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Editing 40d:Creature token
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Latest revision | Your text | ||
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− | {{ | + | {{red link}} |
− | 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 | + | {{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 [[40d:tokens|tokens]] should not be confused with [[40d: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= | ||
− | |||
− | |||
− | |||
− | |||
− | |||
==A== | ==A== | ||
{| {{prettytable}} | {| {{prettytable}} | ||
Line 15: | Line 20: | ||
! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
+ | |||
+ | |- | ||
+ | | ADD_VERSION | ||
+ | | version | ||
+ | | In which version of the game said creature was introduced. Not used anymore in the 3D version. | ||
+ | [ADD_VERSION:1069] | ||
|- | |- | ||
Line 28: | Line 39: | ||
|- | |- | ||
| ALTTILE | | ALTTILE | ||
− | | [[ | + | | [[40d: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 50: | Line 61: | ||
| ATTACK | | ATTACK | ||
| | | | ||
− | | See the [[#Attacks|Attacks section]]. | + | | See the [[40d:#Attacks|Attacks section]]. |
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==B== | ==B== | ||
Line 70: | Line 77: | ||
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth. | | Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth. | ||
[BABY:1] | [BABY:1] | ||
− | |||
− | |||
− | |||
− | |||
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|- | |- | ||
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| BENIGN | | BENIGN | ||
| | | | ||
− | | Determines whether creature can show up on "tame" maps (includes [[ | + | | Determines whether creature can show up on "tame" maps (includes [[40d:Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). |
|- | |- | ||
| BIOME:* | | BIOME:* | ||
| | | | ||
− | | See [[Biome | + | | See [[40d:Biome Tokens|biome tokens]]. |
|- | |- | ||
Line 111: | Line 111: | ||
|- | |- | ||
− | | [[ | + | | [[40d: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 117: | ||
|- | |- | ||
− | | [[Bodygloss|BODYGLOSS]] | + | | [[40d: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. | ||
Line 125: | Line 125: | ||
| 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. [[40d:Temperature scale|DF temperature scale]] |
|- | |- | ||
Line 151: | Line 151: | ||
| temperature | | temperature | ||
| The temperature at which point the creature's bones burst into flame. | | The temperature at which point the creature's bones burst into flame. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 161: | Line 156: | ||
| temperature | | temperature | ||
| The temperature at which the creature's bones melt. | | The temperature at which the creature's bones melt. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| BONE_SPEC_HEAT | | BONE_SPEC_HEAT | ||
− | | [[SPEC_HEAT|specific heat capacity]] | + | | [[40d: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. | ||
Line 175: | Line 165: | ||
| 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. |
|- | |- | ||
Line 181: | Line 171: | ||
| 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 [[40d:Building destroyer|Building destroyer]] for full discussion. |
+ | |||
+ | |- | ||
+ | | BUTCHERABLE_NONSTANDARD | ||
+ | | | ||
+ | | Removed in version 0.28.181.39a - in prior versions, if a creature had this tag, it could only be slaughtered (that is, dragged to a [[40d:Butcher's Shop|Butcher's Shop]]), and if it died of any other cause, the corpse could not be butchered. | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==C== | ==C== | ||
Line 215: | Line 206: | ||
| | | | ||
| Cannot become undead. | | Cannot become undead. | ||
+ | |||
+ | |- | ||
+ | | CARNIVORE | ||
+ | | | ||
+ | | Creature only eats meat. | ||
|- | |- | ||
Line 220: | Line 216: | ||
| | | | ||
| Allows the creature to open doors. | | Allows the creature to open doors. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| CAVE_ADAPT | | CAVE_ADAPT | ||
| | | | ||
− | | Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. | + | | Gives the creature a bonus in caves. Also causes [[40d:Cave adaptation|Cave adaptation]]. |
|- | |- | ||
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| temperature | | temperature | ||
| The temperature at which the creature's cheese bursts into flame. | | The temperature at which the creature's cheese bursts into flame. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| temperature | | temperature | ||
| The temperature at which the creature's cheese melts into goo. | | The temperature at which the creature's cheese melts into goo. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| CHEESE_SPEC_HEAT | | CHEESE_SPEC_HEAT | ||
