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Difference between revisions of "40d:Creature token"

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Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.
+
{{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.
  
Since the game is in the Alpha stage, consider everything '''tentative'''.
+
__NOTOC__
 +
=Tokens=
 +
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
__TOC__
 
=Tokens=
 
 
==A==
 
==A==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! 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 29: Line 28:
 
|-
 
|-
 
| ALTTILE
 
| ALTTILE
| [[Character Table|CP437 ordinal]] or 'character'
+
| [[Main: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 36: Line 35:
 
| AMBUSHPREDATOR
 
| AMBUSHPREDATOR
 
|  
 
|  
|  
+
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?
  
 
|-
 
|-
 
| AMPHIBIOUS
 
| AMPHIBIOUS
 
|  
 
|  
| Allows a creature to swim.
+
| Allows a creature to breathe with or without water.
  
 
|-
 
|-
 
| AQUATIC
 
| AQUATIC
 
|  
 
|  
| Implies AMPHIBIOUS.
+
| Allows a creature to breathe underwater, but causes it to "drown" out of water.
  
 
|-
 
|-
Line 54: Line 53:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==B==
 
==B==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 64: Line 68:
 
| BABY
 
| BABY
 
| age
 
| age
| Age at which a baby becomes a child.
+
| 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.
 +
 +
|-
 +
| BEACH_FREQUENCY
 +
| value
 +
| Whales and jellyfish have this. Controls the beaching frequency of the creature.
 +
[BEACH_FREQUENCY:10]
  
 
|-
 
|-
 
| BENIGN
 
| BENIGN
 
|  
 
|  
| Determines whether creature can show up on "tame" maps (includes [[Elephants|elephants]]), 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 [[elephant]]s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
  
 
|-
 
|-
| BIOME_*
+
| BIOME:*
 
|  
 
|  
| See [[Biome Tokens|biome tokens]].
+
| See [[Biome token]]s.
  
 
|-
 
|-
Line 94: Line 111:
  
 
|-
 
|-
| BODY
+
| [[Body token|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 100: Line 117:
  
 
|-
 
|-
| BODYGLOSS
+
| [[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 108: Line 125:
 
| BOILING_POINT
 
| BOILING_POINT
 
| temperature
 
| temperature
| The temperature at which the creature boils into goo.
+
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]
  
 
|-
 
|-
Line 134: 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.
 +
 +
|-
 +
| BONE_LIQUID_DENSITY
 +
| density
 +
| Specifies the density of the creature's bones when molten.
  
 
|-
 
|-
Line 141: Line 163:
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]
+
| BONE_SOLID_DENSITY
| <u>not</u> a temperature
+
| density
|
+
| Specifies the density of the creature's bones.
 +
 
 +
|-
 +
| BONE_SPEC_HEAT
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's bones to heat up or cool down.
  
 
|-
 
|-
 
| BONECARN
 
| BONECARN
 
|  
 
|  
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).
+
| Creature eats bones. This tag implies CARNIVORE.
  
 
|-
 
|-
 
| BUILDINGDESTROYER
 
| BUILDINGDESTROYER
 
| value
 
| value
| Allows a creature to destroy furniture and buildings. (Giant Cave Spiders have this at 1, but most other creatures have it at 2. The difference between these values is unknown.)
+
| 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.
[BUILDINGDESTROYER:2]
+
See [[Building destroyer]] for full discussion.
  
|-
+
|}
| BUTCHERABLE_NONSTANDARD
 
|
 
| If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.
 
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==C==
 
==C==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 172: Line 199:
 
| CAN_CIV
 
| CAN_CIV
 
|  
 
|  
| Can create civilizations.  This tag may activate hunger and thirst. Needs confirmation.
+
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}
  
 
|-
 
|-
Line 182: Line 209:
 
| CAN_SPEAK
 
| CAN_SPEAK
 
|  
 
|  
| Can talk.
+
| Can talk. Note that it is not necessary for a creature to gain social skills.
  
 
|-
 
|-
| CARNIVORE
+
| CANNOT_UNDEAD
 
|  
 
|  
| Creature only eats meat.
+
| Cannot become undead.
  
