v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.31:Creature token

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Quality|Superior|19:06, 26 August 2014 (UTC)}}
+
{{av}}{{Quality|Exceptional}}
{{av}}
 
  
 
A full list of all known creature tokens.
 
A full list of all known creature tokens.
Line 45: Line 44:
 
| AMPHIBIOUS  
 
| AMPHIBIOUS  
 
|   
 
|   
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].
+
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].
  
 
|-
 
|-
Line 96: Line 95:
 
| AQUATIC  
 
| AQUATIC  
 
|   
 
|   
| Allows a creature to breathe underwater, but causes it to "drown" out of [[water]].  
+
| Allows a creature to breathe underwater, but causes it to "drown" out of {{L|water}}.  
  
 
|-  
 
|-  
Line 129: Line 128:
 
| ATTACK_TRIGGER  
 
| ATTACK_TRIGGER  
 
| pop:exported wealth:created wealth
 
| pop:exported wealth:created wealth
| Specifies when a [[megabeast]] will attack the fortress.
+
| Specifies when a {{L|megabeast}} will attack the fortress.
  
 
|}
 
|}
Line 156: Line 155:
 
| BEACH_FREQUENCY  
 
| BEACH_FREQUENCY  
 
|   
 
|   
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.  
+
| {{L|Whale}}s and {{L|Sea nettle jellyfish|jellyfish}} have this. Controls the beaching frequency of the creature.  
  
 
|-  
 
|-  
 
| 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|elephant}}s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).  
  
 
|-  
 
|-  
 
| BIOME  
 
| BIOME  
 
|  
 
|  
* [[biome token]]
+
* {{L|biome token}}
| Select a [[Biome]] the creature may appear in.
+
| Select a {{L|Biome}} the creature may appear in.
  
 
|-  
 
|-  
 
| BLOOD
 
| BLOOD
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
*matter state (LIQUID, GAS, SOLID)  
 
*matter state (LIQUID, GAS, SOLID)  
 
| Specifies what the creature's blood is made of.
 
| Specifies what the creature's blood is made of.
Line 182: Line 181:
 
'''Example:'''<br />
 
'''Example:'''<br />
 
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
 
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.
+
This is the body from a {{L|Purring maggot}}. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.
  
 
|-  
 
|-  
Line 201: Line 200:
 
'''Example:'''<br />
 
'''Example:'''<br />
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
+
This creates the detailed body of a {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br />
A [[Purring maggot|maggot]] would only need:<br />
+
A {{L|Purring maggot|maggot}} would only need:<br />
 
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''  
 
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''  
  
Line 213: Line 212:
 
[BODY_SIZE:1:168:50000]<br />
 
[BODY_SIZE:1:168:50000]<br />
 
[BODY_SIZE:12:0:220000]<br />
 
[BODY_SIZE:12:0:220000]<br />
This describes the size of a [[minotaur]]. His birth size would be 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg
+
This describes the size of a {{L|minotaur}}. His birth size would be 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg
  
 
|-  
 
|-  
Line 223: Line 222:
 
| BONECARN  
 
| BONECARN  
 
|   
 
|   
| Creature eats bones. Implies CARNIVORE. Civilized creatures (e.g. Kobolds) with this tag tend to die out during world generation.
+
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE.
  
 
|-  
 
|-  
Line 316: Line 315:
 
| CASTE_PROFESSION_NAME  
 
| CASTE_PROFESSION_NAME  
 
|  
 
|  
*[[Unit type token]] (Profession)
+
*Profession
 
*singular
 
*singular
 
*plural  
 
*plural  
Line 471: Line 470:
 
| DEMON
 
| DEMON
 
|   
 
|   
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
+
| Found on generated {{L|demon}}s; sets the creature as potential {{L|hell}} spawn
  
 
|-  
 
|-  
Line 518: Line 517:
 
| EGG_MATERIAL
 
| EGG_MATERIAL
 
|
 
|
* [[material token]]
+
* {{L|material token}}
 
*state (SOLID, LIQUID, or GAS)
 
*state (SOLID, LIQUID, or GAS)
 
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
 
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
Line 541: Line 540:
 
| EVIL  
 
| EVIL  
 
|   
 
|   
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.
+
| Determines whether creature can show up on "evil" maps
  
  
Line 547: Line 546:
 
| EXTRACT
 
| EXTRACT
 
|
 
|
* [[material token]]
+
* {{L|material token}}
| Defines a creature extract which can be obtained via [[small animal dissection]].
+
| Defines a creature extract which can be obtained via {{L|small animal dissection}}.
  