− | | [[SPEC_HEAT|specific heat capacity]] | + | | [[40d: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. | ||
Line 292: | Line 273: | ||
* singular | * singular | ||
* plural | * plural | ||
− | | Gives the child a special name, | + | | 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 [[40d:chitin|chitin]] instead of leather. |
+ | |||
+ | |- | ||
+ | | CREPUSCULAR | ||
+ | | | ||
+ | | Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL. | ||
|- | |- | ||
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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 | + | | The minimum/maximum numbers of how many creatures per spawned cluster. Certain [[40d:fish|vermin fish]] use this token in combination with temperate ocean and river [[40d:biome tokens|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. | + | | [[40d:Color|Color]] of the creature's tile. |
[COLOR:3:0:0] | [COLOR:3:0:0] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| 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 [[40d:fishery|cleaned]]. |
|- | |- | ||
− | | | + | | CREATURE |
− | | | + | | name |
− | | | + | | What the game looks for when generating creatures. |
+ | [CREATURE:DWARF] | ||
|- | |- | ||
− | | CURIOUSBEAST_EATER | + | | COLDDAM_POINT |
+ | | temperature | ||
+ | | The minimum temperature limit before the creature starts taking damage from freezing. | ||
+ | |||
+ | |- | ||
+ | | COMMON_DOMESTIC | ||
+ | | | ||
+ | | 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 | ||
+ | |||
+ | |- | ||
+ | | CURIOUSBEAST_EATER | ||
| | | | ||
| Allows a creature to steal and eat edible items from you. | | Allows a creature to steal and eat edible items from you. | ||
+ | |||
+ | |- | ||
+ | | CURIOUSBEAST_ITEM | ||
+ | | | ||
+ | | Allows a creature to steal things (apparently the highest [[40d:value|value]] it can find). | ||
|- | |- | ||
Line 347: | Line 339: | ||
| 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. Also affects undead versions of the creature. | ||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==D== | ==D== | ||
Line 374: | Line 358: | ||
| | | | ||
| Appears from the glowing pits in a group. | | Appears from the glowing pits in a group. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| DIFFICULTY | | DIFFICULTY | ||
| number | | number | ||
− | | [[ | + | | [[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 | + | | 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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| temperature | | temperature | ||
| The temperature at which the drink will set your fort ablaze. | | The temperature at which the drink will set your fort ablaze. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| DRINK_MELTING_POINT | | DRINK_MELTING_POINT | ||
| temperature | | temperature | ||
− | | | + | | [[User:GreyMario]] sez: "Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?" {{verify}} |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| DRINK_SPEC_HEAT | | DRINK_SPEC_HEAT | ||
− | | [[SPEC_HEAT|specific heat capacity]] | + | | [[40d: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. | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==E== | ==E== | ||
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| EQUIPMENT_WAGON | | EQUIPMENT_WAGON | ||
| | | | ||
− | | Implies | + | | 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 [[40d:Region#Surroundings|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 [[40d:color|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_COLDDAM_POINT | + | | EXTRACT_COOKABLE |
+ | | | ||
+ | | Extract is cookable. | ||
+ | |||
+ | |- | ||
+ | | EXTRACT_COLDDAM_POINT | ||
| temperature | | temperature | ||
| The low temperature value at which the creature's extract starts to take damage. | | The low temperature value at which the creature's extract starts to take damage. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| temperature | | temperature | ||
| The temperature at which the creature's extract bursts into flame (NOT the container it's in). | | The temperature at which the creature's extract bursts into flame (NOT the container it's in). | ||
− | |||
− | |||
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− | |||
|- | |- | ||
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| | | | ||
[EXTRACT_SIZE:10] | [EXTRACT_SIZE:10] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| EXTRACT_SPEC_HEAT | | EXTRACT_SPEC_HEAT | ||
− | | [[SPEC_HEAT|specific heat capacity]] | + | | [[40d: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. | ||
+ | |||
|- | |- | ||