 
|-
 
|-
Line 193: Line 220:
 
|  
 
|  
 
| Allows the creature to open doors.
 
| Allows the creature to open doors.
 +
 +
|-
 +
| CARNIVORE
 +
|
 +
| Creature only eats meat.
  
 
|-
 
|-
Line 217: Line 249:
 
| CHEESE_HEATDAM_POINT
 
| CHEESE_HEATDAM_POINT
 
| temperature
 
| temperature
| The temperature at which the cheese made from the creature's milk starts taking damage.
+
| The temperature at which the cheese made from the creature's milk starts taking heat damage.
  
 
|-
 
|-
Line 223: Line 255:
 
| 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.
  
 
|-
 
|-
Line 230: Line 267:
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]
+
| CHEESE_SOLID_DENSITY
| <u>not</u> a temperature
+
| density
|
+
| Specifies the density of the creature's cheese.
 +
 
 +
|-
 +
| CHEESE_SPEC_HEAT
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's cheese to heat up or cool down.
  
 
|-
 
|-
Line 250: Line 292:
 
* singular
 
* singular
 
* plural
 
* plural
| Gives the child a special name, eg "hippo calf" instead of "hippo child".
+
| Gives the child a special name, e.g. "hippo calf" instead of "hippo child".
 
[CHILDNAME:hippo calf:hippo calves]
 
[CHILDNAME:hippo calf:hippo calves]
  
Line 256: Line 298:
 
| CHITIN
 
| CHITIN
 
|  
 
|  
| When the creature is butchered, it drops chitin, which functions as leather.
+
| When the creature's skin is tanned, it becomes [[chitin]] instead of leather.
 
 
|-
 
| CRAFTSMAN_NAME
 
|
 
* singular
 
* plural
 
| Sets the name of the craftsman profession.
 
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
 
 
 
|-
 
| CREPUSCULAR
 
|
 
| Sets if the creature is active in twilight.
 
  
 
|-
 
|-
Line 276: Line 305:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| The minimum/maximum numbers of how many creatures per spawned cluster.
+
| 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.
 
[CLUSTER_NUMBER:1:3]
 
[CLUSTER_NUMBER:1:3]
 +
 +
|-
 +
| COLDDAM_POINT
 +
| temperature
 +
| The minimum temperature limit before the creature starts taking damage from freezing.
  
 
|-
 
|-
Line 289: Line 323:
  
 
|-
 
|-
| COOKABLE_LIVE
+
| COMMON_DOMESTIC
 
|  
 
|  
| Set this to allow the creature to be cooked in meals without having to butcher it first.
+
| 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
  
 
|-
 
|-
| CREATURE
+
| COOKABLE_LIVE
| name
+
|  
| What the game looks for when generating creatures.
+
| Set this to allow the creature to be cooked in meals without first being [[fishery|cleaned]].
[CREATURE:DWARF]
 
  
 
|-
 
|-
| COLDDAM_POINT
+
| CREPUSCULAR
| temperature
+
|  
| The minimum temperature limit before the creature starts taking damage from freezing.
+
| Sets if the creature is active in twilight.
  
 
|-
 
|-
| COMMON_DOMESTIC
+
| CURIOUSBEAST_EATER
 
|  
 
|  
| Allows the creature to be brought with immigrants and when creating a new fortress.
+
| Allows a creature to steal and eat edible items from you.
  
 
|-
 
|-
| CURIOUSBEAST
+
| CURIOUSBEAST_GUZZLER
|
 
 
|  
 
|  
 +
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.
  
 
|-
 
|-
 
| CURIOUSBEAST_ITEM
 
| CURIOUSBEAST_ITEM
 
|  
 
|  
| Allows a creature to steal things (usually [[food]]?). Implies CURIOUSBEAST.
+
| Allows a creature to steal things (apparently the highest [[value]] it can find).  
 +
|}
  
|-
+
<div align="center">
| CURIOUSBEAST_GUZZLER
+
{{alphabetical TOC}}
|
+
</div>
| Will steal [[alcohol]]? Implies CURIOUSBEAST.
 