 
|-  
 
|-  
Line 569: Line 568:
 
| FANCIFUL  
 
| FANCIFUL  
 
|   
 
|   
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with [COMMON_DOMESTIC]
+
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.  
  
 
|-
 
|-
Line 579: Line 578:
 
| FEATURE_BEAST
 
| FEATURE_BEAST
 
|
 
|
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
+
| Found on {{L|forgotten beast}}s.
  
 
|-  
 
|-  
Line 589: Line 588:
 
| FIREBREATH  
 
| FIREBREATH  
 
|   
 
|   
| The creature breathes long range fireballs and has a short range cone shaped fire breath attack.
+
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
  
 
|-  
 
|-  
 
| FIREIMMUNE  
 
| FIREIMMUNE  
 
|   
 
|   
| The creature is immune to FIREBREATH and steam.
+
| ?
  
 
|-  
 
|-  
Line 614: Line 613:
 
| FLEEQUICK  
 
| FLEEQUICK  
 
|   
 
|   
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
+
| Determines how soon a creature flees in a losing battle.  
  
 
|-  
 
|-  
 
| FLIER  
 
| FLIER  
 
|   
 
|   
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
+
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
  
 
|-  
 
|-  
Line 625: Line 624:
 
|
 
|
 
*number, max 100
 
*number, max 100
| 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. Not to be confused with POP_RATIO.
+
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. Not to be confused with POP_RATIO
 
|}
 
|}
  
Line 651: Line 650:
 
| GENERATED
 
| GENERATED
 
|   
 
|   
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s.
+
| Found on procedurally generated creatures like {{L|Forgotten beast}}s, (biome name) {{L|titan}}s, {{L|Demon}}s, and {{L|night creature}}s.
  
 
|-  
 
|-  
Line 679: Line 678:
 
| GNAWER  
 
| GNAWER  
 
| verb (gnawed)  
 
| verb (gnawed)  
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from [[artifact]]s.
+
| The creature chews on food barrels and bags.  
  
 
|-  
 
|-  
Line 736: Line 735:
 
| HABIT_NUM
 
| HABIT_NUM
 
| number or TEST_ALL
 
| number or TEST_ALL
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".<sup>[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]</sup> All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
+
| Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
  
 
|-  
 
|-  
Line 752: Line 751:
 
|
 
|
 
*number
 
*number
*[[time]]
+
*{{L|time}}
*[[item token]]s
+
*{{L|item token}}s
| What product is harvested from [[Beekeeping industry|beekeeping]].
+
| What product is harvested from {{L|Beekeeping industry|beekeeping}}.
  
 
|-  
 
|-  
 
| HOMEOTHERM  
 
| HOMEOTHERM  
 
|   
 
|   
| Default 'NONE'. The creature's normal body [[temperature]]
+
| Default 'NONE'. The creature's normal body {{L|temperature}}
  
 
|-
 
|-
Line 782: Line 781:
 
| IMMOBILE_LAND  
 
| IMMOBILE_LAND  
 
|   
 
|   
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.
+
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breath on land.
  
 
|-  
 
|-  
 
| IMMOLATE  
 
| 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 certain materials. Due to a bug, however, they will only escape from [[artifact]]s.
+
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.  
  
 
|-  
 
|-  
 
| INTELLIGENT  
 
| INTELLIGENT  
 
|   
 
|   
| Shortcut for [CAN_SPEAK] + [CAN_LEARN].
+
| Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills - including social skills - and professions. Not recommended for uncivilized monsters.
  
 
|-  
 
|-  
 
| ITEMCORPSE  
 
| ITEMCORPSE  
 
|     
 
|     
* [[item token]]
+
* {{L|item token}}:subtype
* [[material token]]
+
* {{L|material token}}
 
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
 
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
  
Line 855: Line 854:
 
| LAYS_UNUSUAL_EGGS
 
| LAYS_UNUSUAL_EGGS
 
|
 
|
* [[item token]]
+
* {{L|item token}}
* [[material token]]
+
* {{L|material token}}
 
| Creature lays a particular item instead of regular eggs.
 
| Creature lays a particular item instead of regular eggs.
  