Line 599: | Line 555: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==F== | ==F== | ||
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| FEATURE_ATTACK_GROUP | | FEATURE_ATTACK_GROUP | ||
| | | | ||
− | | | + | | pretty worthless now. It was very important in the 2-dimensional DF. |
|- | |- | ||
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| FIREBREATH | | FIREBREATH | ||
| | | | ||
− | | The creature | + | | The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone). |
|- | |- | ||
| FIREIMMUNE | | FIREIMMUNE | ||
| | | | ||
− | | | + | | 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. | + | | The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE. |
|- | |- | ||
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|- | |- | ||
| FREQUENCY | | FREQUENCY | ||
− | | | + | | time |
− | + | | 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 | + | [FREQUENCY:42] |
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==G== | ==G== | ||
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| GNAWER | | GNAWER | ||
| | | | ||
− | | The creature | + | | 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 [[40d:Creatures#Threat Matrix|Threat Matrix]]). |
|- | |- | ||
Line 727: | Line 674: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==H== | ==H== | ||
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| HEATDAM_POINT | | HEATDAM_POINT | ||
| temperature | | temperature | ||
− | | The maximum temperature limit before the creature will start | + | | The maximum temperature limit before the creature will start recieving damage from heat. [[40d: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. [[40d:Temperature scale|DF temperature scale]] |
|- | |- | ||
Line 769: | Line 712: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==I== | ==I== | ||
Line 784: | Line 723: | ||
| 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. [[40d:Temperature scale|DF temperature scale]] |
+ | |||
+ | |- | ||
+ | | IMMOLATE | ||
+ | | | ||
+ | | Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. | ||
|- | |- | ||
Line 792: | Line 736: | ||
|- | |- | ||
− | + | | INTELLIGENT | |
− | |||
− | |||
− | |||
− | |||
− | | INTELLIGENT | ||
| | | | ||
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN. | | Implies CAN_CIV, CAN_SPEAK, CAN_LEARN. | ||
Line 804: | Line 743: | ||
| ITEMCORPSE | | ITEMCORPSE | ||
| | | | ||
− | * [[Item token]] | + | * [[40d:Item token|Item token]] |
* subtype | * subtype | ||
NO_SUBTYPE | NO_SUBTYPE | ||
− | * [[ | + | * [[40d: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 | + | | 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 | + | [ITEMCORPSE:[[Item token|WOOD]]:NO_SUBTYPE:[[Material tokens|WOOD]]:USE_RACEGLOSS] |
|- | |- | ||
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| 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. | ||
[ITEMCORPSE_QUALITY:5] | [ITEMCORPSE_QUALITY:5] | ||
+ | |||
|- | |- | ||
Line 826: | Line 766: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==L== | ==L== | ||
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! width="20%" | Arguments | ! width="20%" | Arguments | ||
! width="60%" | Description | ! width="60%" | Description | ||
+ | |||
+ | |- | ||
+ | | LARGE_CAVERIVER | ||
+ | | | ||
+ | | In Fortress Mode, spawns from/near cave rivers. Not used anymore in the 3D version. | ||
+ | |||
+ | |- | ||
+ | | LARGE_CHASM | ||
+ | | | ||
+ | | In Fortress Mode, spawns from/near chasms. Not used anymore in the 3D version. | ||
+ | |||
+ | |- | ||
+ | | LARGE_LAVA | ||
+ | | | ||
+ | | In Fortress Mode, spawns from/near magma. Not used anymore in the 3D version. | ||
|- | |- | ||
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| temperature | | temperature | ||
| The temperature at which leather made from the creature's skins will burst into flames. Also affects severed body parts. | | The temperature at which leather made from the creature's skins will burst into flames. Also affects severed body parts. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| temperature | | temperature | ||
| The temperature at which leather made from the creature's skins will melt away. Also affects severed body parts. | | The temperature at which leather made from the creature's skins will melt away. Also affects severed body parts. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| LEATHER_SPEC_HEAT | | LEATHER_SPEC_HEAT | ||
− | | [[SPEC_HEAT|specific heat capacity]] | + | | [[40d: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. | ||
Line 916: | Line 857: | ||
| LITTERSIZE | | LITTERSIZE | ||
| | | | ||
− | * | + | * 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] | ||
Line 931: | Line 872: | ||
