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Difference between revisions of "40d:Entity token"

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(Everything is in tables now)
Line 87: Line 87:
 
| number of breeding couples to start with per entity
 
| number of breeding couples to start with per entity
 
[START_GROUP_NUMBER:10]
 
[START_GROUP_NUMBER:10]
 
  
 
|-
 
|-
Line 108: Line 107:
  
 
|}
 
|}
 
 
== Items and Animals Used ==
 
[AMMO:item token]
 
[ARMOR:item token:rarity]
 
[ARMOR:item token]
 
[DIGGER:item token]
 
[GLOVES:item token:rarity]
 
[HELM:item token:rarity]
 
[INSTRUMENT:item token]
 
[PANTS:item token:rarity]
 
[SHIELD:item token]
 
[SHOES:item token:rarity]
 
[SIEGEAMMO:item token]
 
[TOY:item token]
 
[TRAPCOMP:item token]
 
[WEAPON:item token]
 
 
[USE_ANIMAL_PRODUCTS]
 
[USE_ANY_PET_RACE]
 
[USE_CAVE_ANIMALS]
 
[USE_EVIL_ANIMALS]
 
[USE_EVIL_PLANTS]
 
[USE_EVIL_WOOD]
 
[USE_GOOD_ANIMALS]
 
[USE_GOOD_PLANTS]
 
[USE_GOOD_WOOD]
 
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
 
[COMMON_DOMESTIC_MOUNT]
 
[COMMON_DOMESTIC_PACK]
 
[COMMON_DOMESTIC_PET]
 
[COMMON_DOMESTIC_PULL]
 
[RIVER_PRODUCTS] allow civ to use river products in the goods it has available for trade.
 
[OCEAN_PRODUCTS] allow civ to use ocean products in the goods it has available for trade.
 
[INDOOR_FARMING] determines if inside farms will be generated for civ towns.
 
[OUTDOOR_FARMING] determines if outside farms will be generated for civ towns.
 
[CLOTHING] civ members will attempt to wear clothing
 
[SUBTERRANEAN_CLOTHING] Will wear things made of spider silk and other subterranean materials.
 
[EQUIPMENT_IMPROVEMENTS] Allows items to be improved (needs verified)
 
[IMPROVED_BOWS]
 
[MINOR_METAL] Has a preference for weak metals (copper)
 
[LOW_SKILL]
 
 
  
  
Line 175: Line 131:
 
number goes from 0 to 25600 where 256 is the default
 
number goes from 0 to 25600 where 256 is the default
 
[ART_FACET_MODIFIER:OWN_RACE:512]
 
[ART_FACET_MODIFIER:OWN_RACE:512]
 
  
 
|-
 
|-
Line 249: Line 204:
  
 
|}
 
|}
 +
  
 
== Religion ==
 
== Religion ==
[RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER
+
{| border="1" cellpadding="2" width="100%"
[RELIGION_SPHERE:*] Can by any available [[Sphere]]. Multiple entries are possible.
+
! width="20%" | Token
  Religions will tend to have the spheres listed, but will also have other spheres.
+
! width="20%" | Arguments
[SPHERE_ALIGNMENT:*:*]
+
! width="60%" | Description
 +
 
 +
|-
 +
| RELIGION
 +
| type
 +
| REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER
 +
[RELIGION:PANTHEON]
 +
 
 +
|-
 +
| RELIGION_SPHERE
 +
| sphere
 +
| Can by any available [[Sphere]]. Multiple entries are possible.
 +
[RELIGION_SPHERE:FORTRESSES]
 +
 
 +
|-
 +
| SPHERE_ALIGNMENT
 +
|
 +
* type
 +
* number
 +
|
 +
[SPHERE_ALIGNMENT:TREES:512]
 +
 
 +
|}
 +
 
  
 
== Leadership ==
 
== Leadership ==
[CAN_HAVE_MILITARY_LEADER] Allows the entity to have a military leader.
+
{| border="1" cellpadding="2" width="100%"
[CAN_HAVE_MILITARY_SITE_LEADER] Allow the entity to have military minor leaders.
+
! width="20%" | Token
[LEADER_TYPE:profession token] Makes the leader this profession, uses tileset professions
+
! width="20%" | Arguments
[SITE_LEADER_TYPE:profession token]Makes the minor leaders this profession, uses tileset professions
+
! width="60%" | Description
[MAYOR] civ settlements have a mayor
+
 
 +
|-
 +
| CAN_HAVE_MILITARY_LEADER
 +
|
 +
| Allows the entity to have a military leader.
 +
 
