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Editing 40d:Creature token

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{{quality|Exceptional|21:17, 30 March 2011 (UTC)}}{{av}}
+
{{av}}{{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}}.
  
__NOTOC__
+
Since the game is in the Alpha stage, consider everything '''tentative'''.
=Tokens=
 
  
<div align="center">
+
{| id="toc"
{{alphabetical TOC}}
+
|
</div>
+
* 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]]
 +
|}
  
 +
=Tokens=
 
==A==
 
==A==
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 15: Line 18:
 
! 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]
  
 
|-
 
|-
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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 50: Line 59:
 
| ATTACK
 
| ATTACK
 
|  
 
|  
| See the [[#Attacks|Attacks section]].
+
| See the {{L|#Attacks|Attacks section}}.
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==B==
 
==B==
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| 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]
 
|-
 
| BABYNAME
 
|
 
* singular
 
* plural
 
| Gives the baby a special name.
 
  
 
|-
 
|-
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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}}.
  
 
|-
 
|-
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|-
 
|-
| [[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 115:
  
 
|-
 
|-
| [[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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| 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.
 
|-
 
| BONE_LIQUID_DENSITY
 
| density
 
| Specifies the density of the creature's bones when molten.
 
  
 
|-
 
|-
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| temperature
 
| temperature
 
| The temperature at which the creature's bones melt.
 
| The temperature at which the creature's bones melt.
 
|-
 
| BONE_SOLID_DENSITY
 
| density
 
| Specifies the density of the creature's bones.
 
  
 
|-
 
|-
 
| 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.
 +
 
 +
|-
 +
| 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 {{L|Butcher's Shop}}), and if it died of any other cause, the corpse could not be butchered.
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==C==
 
==C==
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|  
 
|  
 
| Cannot become undead.
 
| Cannot become undead.
 +
 +
|-
 +
| CARNIVORE
 +
|
 +
| Creature only eats meat.
  
 
|-
 
|-
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|-
 
|-
| CARNIVORE
+
| CAVE_ADAPT
 
|  
 
|  
| Creature only eats meat.
+
| Gives the creature a bonus in caves. Also causes {{L|Cave adaptation}}.
 
 
|-
 
| CAVE_ADAPT
 
|
 
| Gives the creature a bonus in caves. Also causes [[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.
 
|-
 
| CHEESE_LIQUID_DENSITY
 
| density
 
| Specifies the density of the creature's cheese when molten.
 
  
 
|-
 
|-
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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_SOLID_DENSITY
 
| density
 
| Specifies the density of the creature's cheese.
 
  
 
|-
 
|-
 
| 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.
 +
 
 +
|-
 +
| 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 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]
 
|-
 
| COLDDAM_POINT
 
| temperature
 
| The minimum temperature limit before the creature starts taking damage from freezing.
 
  
 
|-
 
|-
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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]
 
|-
 
| 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
 
  
 
|-
 
|-
 
| 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
+
| CREATURE
|  
+
| name
| Sets if the creature is active in twilight.
+
| 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 {{L|value}} it can find).
  
 
|-
 
|-
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| 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.
  
|-
 
| CURIOUSBEAST_ITEM
 
|
 
| 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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|  
 
|  
 
| Appears from the glowing pits in a group.
 
| Appears from the glowing pits in a group.
 
|-
 
| DENSITY
 
| density
 
| Specifies the density of the creature.
 
  
 
|-
 
|-
 
| 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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| 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_LIQUID_DENSITY
 
| density
 
| Specifies the density of the creature's drink.
 
  
 
|-
 
|-
 
| 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}}
 
 
|-
 
| DRINK_SOLID_DENSITY
 
| density
 
| Specifies the density of the creature's drink when frozen.
 
  
 
|-
 
|-
 
| 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_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.
 
|-
 
| EXTRACT_COOKABLE
 
|
 
| Extract is cookable.
 
  
 
|-
 
|-
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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).
 
|-
 
| EXTRACT_LIQUID_DENSITY
 
| density
 
| Specifies the density of the creature's extract.
 
  
 
|-
 
|-
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|  
 
|  
 
[EXTRACT_SIZE:10]
 
[EXTRACT_SIZE:10]
 
|-
 
| EXTRACT_SOLID_DENSITY
 
| density
 
| Specifies the density of the creature's extract when solidified.
 
  
 
|-
 
|-
 
| 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. May or may not imply 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}}
 +
 
 +
|-
 +
| IMMOLATE
 +
|
 +
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.
  
 
|-
 
|-
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|-
 
|-
| IMMOLATE
+
| INTELLIGENT
|
 
| 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.
 
 
 
|-
 
| INTELLIGENT
 
 
|  
 
|  
 
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.
 
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.
Line 804: Line 741:
 
| 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]
  
 
|-
 
|-
Line 819: Line 756:
 
| 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 764:
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==L==
 
==L==
Line 837: Line 771:
 
! 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.
  
 
|-
 
|-
Line 877: Line 826:
 
| 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.
 
|-
 
| LEATHER_LIQUID_DENSITY
 
| density
 
| Specifies the density of leather made from the creature's skin when molten.
 
  
 
|-
 
|-
Line 887: Line 831:
 
| 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_SOLID_DENSITY
 
| density
 
| Specifies the density of leather made from the creature's skin.
 
  
 
|-
 
|-
 
| 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.
  