|} | |} | ||
− | |||
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− | |||
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==M== | ==M== | ||
Line 961: | Line 898: | ||
| MATERIAL | | MATERIAL | ||
| | | | ||
− | * [[Matgloss token]] | + | * [[40d:Matgloss_tokens|Matgloss token]] |
* USE_RACEGLOSS | * USE_RACEGLOSS | ||
| | | | ||
Line 986: | Line 923: | ||
| MEGABEAST | | MEGABEAST | ||
| | | | ||
− | | Appears on fortress territory in Fortress Mode occasionally. | + | | Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. |
|- | |- | ||
Line 1,017: | Line 954: | ||
| MOUNT_EXOTIC | | MOUNT_EXOTIC | ||
| | | | ||
− | | You need the [[Dungeon master]] noble to mount the creature. | + | | You need the [[40d:Dungeon master|Dungeon master]] noble to mount the creature. |
|- | |- | ||
| MULTIPLE_LITTER_RARE | | MULTIPLE_LITTER_RARE | ||
| | | | ||
− | | Makes litters with more than one offspring | + | | Makes litters with more than one offspring rare. |
|- | |- | ||
Line 1,030: | Line 967: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==N== | ==N== | ||
Line 1,054: | Line 987: | ||
| NARROW | | NARROW | ||
| | | | ||
− | | | + | | The creature can only wear things that have the narrow tag on it. |
|- | |- | ||
Line 1,100: | Line 1,033: | ||
| | | | ||
| Will not show up during the Winter season. | | Will not show up during the Winter season. | ||
+ | |||
+ | |- | ||
+ | | NOBREATHE | ||
+ | | | ||
+ | | Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. | ||
|- | |- | ||
Line 1,110: | Line 1,048: | ||
| | | | ||
| Creature will not drop bones on butcher, rot, or decay of severed body parts. | | Creature will not drop bones on butcher, rot, or decay of severed body parts. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,175: | Line 1,108: | ||
| | | | ||
| Creature can't be stunned. | | Creature can't be stunned. | ||
+ | |||
+ | |- | ||
+ | | NOTHOUGHT | ||
+ | | | ||
+ | | Creature doesn't think, or doesn't require a [BRAIN] body part. | ||
|- | |- | ||
Line 1,181: | Line 1,119: | ||
| Creature can't be butchered. | | Creature can't be butchered. | ||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | |||
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− | |||
− | |||
==P== | ==P== | ||
Line 1,230: | Line 1,160: | ||
* median | * median | ||
* highest % chance | * highest % chance | ||
− | | Determines chance of personality traits. Standard is 0:50:100. See [[Personality | + | | Determines chance of personality traits. Standard is 0:50:100. See [[40d:Personality traits|Personality traits]] for more info. |
[PERSONALITY:IMAGINATION:0:55:100] | [PERSONALITY:IMAGINATION:0:55:100] | ||
Line 1,241: | Line 1,171: | ||
| 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 [[40d:Dungeon master|Dungeon master]] noble in your fortress for the creature to be tamable (but any [[40d:Animal trainer|Animal trainer]] can do the taming). |
|- | |- | ||
Line 1,254: | Line 1,184: | ||
* minimum | * minimum | ||
* maximum | * maximum | ||
− | | The minimum/maximum numbers of how many of these creatures | + | | The minimum/maximum numbers of how many of these creatures can show up on a map per year. |
− | [POPULATION_NUMBER: | + | [POPULATION_NUMBER:42:42] |
|- | |- | ||
Line 1,298: | Line 1,228: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==S== | ==S== | ||
Line 1,319: | Line 1,245: | ||
| | | | ||
| Appears as boss creature in quests. | | Appears as boss creature in quests. | ||
+ | |||
+ | |- | ||
+ | | SESSILE_LAND | ||
+ | | | ||
+ | | Obsolete. Use [[40d:#I|[IMMOBILE_LAND]]]. | ||
|- | |- | ||
Line 1,349: | Line 1,280: | ||
| temperature | | temperature | ||
| Temperature at which silk made from this creature's webs bursts into flame. | | Temperature at which silk made from this creature's webs bursts into flame. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,359: | Line 1,285: | ||
| temperature | | temperature | ||
| Temperature at which silk made from this creature's webs melts away. | | Temperature at which silk made from this creature's webs melts away. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| SILK_SPEC_HEAT | | SILK_SPEC_HEAT | ||
− | | [[SPEC_HEAT|specific heat capacity]] | + | | [[40d: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 1,294: | ||
| 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 [[40d:bridge|bridge]]s from raising or retracting and will cause a [[40d:Dwarven Atom Smasher|Dwarven Atom Smasher]] to deconstruct. |
[SIZE:6] | [SIZE:6] | ||
Line 1,379: | Line 1,300: | ||
| SLOW_LEARNER | | SLOW_LEARNER | ||
| | | | ||
− | | Presumably | + | | Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants |
|- | |- | ||
