".
 
[CHILDNAME:hippo calf:hippo calves]
 
[CHILDNAME:hippo calf:hippo calves]
  
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| CHITIN
 
| CHITIN
 
|  
 
|  
| When the creature's skin is tanned, it becomes [[chitin]] instead of leather.
+
| When the creature's skin is tanned, it becomes {{L|chitin}} instead of leather.
  
 
|-
 
|-
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* minimum
 
* minimum
 
* maximum
 
* maximum
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain [[fish|vermin fish]] use this token in combination with temperate ocean and river [[biome token]]s to perform seasonal migrations.
+
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain {{L|fish|vermin fish}} use this token in combination with temperate ocean and river {{L|biome tokens}} to perform seasonal migrations.
 
[CLUSTER_NUMBER:1:3]
 
[CLUSTER_NUMBER:1:3]
  
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* bg (background)
 
* bg (background)
 
* br (brightness)
 
* br (brightness)
| [[Color]] of the creature's tile.
+
| {{L|Color}} of the creature's tile.
 
[COLOR:3:0:0]
 
[COLOR:3:0:0]
  
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| COOKABLE_LIVE
 
| COOKABLE_LIVE
 
|  
 
|  
| Set this to allow the creature to be cooked in meals without first being [[fishery|cleaned]].
+
| Set this to allow the creature to be cooked in meals without first being {{L|fishery|cleaned}}.
  
 
|-
 
|-
 
| CREPUSCULAR
 
| CREPUSCULAR
 
|  
 
|  
| Sets if the creature is active in twilight.
+
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL.{{verify}}
  
 
|-
 
|-
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| CURIOUSBEAST_ITEM
 
| CURIOUSBEAST_ITEM
 
|  
 
|  
| Allows a creature to steal things (apparently the highest [[value]] it can find).  
+
| Allows a creature to steal things (apparently the highest {{L|value}} it can find).  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==D==
 
==D==
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| DIFFICULTY
 
| DIFFICULTY
 
| number
 
| number
| [[Main:Toady|Toady]]: ''"Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks."'' Also increases experience gain during adventure mode.
+
| [[Toady]]: ''"Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks."'' Also increases experience gain during adventure mode.
 
[DIFFICULTY:2]
 
[DIFFICULTY:2]
  
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| DRINK_BOILING_POINT
 
| DRINK_BOILING_POINT
 
| temperature
 
| temperature
| The temperature at which an alcoholic drink made from the creature will boil. Creature drinks are not implemented in this version of Dwarf Fortress.  
+
| The temperature at which a drink (milk?) produced from the creature will boil.
  
 
|-
 
|-
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| DRINK_FIXED_TEMP
 
| DRINK_FIXED_TEMP
 
| temperature
 
| temperature
| The temperature emitted by one unit of the creature's drink.
+
| The temperature emitted by one unit of the creature's drink (if any).
  
 
|-
 
|-
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| DRINK_MELTING_POINT
 
| DRINK_MELTING_POINT
 
| temperature
 
| temperature
| The temperature at which the creature's drink melts or freezes.
+
| [[User:GreyMario]] sez: "Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?" {{verify}}
  
 
|-
 
|-
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|-
 
|-
 
| DRINK_SPEC_HEAT
 
| DRINK_SPEC_HEAT
| [[SPEC_HEAT|specific heat capacity]]
+
| {{L|Creature_Tokens/SPEC_HEAT|specific heat capacity}}
 
| Amount of energy required for the drink to heat up or cool down.
 
| Amount of energy required for the drink to heat up or cool down.
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==E==
 
==E==
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| EQUIPMENT_WAGON
 
| EQUIPMENT_WAGON
 
|  
 
|  
| Implies 2 unknown flags<!-- 00, 01 -->, NOT_BUTCHERABLE, NOEXERT, NOPAIN, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NOBREATHE, NO_GENDER, NO_EAT, NO_DRINK, NO_SLEEP
+
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.
  
 
|-
 
|-
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| EVIL
 
| EVIL
 
|  
 
|  
| Determines whether creature can show up on "evil" maps (see [[Region#Surroundings]]).
+
| Determines whether creature can show up on "evil" maps (see {{L|Region#Surroundings}}).
  
 
|-
 
|-
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* bg (background color)
 
* bg (background color)
 
* br (color brightness)
 
* br (color brightness)
| Determines that something can be extracted from the creature, what it's called, and what [[color]] it is. Note, it appears that the extraction process is hard-coded into the game, and can't be altered from objects/raw.
+
| Determines that something can be extracted from the creature, what it's called, and what {{L|color}} it is. Note, it appears that the extraction process is hard-coded into the game, and can't be altered from objects/raw.
 
