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Editing 40d:Creature token

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{{quality|Exceptional|21:17, 30 March 2011 (UTC)}}{{av}}
 
{{quality|Exceptional|21:17, 30 March 2011 (UTC)}}{{av}}
Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.  This includes sentient creatures, but creature [[tokens]] should not be confused with [[entity token]]s.
+
Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.  This includes sentient creatures, but creature [[tokens]] should not be confused with [[Entity token]]s.
  
 +
{| 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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|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==B==
 
==B==
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| BONECARN
 
| BONECARN
 
|  
 
|  
| Creature eats bones. This tag implies CARNIVORE.
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| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. This tag implies CARNIVORE.
  
 
|-
 
|-
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|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==C==
 
==C==
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* singular
 
* singular
 
* plural
 
* plural
| Gives the child a special name, e.g. "hippo calf" instead of "hippo child".
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| 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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| 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).  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==D==
 
==D==
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|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==E==
 
==E==
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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.
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| 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.
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| 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.
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| 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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|}
 
|}
 
<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]]
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| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]
  
 
|-
 
|-
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|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==I==
 
==I==
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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 token|WOOD]]:USE_RACEGLOSS]
  
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|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==L==
 
==L==
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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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| MEGABEAST
 
| MEGABEAST
 
|  
 
|  
| Appears on fortress territory in Fortress Mode occasionally.
+
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.
  
 
|-
 
|-
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| 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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| 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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|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==S==
 
==S==
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|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==T==
 
==T==
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|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==V==
 
==V==
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| 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.
  
 
|-
 
|-
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|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==W==
 
==W==

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