− | | | + | | SMALLAQUATIC_CAVERIVER |
+ | | | ||
| | | | ||
− | |||
|- | |- | ||
− | | | + | | SMALLAQUATIC_OCEAN |
− | | | + | | |
− | | | + | | |
− | + | ||
+ | |- | ||
+ | | SMALLAQUATIC_RIVER | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | SMALLAQUATIC_SWAMP | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | SMALL_REMAINS | ||
+ | | | ||
+ | | If a creature has this token, it'll leave a small corpse that only rots once, such as vermin. | ||
|- | |- | ||
Line 1,401: | Line 1,336: | ||
| Sets a special name for certain instances. | | Sets a special name for certain instances. | ||
[SPECNAME:MALE:bull:bulls:bull] | [SPECNAME:MALE:bull:bulls:bull] | ||
+ | |||
+ | |- | ||
+ | | SPEC_HEAT | ||
+ | | [[40d:Creature_Tokens/SPEC_HEAT|specific heat capacity]] | ||
+ | | Amount of energy required for the creature to heat up or cool down. | ||
+ | [SPEC_HEAT:409] | ||
|- | |- | ||
Line 1,407: | Line 1,348: | ||
| Sets what speech.txt to use when insulting the creature. | | Sets what speech.txt to use when insulting the creature. | ||
[SPEECH:dwarf.txt] | [SPEECH:dwarf.txt] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| SPEECH_MALE | | SPEECH_MALE | ||
| filename | | filename | ||
− | | | + | | Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[40d:string dump|string dump]]. |
[SPEECH_MALE:human_male.txt] | [SPEECH_MALE:human_male.txt] | ||
Line 1,422: | Line 1,358: | ||
| 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 [[40d:Speed|Speed]] for more information. |
[SPEED:400] | [SPEED:400] | ||
|- | |- | ||
| SPHERE | | SPHERE | ||
− | | [[sphere]] | + | | [[40d:sphere|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 [[40d:glowing pit|hidden fun stuff]]. |
|- | |- | ||
− | + | | STOUT | |
− | |||
− | |||
− | |||
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− | |||
− | | STOUT | ||
| | | | ||
− | | Clothing | + | | 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. |
− | |||
− | |||
|- | |- | ||
− | | | + | | STANDARD_FLESH |
− | | | + | | |
− | | | + | | Without it, leather items made from skin of this creature are stupidly heavy. |
|- | |- | ||
Line 1,478: | Line 1,385: | ||
| | | | ||
| The creature must learn to swim. Requires [CAN_LEARN], obviously. | | The creature must learn to swim. Requires [CAN_LEARN], obviously. | ||
+ | |||
+ | |- | ||
+ | | SWIM_SPEED | ||
+ | | value | ||
+ | | How fast the creature swims. Typically 2500 (0.38 times the default speed). | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==T== | ==T== | ||
Line 1,512: | Line 1,420: | ||
| 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 [[40d:Kennels|Kennels]]. |
|- | |- | ||
Line 1,550: | Line 1,458: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==V== | ==V== | ||
Line 1,566: | Line 1,470: | ||
| | | | ||
| | | | ||
+ | |||
+ | |- | ||
+ | | 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 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 1,582: | Line 1,491: | ||
|- | |- | ||
− | | | + | | VERMIN_GROUNDER |
| | | | ||
− | | The creature can be [[ | + | | The creature can be picked up if you stand over it. (Requires confirmation) |
+ | :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. – [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT) | ||
|- | |- | ||
− | | | + | | VERMIN_HATEABLE |
| | | | ||
− | | | + | | Some dwarves will hate the creature and get unhappy thoughts when around it. |
+ | |||
+ | |- | ||
+ | | VERMIN_MICRO | ||
+ | | | ||
+ | | 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. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,630: | Line 1,536: | ||
| | | | ||
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants. | | The vermin will appear in a single tile cluster of many vermin, such as a colony of ants. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 1,647: | Line 1,548: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==W== | ==W== | ||
Line 1,691: | Line 1,588: | ||
ex: [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves] | ex: [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves] | ||
− | From the [[ | + | From the [[string dump]](v40d), permissible tags seem to be: |
CRAFTSMAN_NAME, FISHERMAN_NAME | CRAFTSMAN_NAME, FISHERMAN_NAME | ||
Line 1,723: | Line 1,620: | ||
|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 | + | |''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 [[40d:Body Tokens|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 [[40d:Creature Tokens#B|BODY]] token. |
|- | |- | ||
Line 1,758: | Line 1,655: | ||
|} | |} | ||
− | + | [[Category:Modding]] | |
− | + | [[Category:Tokens]] | |
− | |||
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− |