 +
|-
 +
| CAN_HAVE_MILITARY_SITE_LEADER
 +
|
 +
| Allow the entity to have military minor leaders.
 +
 
 +
|-
 +
| LEADER_TYPE
 +
| profession token
 +
| Makes the leader this profession, uses tileset professions
 +
[LEADER_TYPE:MASTER_THIEF]
 +
 
 +
|-
 +
| SITE_LEADER_TYPE
 +
| profession token
 +
| Makes the minor leaders this profession, uses tileset professions
 +
[SITE_LEADER_TYPE:MASTER_THIEF]
 +
 
 +
|-
 +
| MAYOR
 +
|
 +
| civ settlements have a mayor
 +
 
 +
|}
 +
 
  
 
== Behavior ==
 
== Behavior ==
Line 370: Line 378:
 
|
 
|
 
| Makes the entity angry if you cut down too many trees.
 
| Makes the entity angry if you cut down too many trees.
 +
 +
|}
 +
 +
 +
== Items and Animals Used ==
 +
{| border="1" cellpadding="2" width="100%"
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
 +
|-
 +
| AMMO
 +
| item token
 +
|
 +
[AMMO:ITEM_AMMO_BOLTS]
 +
 +
|-
 +
| ARMOR
 +
|
 +
* item token
 +
* rarity
 +
| rarity is optional
 +
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
 +
 +
|-
 +
| DIGGER
 +
| item token
 +
|
 +
[DIGGER:ITEM_WEAPON_PICK]
 +
 +
|-
 +
| GLOVES
 +
|
 +
* item token
 +
* rarity
 +
| rarity is optional
 +
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
 +
 +
|-
 +
| HELM
 +
|
 +
* item token
 +
* rarity
 +
| rarity is optional
 +
[HELM:ITEM_HELM_HELM:COMMON]
 +
 +
|-
 +
| INSTRUMENT
 +
| item token
 +
|
 +
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
 +
 +
|-
 +
| PANTS
 +
|
 +
* item token
 +
* rarity
 +
| rarity is optional
 +
[PANTS:ITEM_PANTS_PANTS:COMMON]
 +
 +
|-
 +
| SHIELD
 +
| item token
 +
|
 +
[SHIELD:ITEM_SHIELD_SHIELD]
 +
 +
|-
 +
| SHOES
 +
|
 +
* item token
 +
* rarity
 +
| rarity is optional
 +
[SHOES:ITEM_SHOES_SHOES:COMMON]
 +
 +
|-
 +
| SIEGEAMMO
 +
| item token
 +
|
 +
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
 +
 +
|-
 +
| TOY
 +
| item token
 +
|
 +
[TOY:ITEM_TOY_PUZZLEBOX]
 +
 +
|-
 +
| TRAPCOMP
 +
| item token
 +
|
 +
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
 +
 +
|-
 +
| WEAPON
 +
| item token
 +
|
 +
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
 +
 +
|-
 +
| USE_ANIMAL_PRODUCTS
 +
|
 +
|
 +
 +
|-
 +
| USE_ANY_PET_RACE
 +
|
 +
|
 +
 +
|-
 +
| USE_CAVE_ANIMALS
 +
|
 +
|
 +
 +
|-
 +
| USE_EVIL_ANIMALS
 +
|
 +
|
 +
 +
|-
 +
| USE_EVIL_PLANTS
 +
|
 +
|
 +
 +
|-
 +
| USE_EVIL_WOOD
 +
|
 +
|
 +
 +
|-
 +
| USE_GOOD_ANIMALS
 +
|
 +
|
 +
 +
|-
 +
| USE_GOOD_PLANTS
 +
|
 +
|
 +
 +
|-
 +
| USE_GOOD_WOOD
 +
|
 +
|
 +
 +
|-
 +
| USE_MISC_PROCESSED_WOOD_PRODUCTS
 +
|
 +
|
 +
 +
|-
 +
| COMMON_DOMESTIC_MOUNT
 +
|
 +
|
 +
 +
|-
 +
| COMMON_DOMESTIC_PACK
 +
|
 +
|
 +
 +
|-
 +
| COMMON_DOMESTIC_PET
 +
|
 +
|
 +
 +
|-
 +
| COMMON_DOMESTIC_PULL
 +
|
 +
|
 +
 +
|-
 +
| RIVER_PRODUCTS
 +
|
 +
| allow civ to use river products in the goods it has available for trade.
 +
 +
|-
 +
| OCEAN_PRODUCTS
 +
|
 +
| allow civ to use ocean products in the goods it has available for trade.
 +
 +
|-
 +
| INDOOR_FARMING
 +
|
 +
| determines if inside farms will be generated for civ towns.
 +
 +
|-
 +
| OUTDOOR_FARMING
 +
|
 +
| determines if outside farms will be generated for civ towns.
 +
 +
|-
 +
| CLOTHING
 +
|
 +
| civ members will attempt to wear clothing
 +
 +
|-
 +
| SUBTERRANEAN_CLOTHING
 +
|
 +
| Will wear things made of spider silk and other subterranean materials.
 +
 +
|-
 +
| EQUIPMENT_IMPROVEMENTS
 +
|
 +
| Allows items to be improved (needs verified)
 +
 +
|-
 +
| IMPROVED_BOWS
 +
|
 +
|
 +
 +
|-
 +
| MINOR_METAL
 +
|
 +
| Has a preference for weak metals (copper)
 +
 +
|-
 +
| LOW_SKILL
 +
|
 +
|
  