Line 916: Line 855:
 
| 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]
Line 931: Line 870:
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==M==
 
==M==
Line 961: Line 896:
 
| MATERIAL
 
| MATERIAL
 
|  
 
|  
* [[Matgloss token]]
+
* {{L|Matgloss_tokens|Matgloss token}}
 
* USE_RACEGLOSS
 
* USE_RACEGLOSS
 
|  
 
|  
Line 986: Line 921:
 
| MEGABEAST
 
| MEGABEAST
 
|  
 
|  
| Appears on fortress territory in Fortress Mode occasionally.
+
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.
  
 
|-
 
|-
Line 1,017: Line 952:
 
| 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.
  
 
|-
 
|-
Line 1,030: Line 965:
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==N==
 
==N==
Line 1,054: Line 985:
 
| 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.
  
 
|-
 
|-
Line 1,100: Line 1,031:
 
|  
 
|  
 
| 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 1,046:
 
|  
 
|  
 
| 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.
 
|-
 
| NOBREATHE
 
|
 
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.
 
  
 
|-
 
|-
Line 1,175: Line 1,106:
 
|  
 
|  
 
| 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 1,117:
 
| Creature can't be butchered.
 
| Creature can't be butchered.
  
|-
 
| NOTHOUGHT
 
|
 
| Creature doesn't think, or doesn't require a [BRAIN] body part.
 
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==P==
 
==P==
Line 1,230: Line 1,158:
 
* 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]
  
Line 1,241: Line 1,169:
 
| 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).
  
 
|-
 
|-
Line 1,254: Line 1,182:
 
* 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 1,226:
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==S==
 
==S==
Line 1,319: Line 1,243:
 
|  
 
|  
 
| Appears as boss creature in quests.
 
| Appears as boss creature in quests.
 +
 +
|-
 +
| SESSILE_LAND
 +
|
 +
| Obsolete. Use {{L|#I|[IMMOBILE_LAND}}].
  
 
|-
 
|-
Line 1,349: Line 1,278:
 
| 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.
 
|-
 
| SILK_LIQUID_DENSITY
 
| density
 
| Specifies the density of the creature's webs when molten.
 
  
 
|-
 
|-
Line 1,359: Line 1,283:
 
| 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_SOLID_DENSITY
 
| density
 
| Specifies the density of the creature's webs.
 
  
 
|-
 
|-
 
| 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 1,292:
 
| 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]
  
Line 1,379: Line 1,298:
 
| SLOW_LEARNER
 
| SLOW_LEARNER
 
|  
 
|  
| Presumably causes the creature to learn skills more slowly. Implies CAN_LEARN.
+
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants
  
 
|-
 
|-
| SMALL_REMAINS
+
| SMALLAQUATIC_CAVERIVER
 +
|
 
|  
 
|  
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.
 
  
 
|-
 
|-
| SPEC_HEAT
+
| SMALLAQUATIC_OCEAN
| [[SPEC_HEAT|specific heat capacity]]
+
|  
| Amount of energy required for the creature to heat up or cool down.
+
|
[SPEC_HEAT:409]
+
 
 +
|-
 +
| 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 1,334:
 
| 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
 +
| {{L|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 1,346:
 
| 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_FEMALE
 
| filename
 
| Sets speech text file used only by females to insult creatures. Not used natively.
 
  
 
|-
 
|-
 
| SPEECH_MALE
 
| SPEECH_MALE
 
| filename
 
| filename
| Sets speech text file used only by males to insult creatures.
+
| 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 {{L|string dump}}.
 
[SPEECH_MALE:human_male.txt]
 
[SPEECH_MALE:human_male.txt]
  
Line 1,422: Line 1,356:
 
| 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}}.
  
 
|-
 
|-
| STANDARD_FLESH
+
| STOUT
|
 
| Sets the following properties:
 
 
 
{|
 
!  !! (creature) !! LEATHER !! BONE
 
|-
 
! SPEC_HEAT || 4181 || 1000 || 1000
 
|-
 
! HEATDAM_POINT || 10120 || 10300 || 11468
 
|-
 
! COLDDAM_POINT || 10020 || 9800 || 9800
 
|-
 
! IGNITE_POINT || 10180 || 10180 || NONE
 
|-
 
! MELTING_POINT || NONE || NONE || NONE
 
|-
 
! BOILING_POINT || NONE || NONE || NONE
 
|-
 
! FIXED_TEMP || NONE || NONE || NONE
 
|-
 
! SOLID_DENSITY || 1100 || 1900 || 1100
 
|-
 
! LIQUID_DENSITY || N/A || NONE || NONE
 
|}
 
 
 
|-
 
| 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}}
 
  
 
|-
 
|-
| SWIM_SPEED
+
| STANDARD_FLESH
| value
+
|
| How fast the creature swims. Typically 2500 (0.38 times the default speed).
+
| Without it, leather items made from skin of this creature are stupidly heavy.
  
 
|-
 
|-
Line 1,478: Line 1,383:
 
|
 
|
 
| 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).
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==T==
 
==T==
Line 1,512: Line 1,418:
 
| 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 1,456:
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==V==
 
==V==
Line 1,566: Line 1,468:
 
|  
 
|  
 
|  
 
|  
 +
 +
|-
 +
| 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 1,489:
  
 
|-
 
|-
| VERMIN_FISH
+
| VERMIN_GROUNDER
 
|  
 
|  
| The creature can be [[fishing|fished]] out of bodies of water.
+
| 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. &ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)
  
 
|-
 
|-
| VERMIN_GROUNDER
+
| VERMIN_HATEABLE
 
|  
 
|  
| The creature lives on the ground (or in the air).
+
| 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.
  
|-
 
| 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.
 
  
 
|-
 
|-
Line 1,630: Line 1,534:
 
|
 
|
 
| 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.
 
|-
 
| 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.
 
  
 
|-
 
|-
Line 1,647: Line 1,546:
  
 
|}
 
|}
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
 
==W==
 
==W==
Line 1,691: Line 1,586:
 
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 1,618:
 
|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 1,653:
 
|}
 
|}
  
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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