 
 
|}
 
  
 
==D==
 
==D==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 341: Line 373:
 
| DEFENDER
 
| DEFENDER
 
|  
 
|  
| Appears from the glowing pits after the magma river.
+
| Appears from the glowing pits in a group.
 +
 
 +
|-
 +
| DENSITY
 +
| density
 +
| Specifies the density of the creature.
  
 
|-
 
|-
 
| 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."''
+
| [[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.
 
[DIFFICULTY:2]
 
[DIFFICULTY:2]
  
Line 357: Line 394:
 
| DRAGONFIREBREATH
 
| DRAGONFIREBREATH
 
|  
 
|  
| Creature breathes dragon level fire.
+
| Creature breathes fire in a cone.
  
 
|-
 
|-
 
| 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.
  
 
|-
 
|-
 
| DRINK_COLDDAM_POINT
 
| DRINK_COLDDAM_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which said drink will take cold damage.
  
 
|-
 
|-
 
| DRINK_FIXED_TEMP
 
| DRINK_FIXED_TEMP
 
| temperature
 
| temperature
 +
| The temperature emitted by one unit of the creature's drink.
  
 
|-
 
|-
 
| DRINK_HEATDAM_POINT
 
| DRINK_HEATDAM_POINT
 
| temperature
 
| temperature
|  
+
| The temperature at which aforementioned drink will take heat damage.
  
 
|-
 
|-
 
| DRINK_IGNITE_POINT
 
| DRINK_IGNITE_POINT
 
| temperature
 
| temperature
|  
+
| 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.
 +
 
 +
|-
 +
| DRINK_SOLID_DENSITY
 +
| density
 +
| Specifies the density of the creature's drink when frozen.
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]
+
| DRINK_SPEC_HEAT
| <u>not</u> a temperature
+
| [[SPEC_HEAT|specific heat capacity]]
|
+
| Amount of energy required for the drink to heat up or cool down.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==E==
 
==E==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 404: Line 457:
 
| ENDING
 
| ENDING
 
|  
 
|  
| Will show up after your fortress went 'Too Deep'. (confirm)
+
| Will show up as a leader (only one of them) in a group from the glowing pits.
  
 
|-
 
|-
 
| EQUIPMENT_WAGON
 
| EQUIPMENT_WAGON
 
|  
 
|  
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, RECKLESS, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.
+
| 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
  
 
|-
 
|-
Line 419: Line 472:
 
| EVIL
 
| EVIL
 
|  
 
|  
| Determines whether creature can show up on "evil" maps (see [[Creatures#Threat Matrix|Threat Matrix]]).
+
| Determines whether creature can show up on "evil" maps (see [[Region#Surroundings]]).
  
 
|-
 
|-
Line 425: Line 478:
 
|  
 
|  
 
* name
 
* name
* value
+
* fg (foreground color)
* ?
+
* bg (background color)
* ?
+
* br (color brightness)
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded 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 [[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]
  
Line 435: Line 488:
 
|  
 
|  
 
* name
 
* name
* value
+
* fg (foreground color)
* ?
+
* bg (background color)
* ?
+
* br (color brightness)
* ?
+
* ? (always 50 or 100)
 
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]
 
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]
 +
 +
In the future, the last number may be used to determine effectiveness or time to cure, however, as of 40d antidotes have no function.
  
 
|-
 
|-
Line 450: Line 505:
 
|  
 
|  
 
* name
 
* name
* value
+
* fg (foreground color)
* ?
+
* bg (background color)
* ?
+
* br (color brightness)
| The extract gotten from the creature is a unit of cheese.
+
| The extract gotten from the creature can be made into cheese.
 
[EXTRACT_CHEESE:cow cheese:6:0:1]
 
[EXTRACT_CHEESE:cow cheese:6:0:1]
 +
 +
|-
 +
| EXTRACT_COLDDAM_POINT
 +
| temperature
 +
| The low temperature value at which the creature's extract starts to take damage.
  
 
|-
 
|-
Line 460: Line 520:
 
|  
 
|  
 
| Extract is cookable.
 
| Extract is cookable.
 
|-
 
| EXTRACT_COLDDAM_POINT
 
| temperature
 
| The low temperature value at which the creature's extract starts to take damage.
 