[EXTRACT:cow's milk:7:0:1]
 
[EXTRACT:cow's milk:7:0:1]
  
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|-
 
|-
 
| EXTRACT_SPEC_HEAT
 
| EXTRACT_SPEC_HEAT
| [[SPEC_HEAT|specific heat capacity]]
+
| {{L|Creature_Tokens/SPEC_HEAT|specific heat capacity}}
 
| Amount of energy required for the creature's extract to heat up or cool down.
 
| Amount of energy required for the creature's extract to heat up or cool down.
  
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|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==F==
 
==F==
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| FEATURE_ATTACK_GROUP
 
| FEATURE_ATTACK_GROUP
 
|  
 
|  
| If a feature attack selects a creature with this flag, ''all'' creatures in its group will join in the attack, otherwise the creature will break off from its group and attack you on its own. In practice, this has little effect because map features have finite populations and tend to get depleted as soon as you discover them.
+
| pretty worthless now. It was very important in the 2-dimensional DF.
  
 
|-
 
|-
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| FIREBREATH
 
| FIREBREATH
 
|  
 
|  
| The creature shoots fireballs and narrow bursts of fire.
+
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
  
 
|-
 
|-
 
| FIREIMMUNE
 
| FIREIMMUNE
 
|  
 
|  
| The creature is immune to FIREBREATH, steam, and being set on fire by magma.
+
| As of the current version{{version|0.28.181.40d}}, 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.
 
 
 
|-
 
|-
 
| FIREIMMUNE_SUPER
 
| FIREIMMUNE_SUPER
 
|  
 
|  
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.
+
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Implies FIREIMMUNE.
  
 
|-
 
|-
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|-
 
|-
 
| FREQUENCY
 
| FREQUENCY
|
+
| time
* number, max 100
+
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit{{verify}}. 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."
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. 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.
+
[FREQUENCY:42]
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==G==
 
==G==
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| GNAWER
 
| GNAWER
 
|  
 
|  
| The creature can and will gnaw its way out of wooden [[animal trap]]s and [[cage]]s using the specified verb. Due to a bug, however, they will only escape from [[artifact]]s.
+
| The creature chews on food storage containers.
  
 
|-
 
|-
 
| GOOD
 
| GOOD
 
|  
 
|  
| Determines whether creature can show up on "good" maps (see [[Creatures#Threat Matrix|Threat Matrix]]).
+
| Determines whether creature can show up on "good" maps (see {{L|Creatures#Threat Matrix|Threat Matrix}}).
  
 
|-
 
|-
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|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==H==
 
==H==
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| HEATDAM_POINT
 
| HEATDAM_POINT
 
| temperature
 
| temperature
| The maximum temperature limit before the creature will start receiving damage from heat. [[Temperature scale|DF temperature scale]]
+
| The maximum temperature limit before the creature will start recieving damage from heat. {{L|Temperature scale|DF temperature scale}}
  
 
|-
 
|-
 
| HOMEOTHERM
 
| HOMEOTHERM
 
| value
 
| value
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]
+
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. {{L|Temperature scale|DF temperature scale}}
  
 
|-
 
|-
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|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==I==
 
==I==
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| IGNITE_POINT
 
| IGNITE_POINT
 
| temperature
 
| temperature
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]
+
| The temperature at which the creature will burst into flames. {{L|Temperature scale|DF temperature scale}}
  
 
|-
 
|-
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| IMMOLATE
 
| IMMOLATE
 
|  
 
|  
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of [[wood]] or [[glass]]. Due to a bug, however, they will only escape from [[artifact]]s.
+
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.
  
 
|-
 
|-
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| ITEMCORPSE
 
| ITEMCORPSE
 
|  
 
|  
* [[Item token]]
+
* {{L|Item token}}
 
* subtype
 
* subtype
 
NO_SUBTYPE
 
NO_SUBTYPE
* [[Matgloss token]]
+
* {{L|Matgloss_tokens|matgloss token}}
 
* NO_RACEGLOSS
 
* NO_RACEGLOSS
 
USE_RACEGLOSS
 
USE_RACEGLOSS
 
USE_SHARPSTONE
 
USE_SHARPSTONE
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc.).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. "IRON" if the corpse type is "STATUE").  USE_RACEGLOSS applies if the creature has a material glossary assigned by the "HAS_RACEGLOSS:" flag and will select necessary adjectives and material from that glossary.
+
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. "IRON" if the corpse type is "STATUE").  USE_RACEGLOSS applies if the creature has a material glossary assigned by the "HAS_RACEGLOSS:" flag and will select neccesary adjectives and material from that glossary.
[ITEMCORPSE:[[Item token|WOOD]]:NO_SUBTYPE:[[Material token|WOOD]]:USE_RACEGLOSS]
+
[ITEMCORPSE:[[Item token|WOOD]]:NO_SUBTYPE:[[Material tokens|WOOD]]:USE_RACEGLOSS]
  
 
|-
 
|-
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|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==L==
 