Line 862: Line 861:
 
| LIGAMENTS  
 
| LIGAMENTS  
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
*healing rate  
 
*healing rate  
 
| Defines the material and healing rate of ligaments.
 
| Defines the material and healing rate of ligaments.
Line 928: Line 927:
 
| MANNERISM_??  
 
| MANNERISM_??  
 
|  
 
|  
*occasionally body part  
+
*occassionally body part  
 
| Adds a possible mannerism to the creature's profile.
 
| Adds a possible mannerism to the creature's profile.
Refer to [[Creature mannerism token]]s
+
Refer to {{L|Creature mannerism token}}s
  
 
|-
 
|-
Line 941: Line 940:
 
| MATERIAL_BREATH_ATTACK  
 
| MATERIAL_BREATH_ATTACK  
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
* breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)  
 
* breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST)  
 
| Creates an attack referencing a material, using a given type of breath attack.
 
| Creates an attack referencing a material, using a given type of breath attack.
Line 992: Line 991:
 
| MILKABLE  
 
| MILKABLE  
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
* frequency
 
* frequency
 
| Allows the creature to be milked.  
 
| Allows the creature to be milked.  
Line 1,019: Line 1,018:
 
| MULTIPLE_LITTER_RARE  
 
| MULTIPLE_LITTER_RARE  
 
|   
 
|   
| Makes litters with more than one offspring rare, only happening with a 1/500 chance.
+
| Makes litters with more than one offspring rare.  
  
 
|-  
 
|-  
Line 1,217: Line 1,216:
 
| PACK_ANIMAL  
 
| PACK_ANIMAL  
 
|   
 
|   
| Allows the creature to be used as a pack animal. Currently only used by merchants. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures.
+
| Allows the creature to be used as a pack animal. Currently only used by merchants.
  
 
|-  
 
|-  
Line 1,244: Line 1,243:
 
*ATTRIBUTE
 
*ATTRIBUTE
 
*lowest:median:highest  
 
*lowest:median:highest  
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.
+
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[DF2010:Personality_trait|Personality traits]] for more info.
  
 
|-  
 
|-  
Line 1,311: Line 1,310:
 
| POPULATION_NUMBER  
 
| POPULATION_NUMBER  
 
| min:max  
 
| min:max  
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
+
| old guess: "The minimum/maximum numbers of how many of these creatures can show up on a map per year."<br>Toady: "Pop number is the number per square of the region, I think."
  
 
|-
 
|-
Line 1,326: Line 1,325:
 
| PROFESSION_NAME  
 
| PROFESSION_NAME  
 
|  
 
|  
*[[Unit type token]] (Profession)
+
*Profession
 
*singular
 
*singular
 
*plural  
 
*plural  
Line 1,339: Line 1,338:
 
| PUS
 
| PUS
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
*matter state (LIQUID, GAS, SOLID)  
 
*matter state (LIQUID, GAS, SOLID)  
 
| Specifies what the creature's wounds will ooze when infected.
 
| Specifies what the creature's wounds will ooze when infected.
Line 1,419: Line 1,418:
 
| SECRETION  
 
| SECRETION  
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
*Material State
 
*Material State
 
*location secreted from (by_type, by_category, by_token)
 
*location secreted from (by_type, by_category, by_token)
Line 1,447: Line 1,446:
 
| SEMIMEGABEAST  
 
| SEMIMEGABEAST  
 
|  
 
|  
| Appears as boss creature in quests. Makes history by rampaging around towns. Appears on fortress territory in Fortress Mode occasionally. Possibly inhabits non-mountain caves.
+
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.
  
 
|-  
 
|-  
Line 1,474: Line 1,473:
 
|-
 
|-
 
| SKILL_LEARN_RATE
 
| SKILL_LEARN_RATE
| [[skill_token]]:percentage
+
| {{L|skill_token}}:percentage
 
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.
 
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.
  
Line 1,484: Line 1,483:
 
|-
 
|-
 
| SKILL_RATE
 
| SKILL_RATE
| [[skill_token]]:percentage:value:value:value
+
| {{L|skill_token}}:percentage:value:value:value
 
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.
 
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.
  