  
 
|-
 
|-
Line 480: Line 535:
 
| 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.
  
 
|-
 
|-
Line 508: Line 568:
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]
+
| EXTRACT_SOLID_DENSITY
| <u>not</u> a temperature
+
| density
|  
+
| Specifies the density of the creature's extract when solidified.
  
 +
|-
 +
| EXTRACT_SPEC_HEAT
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's extract to heat up or cool down.
  
 
|-
 
|-
Line 532: Line 596:
 
| EXTRAVISION
 
| EXTRAVISION
 
|  
 
|  
| Creature has enhanced vision (longer vision range, ie. at night).
+
| Creature can see regardless of whether it has working eyes.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==F==
 
==F==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 550: Line 619:
 
| FAT
 
| FAT
 
| value
 
| value
| How much fat a creature has when it is butchered.
+
| How much fat a creature produces when it is butchered.
 
[FAT:3]  
 
[FAT:3]  
 +
 +
|-
 +
| 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.
  
 
|-
 
|-
 
| FEMALE
 
| FEMALE
 
|  
 
|  
| The creature is always female.
+
| The creature is always female. Note that a civilization created using an all-female creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.
  
 
|-
 
|-
 
| FIREBREATH
 
| FIREBREATH
 
|  
 
|  
| The creature breathes fire.
+
| The creature shoots fireballs and narrow bursts of fire.
  
 
|-
 
|-
 
| FIREIMMUNE
 
| FIREIMMUNE
 
|  
 
|  
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.
+
| The creature is immune to FIREBREATH, steam, and being set on fire by magma.
  
 
|-
 
|-
Line 581: Line 655:
 
| FIXED_TEMP
 
| FIXED_TEMP
 
| temperature
 
| temperature
| The natural heat generated by the creature.  
+
| The natural heat generated by the creature. [FIXED_TEMP:1-?]
  
 
|-
 
|-
Line 591: Line 665:
 
| FLIER
 
| FLIER
 
|  
 
|  
| Allows a creature to fly.
+
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
  
 
|-
 
|-
 
| FREQUENCY
 
| FREQUENCY
| time
+
|
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].
+
* number, max 100
[FREQUENCY:42]
+
| 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.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==G==
 
==G==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 610: Line 689:
 
| GENPOWER
 
| GENPOWER
 
| rate?
 
| rate?
| Not used anymore. Was related to magic.
+
| Not used anymore and can be removed safely. Was related to magic.
 
[GENPOWER:3]
 
[GENPOWER:3]
  
Line 634: Line 713:
 
| GNAWER
 
| GNAWER
 
|  
 
|  
| The creature chews on food storage containers.
+
| 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.
  
 
|-
 
|-
Line 644: Line 723:
 
| GRASSTRAMPLE
 
| GRASSTRAMPLE
 
| amount
 
| amount
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.  
+
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.  
 
[GRASSTRAMPLE:42]
 
[GRASSTRAMPLE:42]
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==H==
 
==H==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 658: Line 742:
 
| HAS_RACEGLOSS
 
| HAS_RACEGLOSS
 
| gloss
 
| gloss
| Links a material glossary to the entity, located in the file "matgloss_[name].txt"; in this example, matgloss_wood.txt
+
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.
 
[HAS_RACEGLOSS:WOOD]
 
[HAS_RACEGLOSS:WOOD]
 +
[HAS_RACEGLOSS:STONE]
 +
[HAS_RACEGLOSS:METAL]
 +
[HAS_RACEGLOSS:PLANT]
  
 
|-
 
|-
Line 669: Line 756:
 
| HEATDAM_POINT
 
| HEATDAM_POINT
 
| temperature
 
| temperature
| The maximum temperature limit before the creature will start recieving damage from heat.
+
| The maximum temperature limit before the creature will start receiving damage from heat. [[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.
+
| 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]]
  
 
|-
 
|-
Line 682: Line 769:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==I==
 
==I==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 692: Line 784:
 
| IGNITE_POINT
 
| IGNITE_POINT
 
| temperature
 
| temperature
| The temperature at which the creature will burst into flames.
+
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]
 +
 
 +
|-
 +
| IMMOBILE_LAND
 +
|
 +
| The creature is immobile while on land
 +
 
 +
|-
 +
| 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.
  