==L==
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|-
 
|-
 
| LEATHER_SPEC_HEAT
 
| LEATHER_SPEC_HEAT
| [[SPEC_HEAT|specific heat capacity]]
+
| {{L|Creature_Tokens/SPEC_HEAT|specific heat capacity}}
 
| Amount of energy required for the creature's leather to heat up or cool down. Also affects severed body parts.
 
| Amount of energy required for the creature's leather to heat up or cool down. Also affects severed body parts.
  
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| LITTERSIZE
 
| LITTERSIZE
 
|  
 
|  
* minimum
+
* minumum
 
* maximum
 
* maximum
 
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
 
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
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|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==M==
 
==M==
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| MATERIAL
 
| MATERIAL
 
|  
 
|  
* [[Matgloss token]]
+
* {{L|Matgloss_tokens|Matgloss token}}
 
* USE_RACEGLOSS
 
* USE_RACEGLOSS
 
|  
 
|  
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| MEGABEAST
 
| MEGABEAST
 
|  
 
|  
| Appears on fortress territory in Fortress Mode occasionally.
+
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.
  
 
|-
 
|-
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| MOUNT_EXOTIC
 
| MOUNT_EXOTIC
 
|  
 
|  
| You need the [[Dungeon master]] noble to mount the creature.
+
| You need the {{L|Dungeon master}} noble to mount the creature.
  
 
|-
 
|-
 
| MULTIPLE_LITTER_RARE
 
| MULTIPLE_LITTER_RARE
 
|  
 
|  
| Makes litters with more than one offspring extremely rare, only happening with a 1/500 chance.  
+
| Makes litters with more than one offspring rare.
  
 
|-
 
|-
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|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==N==
 
==N==
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| NARROW
 
| NARROW
 
|  
 
|  
| Clothing made for these creatures will appear as "narrow" to other non-narrow creatures of the same size (whose own clothing will appear as "stout"). Example: elves versus humans.
+
| The creature can only wear things that have the narrow tag on it.
  
 
|-
 
|-
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| Creature doesn't think, or doesn't require a [BRAIN] body part.
 
| Creature doesn't think, or doesn't require a [BRAIN] body part.
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==P==
 
==P==
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* median
 
* median
 
* highest % chance
 
* highest % chance
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality trait]]s for more info.
+
| Determines chance of personality traits. Standard is 0:50:100. See {{L|Personality traits}} for more info.
 
[PERSONALITY:IMAGINATION:0:55:100]
 
[PERSONALITY:IMAGINATION:0:55:100]
  
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| PET_EXOTIC
 
| PET_EXOTIC
 
|  
 
|  
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).
+
| You need a {{L|Dungeon master}} noble in your fortress for the creature to be tamable (but any {{L|Animal trainer}} can do the taming).
  
 
|-
 
|-
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* minimum
 
* minimum
 
* maximum
 
* maximum
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
+
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.
[POPULATION_NUMBER:10:30]
+
[POPULATION_NUMBER:42:42]
  
 
|-
 
|-
Line 1,298: Line 1,252:
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==S==
 
==S==
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|-
 
|-
 
| SILK_SPEC_HEAT
 
| SILK_SPEC_HEAT
| [[SPEC_HEAT|specific heat capacity]]
+
| {{L|Creature_Tokens/SPEC_HEAT|specific heat capacity}}
 
| Amount of energy required for the creature's silk to heat up or cool down.
 
| Amount of energy required for the creature's silk to heat up or cool down.
  
Line 1,373: Line 1,323:
 
| SIZE
 
| SIZE
 
| value
 
| value
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast. Creatures with a size larger than 10 will prevent [[bridge]]s from raising or retracting and will cause a [[Dwarven Atom Smasher]] to deconstruct.
+
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast. Creatures with a size larger than 10 will prevent {{L|bridge}}s from raising or retracting and will cause a {{L|Dwarven Atom Smasher}} to deconstruct.
 