Line 1,499: Line 1,498:
 
|-
 
|-
 
| SKILL_RUST_RATE
 
| SKILL_RUST_RATE
| [[skill_token]]:value:value:value
+
| {{L|skill_token}}:value:value:value
 
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
 
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
  
Line 1,559: Line 1,558:
 
| 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.
  
 
|-  
 
|-  
Line 1,608: Line 1,607:
 
| TENDONS  
 
| TENDONS  
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
*healing rate  
 
*healing rate  
 
| Defines the material and healing rate of tendons.
 
| Defines the material and healing rate of tendons.
Line 1,625: Line 1,624:
 
| TITAN
 
| TITAN
 
|
 
|
| Found on [[titan]]s. Cannot be specified in user-defined raws.
+
| Found on {{L|titan}}s.
  
 
|-  
 
|-  
Line 1,666: Line 1,665:
 
| TRAINABLE  
 
| TRAINABLE  
 
|   
 
|   
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
+
| Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].
  
 
|-  
 
|-  
Line 1,727: Line 1,726:
 
| UNDERSWIM  
 
| UNDERSWIM  
 
|   
 
|   
| Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.
+
| Creature swims under the water and can't be seen.{{verify}}
  
 
|-  
 
|-  
 
| UNIQUE_DEMON
 
| UNIQUE_DEMON
 
|   
 
|   
| Typically found on generated [[demon]]s; causes the game to create a single (or double, one per caste, if have two genders) named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.
+
| Typically found on generated {{L|demon}}s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be used for modder-defined creatures.
  
 
|-
 
|-
Line 1,744: Line 1,743:
 
| USE_MATERIAL
 
| USE_MATERIAL
 
|
 
|
*new material ID
+
*new material token
*old material ID
+
*old material id
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.
+
| Defines a new local creature material and populates it with all properties defined in the specified material. Old material id accepts any valid material id, including INORGANIC:X, CREATURE_MAT:C:X, LOCAL_CREATURE_MAT:X, and others (where X is a material id from that set, and C is a valid creature id).{{verify}}
  
 
|-  
 
|-  
Line 1,795: Line 1,794:
 
*chance of occurance{{verify}}
 
*chance of occurance{{verify}}
 
*verb (bitten, stung, etc)
 
*verb (bitten, stung, etc)
* [[material token]]
+
* {{L|material token}}
 
| Vermin bites, and injects something.
 
| Vermin bites, and injects something.
  
Line 1,821: Line 1,820:
 
| VERMIN_MICRO  
 
| 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.
+
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.  
  
 
|-  
 
|-  
Line 1,856: Line 1,855:
 
| VERMINHUNTER  
 
| VERMINHUNTER  
 
|   
 
|   
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
+
| Implies AT_PEACE_WITH_WILDLIFE, RETURNS_VERMIN_KILLS_TO_OWNER, HUNTS_VERMIN, and ADOPTS_OWNER.
  
 
|-  
 
|-  
Line 1,887: Line 1,886:
 
| WEBBER  
 
| WEBBER  
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
| Allows the creature to create webs, and defines what the webs are made of.
 
| Allows the creature to create webs, and defines what the webs are made of.
  
Line 1,906: Line 1,905:
 
| ATTACK_SKILL  
 
| ATTACK_SKILL  
 
|  
 
|  
*skill used ([[Skill token]])
+
*skill used ({{L|Skill token}})
 
| defines the attack skill used
 
| defines the attack skill used
  
Line 1,918: Line 1,917:
 
|  
 
|  
 
*% value  
 
*% value  
| amount of available tissue used in attack, or possibly percent chance the attack makes contact
+
| amount of available tissue used in attack
  
 
|-  
 
|-  
Line 1,924: Line 1,923:
 
|  
 
|  
 
*% value  
 
*% value  
| probably amount of material that makes contact when penetration is done, or possibly percent chance the attack penetrates (as in sharp items. Default is 0, so it can be left out for blunt attacks, if this is what it does)
+
| probably amount of material that makes contact when penetration is done
  
 
|-  
 
|-  
Line 1,955: Line 1,954:
 
| SPECIALATTACK_INJECT_EXTRACT  
 
| SPECIALATTACK_INJECT_EXTRACT  
 
|  
 
|  
* [[material token]]
+
* {{L|material token}}
 
*state (SOLID, LIQUID, GAS)
 
*state (SOLID, LIQUID, GAS)
 
*min:max
 
*min:max
Line 1,970: Line 1,969:
  
 
===Tissue Modification===
 
===Tissue Modification===
This next group of tokens deals setting and modifying tissue properties. (See also [[Tissue definition token]])
+
This next group of tokens deals setting and modifying tissue properties. (See also {{L|Tissue definition token}})
  
  
Line 2,116: Line 2,115:
  
 
==See Also==
 
==See Also==
*[[Body detail plan token]]
+
*{{L|Body detail plan token}}
*[[Body token]]
+
*{{L|Body token}}
*[[Material definition token]]
+
*{{L|Material definition token}}
*[[Syndrome]]
+
*{{L|Syndrome}}
*[[Tissue definition token]]
+
*{{L|Tissue definition token}}
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)