 
|-
 
|-
 
| INTELLIGENT
 
| INTELLIGENT
 
|  
 
|  
| Implies CAN_CIV, CAN_SPEAK, CAN_TALK.
+
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.
  
 
|-
 
|-
 
| ITEMCORPSE
 
| ITEMCORPSE
 
|  
 
|  
* [[Item Tokens|item token]]
+
* [[Item token]]
 
* subtype
 
* subtype
 
NO_SUBTYPE
 
NO_SUBTYPE
* [[Material_Tokens|material token]]
+
* [[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 neccesary 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 necessary adjectives and material from that glossary.
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]
+
[ITEMCORPSE:[[Item token|WOOD]]:NO_SUBTYPE:[[Material token|WOOD]]:USE_RACEGLOSS]
  
 
|-
 
|-
Line 717: Line 819:
 
| 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]
 
|-
 
| IMMOLATE
 
|
 
|
 
  
 
|-
 
|-
 
| IVORY
 
| IVORY
 
|  
 
|  
|  
+
| Creature will produce ivory when butchered. Currently doesn't work. May turn up with merchants as a trade good.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==L==
 
==L==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
| LARGE_CAVERIVER
 
|
 
| In Fortress Mode, spawns from/near cave rivers.
 
 
|-
 
| LARGE_CHASM
 
|
 
| In Fortress Mode, spawns from/near chasms.
 
 
|-
 
| LARGE_LAVA
 
|
 
| In Fortress Mode, spawns from/near magma.
 
  
 
|-
 
|-
 
| LARGE_PREDATOR
 
| LARGE_PREDATOR
 
|  
 
|  
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back).
+
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
  
 
|-
 
|-
Line 764: Line 851:
 
| LAYERING
 
| LAYERING
 
| value
 
| value
| How well-protected the creature is from low temperatures.
+
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all. Tropical animals have this at 100. Tundra creatures, 200 or 300; humans 10, dwarves 50.
  
 
|-
 
|-
 
| LEATHER_BOILING_POINT
 
| LEATHER_BOILING_POINT
 
| temperature
 
| temperature
| The temperature at which leather made from the creature's skins will boil away.
+
| The temperature at which leather made from the creature's skins will boil away. Also affects severed body parts.
  
 
|-
 
|-
 
| LEATHER_COLDDAM_POINT
 
| LEATHER_COLDDAM_POINT
 
| temperature
 
| temperature
| The temperature at which leather made from the creature's skins will take damage.
+
| The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.
  
 
|-
 
|-
 
| LEATHER_FIXED_TEMP
 
| LEATHER_FIXED_TEMP
 
| temperature
 
| temperature
| The temperature that leather made from the creature's skins generates.
+
| The temperature that leather made from the creature's skins generates. Also affects severed body parts.
  
 
|-
 
|-
 
| LEATHER_HEATDAM_POINT
 
| LEATHER_HEATDAM_POINT
 
| temperature
 
| temperature
| The temperature at which leather made from the creature's skins will take damage.
+
| The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.
  
 
|-
 
|-
 
| LEATHER_IGNITE_POINT
 
| LEATHER_IGNITE_POINT
 
| temperature
 
| temperature
| The temperature at which leather made from the creature's skins will burst into flames.
+
| 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.
  
 
|-
 
|-
 
| LEATHER_MELTING_POINT
 
| LEATHER_MELTING_POINT
 
| temperature
 
| temperature
| The temperature at which leather made from the creature's skins will melt away.
+
| The temperature at which leather made from the creature's skins will melt away. Also affects severed body parts.
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]
+
| LEATHER_SOLID_DENSITY
| <u>not</u> a temperature
+
| density
|
+
| Specifies the density of leather made from the creature's skin.
 +
 
 +
|-
 +
| LEATHER_SPEC_HEAT
 +
| [[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.
  
 
|-
 
|-
Line 809: Line 906:
 
| LIKES_FIGHTING
 
| LIKES_FIGHTING
 
|  
 
|  
| Determines whether creature "takes pleasure in slaughter" (after killing something in battle).
+
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.
  