[SIZE:6]
 
[SIZE:6]
  
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|-
 
|-
 
| SPEC_HEAT
 
| SPEC_HEAT
| [[SPEC_HEAT|specific heat capacity]]
+
| {{L|Creature_Tokens/SPEC_HEAT|specific heat capacity}}
 
| Amount of energy required for the creature to heat up or cool down.
 
| Amount of energy required for the creature to heat up or cool down.
 
[SPEC_HEAT:409]
 
[SPEC_HEAT:409]
Line 1,422: Line 1,372:
 
| SPEED
 
| SPEED
 
| 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 {{L|Speed}} for more information.
 
[SPEED:400]
 
[SPEED:400]
  
 
|-
 
|-
 
| SPHERE
 
| SPHERE
| [[sphere]]
+
| {{L|sphere}}
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of [[glowing pit|hidden fun stuff]].
+
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of {{L|glowing pit|hidden fun stuff}}.
  
 
|-
 
|-
Line 1,460: Line 1,410:
 
| STOUT
 
| STOUT
 
|  
 
|  
| Clothing made for these creatures will appear as "stout" to other non-stout creatures of the same size (whose own clothing will appear as "narrow"). Example: dwarves versus goblins.
+
| Clothing width, similar to NARROW. If you have STOUT humans they will have "stout" inventory prefixes. Perhaps also: Creature has a resistance to being knocked over.
 
 
Unconfirmed: creature has a resistance to being knocked over.{{verify}}
 
  
 
|-
 
|-
Line 1,480: Line 1,428:
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==T==
 
==T==
Line 1,512: Line 1,456:
 
| TRAINABLE
 
| TRAINABLE
 
|  
 
|  
| Allows a tame creature to be trained into a "War" or "Hunting" variation by way of [[Kennels]].
+
| Allows a tame creature to be trained into a "War" or "Hunting" variation by way of {{L|Kennels}}.
  
 
|-
 
|-
Line 1,550: Line 1,494:
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==V==
 
==V==
Line 1,584: Line 1,524:
 
| VERMIN_FISH
 
| VERMIN_FISH
 
|  
 
|  
| The creature can be [[fishing|fished]] out of bodies of water.
+
| The creature can be {{L|fishing|fished}} out of bodies of water.
  
 
|-
 
|-
Line 1,634: Line 1,574:
 
| VERMINHUNTER
 
| VERMINHUNTER
 
|  
 
|  
| 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 its own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.
+
| 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.
  
 
|-
 
|-
Line 1,647: Line 1,587:
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==W==
 
==W==
Line 1,691: Line 1,627:
 
ex:  [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
 
ex:  [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
  
From the [[Main:string dump|string dump]](v40d), permissible tags seem to be:
+
From the [[string dump]](v40d), permissible tags seem to be:
 
   
 
   
 
CRAFTSMAN_NAME, FISHERMAN_NAME
 
CRAFTSMAN_NAME, FISHERMAN_NAME
Line 1,723: Line 1,659:
 
|BYTYPE:GRASP
 
|BYTYPE:GRASP
 
BYTOKEN:TAIL_STINGER
 
BYTOKEN:TAIL_STINGER
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for "type" are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body token]].
+
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for "type" are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See {{L|Body Tokens}}.
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[#B|BODY]] token.
+
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's {{L|Creature Tokens#B|BODY}} token.
  
 
|-
 
|-
Line 1,758: Line 1,694:
 
|}
 
|}
  
If not specified, the following default values will be used for the various temperature/density properties. Values initialized by STANDARD_FLESH (for creature, LEATHER, and BONE) are all initialized to NONE.
+
[[Category:Modding]]
 
+
[[Category:Tokens]]
{| {{prettytable}}
 
|- style='background-color:#ddd'
 
! !! SILK !! EXTRACT !! CHEESE !! DRINK
 
|-
 
| SPEC_HEAT || 1000 || 4181 || 2000 || 2440
 
|-
 
| HEATDAM_POINT || 10400 || NONE || 10800 || NONE
 
|-
 
| COLDDAM_POINT || 9800 || NONE || 9950 || NONE
 
|-
 
| IGNITE_POINT || 10400 || NONE || NONE || 10800
 
|-
 
| MELTING_POINT || NONE || 9950 || 10150 || 9850
 
|-
 
| BOILING_POINT || NONE || 10200 || NONE || 10150
 
|-
 
| FIXED_TEMP || NONE || NONE || NONE || NONE
 
|-
 
| SOLID_DENSITY || 1353 || 1200 || 1200 || 1200
 
|-
 
| LIQUID_DENSITY || NONE || 1200 || 1200 || 1200
 
|}
 
 
 
 
 
{{Category|Modding}}
 
{{Category|Tokens}}
 

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