 
|}
 
|}
  
 
[[Category:Modding]]
 
[[Category:Modding]]

Revision as of 04:41, 26 February 2008

These tokens define entities, or civilizations, in entity_*.txt files.


Gameplay

Token Arguments Description
ADVENTURE_TIER order allows adventure mode, the number determines the order in the list and must be in an order. If there is no tier 4 there can not be a tier 5. Humans, Elves, and Dwarves take up tier 1, 2, and 3 respectfully.

[ADVENTURE_TIER:4]

INDIV_CONTROLLABLE allows the Play Now! option adventure mode.
CIV_CONTROLLABLE allows fortress mode.
CREATURE creature if there is more then one CREATURE token the entity will pick one of them at random to populate when generated

[CREATURE:DWARF]


Placement

Token Arguments Description
BIOME_SUPPORT
  • biome
  • frequency
frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there.

[BIOME_SUPPORT:ANY_GRASSLAND:4]

START_BIOME biome birth of the civilization can be performed on this biome

[START_BIOME:MOUNTAIN]

DEFAULT_SITE_TYPE site type options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN

[DEFAULT_SITE_TYPE:CAVE_DETAILED]

LIKES_SITE site type most residents will try to move to this site type, unless already at one.

[LIKES_SITE:CAVE_DETAILED]

TOLERATES_SITE site type some residents will try to move to this site type, unless already at one.

[TOLERATES_SITE:CITY]


Population

Token Arguments Description
START_GROUP_NUMBER number number of breeding couples to start with per entity

[START_GROUP_NUMBER:10]

MAX_POP_NUMBER number max population *per entity*, multiply this by max starting civ to get the total population of the species

[MAX_POP_NUMBER:500]

MAX_SITE_POP_NUMBER number max population per individual site

[MAX_SITE_POP_NUMBER:200]

MAX_STARTING_CIV_NUMBER number max number of entities to spawn at worldgen

[MAX_STARTING_CIV_NUMBER:3]


Flavor

Token Arguments Description
CURRENCY
  • metal token
  • value
what kind of metals the civ uses for coin minting

[CURRENCY:SILVER:5]

ART_FACET_MODIFIER
  • type
  • number
OWN_RACE, FANCIFUL, EVIL, GOOD

number goes from 0 to 25600 where 256 is the default [ART_FACET_MODIFIER:OWN_RACE:512]

ART_IMAGE_ELEMENT_MODIFIER
  • item
  • number
CREATURE, PLANT, TREE, SHAPE, ITEM

0-25600 [ART_IMAGE_ELEMENT_MODIFIER:TREE:512]

ITEM_IMPROVEMENT_MODIFIER
  • item
  • number
ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600

[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]

TRANSLATION language What language raw the entity uses

[TRANSLATION:DWARF]

CULL_SYMBOL
  • noun
  • symbol
ALL, CIV, SITE

Causes the entity to not use the words in these SYM sets [CULL_SYMBOL:ALL:UGLY]

SELECT_SYMBOL
  • noun
  • symbol
Causes the entity to always use the words in these SYM sets

[CULL_SYMBOL:ALL:PEACE]

FRIENDLY_COLOR see color

[FRIENDLY_COLOR:1:0:1]

METAL_PREF enables creatures of this entity to have a preference for one or more metals
STONE_PREF enables creatures of this entity to have a preference for one or more stones
WOOD_PREF enables creatures of this entity to have a preference for one or more types of wood
GEM_PREF enables creatures of this entity to have a preference for one or more gems
UNDEAD_CANDIDATE entity can be used to make the undead in ruins


Religion

Token Arguments Description
RELIGION type REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER

[RELIGION:PANTHEON]

RELIGION_SPHERE sphere Can by any available Sphere. Multiple entries are possible.