 
|-
 
|-
Line 819: Line 916:
 
| LITTERSIZE
 
| LITTERSIZE
 
|  
 
|  
* minumum?
+
* minimum
* maximum?
+
* maximum
| Untested: possibly determines the random chance of how many creatures are generated when giving birth.
+
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
  
 
|-
 
|-
 
| LOCKPICKER
 
| LOCKPICKER
 
|  
 
|  
| Lets a creature open doors that are set to forbidden in Fortress Mode.
+
| Lets a creature open doors that are set to forbidden in Fortress Mode. Implies [TRAPAVOID]
  
 
|-
 
|-
Line 834: Line 931:
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==M==
 
==M==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 844: Line 946:
 
| MAGICAL
 
| MAGICAL
 
|  
 
|  
| Allows a creature to use magic? (Requires confirmation)
+
| Makes the creature attract local wildlife in large numbers.  May have more effects when magic is implemented.
  
 
|-
 
|-
Line 854: Line 956:
 
| MALE
 
| MALE
 
|  
 
|  
| The creature is always male.
+
| The creature is always male. Note that a civilization created using an all-male creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.
  
 
|-
 
|-
 
| MATERIAL
 
| MATERIAL
 
|  
 
|  
* [[Material Tokens|Material token]]
+
* [[Matgloss token]]
 
* USE_RACEGLOSS
 
* USE_RACEGLOSS
 
|  
 
|  
Line 873: Line 975:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.
+
| Sets the Minimum and Maximum age at which a creature will die from old age. Used in world generating and Fortress Mode.
 
[MAXAGE:150:170]
 
[MAXAGE:150:170]
  
Line 884: Line 986:
 
| MEGABEAST
 
| MEGABEAST
 
|  
 
|  
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.
+
| Appears on fortress territory in Fortress Mode occasionally.
  
 
|-
 
|-
Line 899: Line 1,001:
 
| MISCHIEVIOUS
 
| MISCHIEVIOUS
 
|  
 
|  
| Will pull any levers it comes across. (requires confirmation)
+
| Will pull any levers it comes across (requires confirmation). "They go on little missions to mess with various fortress buildings, not just levers."
  
 
|-
 
|-
Line 910: Line 1,012:
 
| MOUNT
 
| MOUNT
 
|  
 
|  
| Allows the creature to be mounted.
+
| Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.
  
 
|-
 
|-
Line 920: Line 1,022:
 
| MULTIPLE_LITTER_RARE
 
| MULTIPLE_LITTER_RARE
 
|  
 
|  
| Makes litters with more than one offspring rare.
+
| Makes litters with more than one offspring extremely rare, only happening with a 1/500 chance.
 +
 
 +
|-
 +
| MUNDANE
 +
|
 +
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==N==
 
==N==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 942: Line 1,054:
 
| NARROW
 
| NARROW
 
|  
 
|  
| The creature can only wear things that have the narrow tag on it.
+
| 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.
  
 
|-
 
|-
Line 967: Line 1,079:
 
| NO_GENDER
 
| NO_GENDER
 
|  
 
|  
| No gender will be selected for the creature.
+
| No gender will be selected for the creature. Note that a civilization created using a genderless creature will have no population, as they don't have breeding couples.
  
 
|-
 
|-
Line 990: Line 1,102:
  
 
|-
 
|-
| NOBREATHE
+
| NOBLEED
 
|  
 
|  
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.
+
| Creature doesn't bleed.
  
 
|-
 
|-
| NOBLEED
+
| NOBONES
 
|  
 
|  
| Creature doesn't bleed.
+
| Creature will not drop bones on butcher, rot, or decay of severed body parts.
  
 
|-
 
|-
| NOBONES
+
| NOBREATHE
 
|  
 
|  
| Creature will not drop bones on death.
+
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.
  
 
|-
 
|-
Line 1,027: Line 1,139:
 
| NOMEAT
 
| NOMEAT
 
|  
 
|  
| Creature will not drop meat on death.
+
| Creature will not drop meat on butcher.
  
 
|-
 
|-
Line 1,042: Line 1,154:
 
| NOSKIN
 
| NOSKIN
 
|  
 
|  
| Creature will not drop skin on death.
+
| Creature will not drop skin on butcher.
  
 
|-
 
|-
 
| NOSKULL
 
| NOSKULL
 
|  
 
|  
| Creature will not drop skull on death.
+
| Creature will not drop skull on butcher, rot, or decay of severed head.
  
 
|-
 
|-
Line 1,065: Line 1,177:
  
 
|-
 
|-
| NOTHOUGHT
+
| NOT_BUTCHERABLE
 
|  
 
|  
| Creature doesn't think, or doesn't require a [BRAIN] body part.
+
| Creature can't be butchered.
  
 
|-
 
|-
| NOT_BUTCHERABLE
+
| NOTHOUGHT
 
|  
 
|  
| Creature can't be butchered.
+
| Creature doesn't think, or doesn't require a [BRAIN] body part.
 +
|}
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==P==
 
==P==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
 +
|-
 +
| PACK_ANIMAL
 +
|
 +
| Allows the creature to be used as a pack animal. Currently only used by merchants.
  
 
|-
 
|-
Line 1,090: Line 1,211:
 
| PATTERNFLIER
 
| PATTERNFLIER
 
|  
 
|  
|  
+
| Flies in a semi-predictable pattern? {{verify}}
  
 
|-
 
|-
Line 1,109: Line 1,230:
 
* median
 
* median
 
* highest % chance
 
* highest % chance
| Determines chance of personality traits. Standard is 0:50:100.
+
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality trait]]s for more info.
 
[PERSONALITY:IMAGINATION:0:55:100]
 
[PERSONALITY:IMAGINATION:0:55:100]
  
Line 1,120: Line 1,241:
 
| PET_EXOTIC
 
| PET_EXOTIC
 
|  
 
|  
| You need the [[Dungeon master]] noble to tame the creature.
+
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).
  
 
|-
 
|-
Line 1,133: Line 1,254:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.
+
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
[POPULATION_NUMBER:42:42]
+
[POPULATION_NUMBER:10:30]
  
 
|-
 
|-
Line 1,151: Line 1,272:
  
 
==R==
 
==R==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,157: Line 1,279:
  
 
|-
 
|-
| RECKLESS
+
| REMAINS
|  
+
| <''singular''>:<''plural''>
| Will not flee battles.  Will fight to the death.
+
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.
  
 
|-
 
|-
Line 1,167: Line 1,289:
 
* bg
 
* bg
 
* br
 
* br
| [REMAINS_COLOR:6:0:0]
+
| The color of the creature's remains. Used by treants.
  
 +
[REMAINS_COLOR:6:0:0]
 
|-
 
|-
 
| REMAINS_UNDETERMINED
 
| REMAINS_UNDETERMINED
Line 1,174: Line 1,297:
 
|  
 
|  
  
|-
+
|}
| RIVERATTACK
 
|
 
* 1st minimum
 
* 1st maximum
 
* 2nd minimum
 
* 2nd maximum
 
* 3rd minimum
 
* 3rd maximum
 
| Number of groups (of RIVERATTACK_GROUP size) that appear during attacks. Each pair of min/max numbers is used at a different time, starting with the first pair and moving to the 2nd and 3rd pair later in the game.
 
[RIVERATTACK:1:1:1:2:1:3]
 
 
 
|-
 
| RIVERATTACK_CANUSEWELL
 
|
 
| Allows the creature to ambush through wells.
 
 
 
|-
 
| RIVERATTACK_GROUP
 
|
 
* minimum
 
* maximum
 
| Number (min/max) of creatures that appear in each group when attacking from river, chasm, or lava.
 
[RIVERATTACK_GROUP:1:2]
 
 
 
|-
 
| RIVERATTACK_RESIDENT
 
|
 
| Unknown.
 
  
|}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==S==
 
==S==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,215: Line 1,313:
 
| SAVAGE
 
| SAVAGE
 
|  
 
|  
| Determines whether creature can show up on "savage" maps.
+
| Allows creature to show up on (and limits it to) "savage" maps.
  
 
|-
 
|-
Line 1,221: Line 1,319:
 
|  
 
|  
 
| Appears as boss creature in quests.
 
| Appears as boss creature in quests.
 
|-
 
| SESSILE_LAND
 
|
 
| Cannot move on land.
 