[RELIGION_SPHERE:FORTRESSES]

SPHERE_ALIGNMENT
  • type
  • number

[SPHERE_ALIGNMENT:TREES:512]


Leadership

Token Arguments Description
CAN_HAVE_MILITARY_LEADER Allows the entity to have a military leader.
CAN_HAVE_MILITARY_SITE_LEADER Allow the entity to have military minor leaders.
LEADER_TYPE profession token Makes the leader this profession, uses tileset professions

[LEADER_TYPE:MASTER_THIEF]

SITE_LEADER_TYPE profession token Makes the minor leaders this profession, uses tileset professions

[SITE_LEADER_TYPE:MASTER_THIEF]

MAYOR civ settlements have a mayor


Behavior

Token Arguments Description
ABUSE_BODIES heads on pikes, possible others?
ACTIVE_SEASON season the season an entity is most active and will trade, interact with others, and/or invade

[ACTIVE_SEASON:AUTUMN]

AMBUSHER when invading sneaks around and shoots at straggling members of your society
AT_PEACE_WITH_WILDLIFE will not attack wildlife.
BABYSNATCHER sends thieves to steal babies
DIPLOMAT sends diplomats to come and talk to you
DIPLOMAT_BODYGUARDS diplomats have bodyguards
ENTITY_GROUPING alignment FRIENDLY, EVIL, or NUISANCE

[ENTITY_GROUPING:FRIENDLY]

INVADERS_IGNORE_NEUTRALS
ITEM_THIEF sends thieves to steal items
MERCHANT_BODYGUARDS merchants have bodyguards
MERCHANT_NOBILITY civ has a merchant prince
PROGRESS_TRIGGER_POPULATION level 0 to 5, civ will come to site once population at site has reached that level
PROGRESS_TRIGGER_PRODUCTION level 0 to 5, civ will come to site once created wealth has reached that level
PROGRESS_TRIGGER_TRADE level 0 to 5, civ will come to site once exported goods has reached that level
RESPECT_ANIMALS will not buy animal based items and is angered at the attempt
RESPECT_TREES will not buy wooden items and is angered at the attempt
SIEGER allows the entity to invade your fortress if angered. (needs verified)
SKULKING This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time
TREE_CAP_DIPLOMACY Makes the entity angry if you cut down too many trees.


Items and Animals Used

Token Arguments Description
AMMO item token

[AMMO:ITEM_AMMO_BOLTS]

ARMOR
  • item token
  • rarity
rarity is optional

[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]

DIGGER item token

[DIGGER:ITEM_WEAPON_PICK]

GLOVES
  • item token
  • rarity
rarity is optional

[GLOVES:ITEM_GLOVES_GLOVES:COMMON]

HELM
  • item token
  • rarity
rarity is optional

[HELM:ITEM_HELM_HELM:COMMON]

INSTRUMENT item token

[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]

PANTS
  • item token
  • rarity
rarity is optional

[PANTS:ITEM_PANTS_PANTS:COMMON]

SHIELD item token

[SHIELD:ITEM_SHIELD_SHIELD]

SHOES
  • item token
  • rarity
rarity is optional

[SHOES:ITEM_SHOES_SHOES:COMMON]

SIEGEAMMO item token

[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]

TOY item token

[TOY:ITEM_TOY_PUZZLEBOX]

TRAPCOMP item token

[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]

WEAPON item token

[WEAPON:ITEM_WEAPON_AXE_BATTLE]

USE_ANIMAL_PRODUCTS
USE_ANY_PET_RACE
USE_CAVE_ANIMALS
USE_EVIL_ANIMALS
USE_EVIL_PLANTS
USE_EVIL_WOOD
USE_GOOD_ANIMALS
USE_GOOD_PLANTS
USE_GOOD_WOOD
USE_MISC_PROCESSED_WOOD_PRODUCTS
COMMON_DOMESTIC_MOUNT
COMMON_DOMESTIC_PACK
COMMON_DOMESTIC_PET
COMMON_DOMESTIC_PULL
RIVER_PRODUCTS allow civ to use river products in the goods it has available for trade.
OCEAN_PRODUCTS allow civ to use ocean products in the goods it has available for trade.
INDOOR_FARMING determines if inside farms will be generated for civ towns.
OUTDOOR_FARMING determines if outside farms will be generated for civ towns.
CLOTHING civ members will attempt to wear clothing
SUBTERRANEAN_CLOTHING Will wear things made of spider silk and other subterranean materials.
EQUIPMENT_IMPROVEMENTS Allows items to be improved (needs verified)
IMPROVED_BOWS
MINOR_METAL Has a preference for weak metals (copper)
LOW_SKILL