  
 
|-
 
|-
Line 1,256: Line 1,349:
 
| 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 1,263: Line 1,361:
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]
+
| SILK_SOLID_DENSITY
| <u>not</u> a temperature
+
| density
|
+
| Specifies the density of the creature's webs.
 +
 
 +
|-
 +
| SILK_SPEC_HEAT
 +
| [[SPEC_HEAT|specific heat capacity]]
 +
| Amount of energy required for the creature's silk to heat up or cool down.
  
 
|-
 
|-
 
| 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.
+
| 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.
 
[SIZE:6]
 
[SIZE:6]
  
 
|-
 
|-
| SMALLAQUATIC_CAVERIVER
+
| SLOW_LEARNER
|
 
 
|  
 
|  
 +
| Presumably causes the creature to learn skills more slowly. Implies CAN_LEARN.
  
 
|-
 
|-
| SMALLAQUATIC_OCEAN
+
| SMALL_REMAINS
|
 
|
 
 
 
|-
 
| SMALLAQUATIC_RIVER
 
|
 
|
 
 
 
|-
 
| SMALLAQUATIC_SWAMP
 
|
 
 
|  
 
|  
 
+
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.
  
 
|-
 
|-
| SMALL_REMAINS
+
| SPEC_HEAT
|  
+
| [[SPEC_HEAT|specific heat capacity]]
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.
+
| Amount of energy required for the creature to heat up or cool down.
 +
[SPEC_HEAT:409]
  
 
|-
 
|-
Line 1,310: Line 1,403:
  
 
|-
 
|-
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]
+
| SPEECH
| <u>not</u> a temperature
+
| filename
| [SPEC_HEAT:409]
+
| Sets what speech.txt to use when insulting the creature.
 +
[SPEECH:dwarf.txt]
 +
 
 +
|-
 +
| SPEECH_FEMALE
 +
| filename
 +
| Sets speech text file used only by females to insult creatures. Not used natively.
  
 
|-
 
|-
| SPEECH
+
| SPEECH_MALE
 
| filename
 
| filename
| Sets what speech.txt do use for the creature.
+
| Sets speech text file used only by males to insult creatures.
[SPEECH:dwarf.txt]
+
[SPEECH_MALE:human_male.txt]
  
 
|-
 
|-
 
| SPEED
 
| SPEED
 
| value
 
| value
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates 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 [[Speed]] for more information.
 
[SPEED:400]
 
[SPEED:400]
  
 
|-
 
|-
| STOUT
+
| SPHERE
|  
+
| [[sphere]]
| Creature has a resistance to being knocked over.
+
| 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]].
  
 
|-
 
|-
 
| STANDARD_FLESH
 
| STANDARD_FLESH
 
|
 
|
|
+
| 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
 +
|}
  
 
|-
 
|-
| SWIMS_LEARNED
+
| STOUT
|
+
|  
| The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally.
+
| 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.
 +
 
 +
Unconfirmed: creature has a resistance to being knocked over.{{verify}}
  
 
|-
 
|-
 
| SWIM_SPEED
 
| SWIM_SPEED
 
| value
 
| value
| How fast the creature swims.
+
| How fast the creature swims. Typically 2500 (0.38 times the default speed).
 +
 
 +
|-
 +
| SWIMS_INNATE
 +
|
 +
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
 +
 
 +
|-
 +
| SWIMS_LEARNED
 +
|
 +
| The creature must learn to swim. Requires [CAN_LEARN], obviously.
  
 
|}
 
|}
 +
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==T==
 
==T==
{| border="1" cellpadding="2" width="100%"
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="20%" | Arguments
Line 1,357: Line 1,495:
 
| THICKWEB
 
| THICKWEB
 
|  
 
|  
| The creature's webs can catch larger creatures.
+
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]?
  
 
|-
 
|-
Line 1,364: Line 1,502:
 
| The graphical representation of the creature.
 
| The graphical representation of the creature.
 
[TILE:157] or [TILE:'&']
 
[TILE:157] or [TILE:'&']
 +
 +
|-
 +
| TRADE_CAPACITY
 +
| weight
 +
| How much