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Difference between revisions of "v0.31:Creature token"

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(in my experience. citation needed.)
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| NATURAL_SKILL
 
| NATURAL_SKILL
 
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| skill:value
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function.
+
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).
  
 
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Revision as of 19:30, 19 June 2011

This article is about an older version of DF.

A full list of all known creature tokens.


Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

A

Token Arguments Description
ADOPTS_OWNER Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.[Verify]
ALCOHOL_DEPENDENT Creature needs alcohol to get through the working day.
ALL_ACTIVE Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.
ALTTILE If set, the creature will blink between its [TILE] and its [ALTTILE].
AMBUSHPREDATOR Makes the creature start out hidden.[Verify]
AMPHIBIOUS Allows a creature to breathe with or without Template:L. Implies [AQUATIC].
APP_MOD_DESC_RANGE
  • Range
Forum post describing how description ranges work
APP_MOD_GENETIC_MODEL
  • Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.
APP_MOD_IMPORTANCE
  • number
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify]
APP_MOD_NOUN
  • noun
  • SINGULAR or PLURAL
creates a noun for the appearance and whether it is singular or plural
APP_MOD_RATE
  • Rate (integer)
  • Scale (DAILY, YEARLY)
  • min:max of growth
  • start year:start day
  • end year:end day
setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.
APPLY_CREATURE_VARIATION
  • CV TEMPLATE NAME
Loads the Creature Variation Template specified.
APPLY_CURRENT_CREATURE_VARIATION Applies loaded Creature Variation
AQUATIC Allows a creature to breathe underwater, but causes it to "drown" out of Template:L.
ARENA_RESTRICTED Does not appear in arena mode list
ARTIFICIAL_HIVEABLE Can be kept in artificial hives by beekeepers.
AT_PEACE_WITH_WILDLIFE Does not attack or frighten wildlife.
ATTACK
  • token
  • bodypart
  • selection criteria
  • location
Defines the attack name, and the body part used. See below for valid subtokens

Example:
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]
GORE : name of the attack
BODYPART:BY_CATEGORY:HORN : the horn is used to attack (presuming the creature has one)

ATTACK_TRIGGER pop:exported wealth:created wealth Specifies when a Template:L will attack the fortress.
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B

Token Arguments Description
BABY integer Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
BABYNAME singular:plural Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
BEACH_FREQUENCY Template:Ls and Template:L have this. Controls the beaching frequency of the creature.
BENIGN Determines whether creature can show up on "tame" maps (includes Template:Ls), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
BIOME Select a Template:L the creature may appear in.
BLOOD Specifies what the creature's blood is made of.
BODY body parts Draws body parts from OBJECT:BODY files (such as body_default.txt)

Example:
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH]
This is the body from a Template:L. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.

BODY_APPEARANCE_MODIFIER
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest
These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.

Example:
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
HEIGHT : marks the height to be changed
90:95:98:100:102:105:110 : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.

BODY_DETAIL_PLAN PlanName, PlanName:type:type:type:etc loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.

Example:
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
This creates the detailed body of a Template:L, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.
A Template:L would only need:
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]

BODY_SIZE years:days:size sets up size at a given time. Size is roughly equal to the creature's average weight in grams.

Example:
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:12:0:220000]
This describes the size of a Template:L. His birth size would be 10000 (~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

BODYGLOSS gloss Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
BONECARN Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation)[Verify]. Implies CARNIVORE.
BP_APPEARANCE_MODIFIER
  • QUALITY
  • lowest:lower:low:median:high:higher:highest
sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)
BUILDINGDESTROYER 1 or 2 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 b + C commands.
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C

Token Arguments Description
CAN_LEARN The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.
CAN_SPEAK Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.[Verify]
CANNOT_UNDEAD Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.
CANOPENDOORS Allows the creature to open doors.
CARNIVORE Creature only eats meat. Note that carnvorous species will not be able to survive worldgen if they do not also have NO_EAT.
CASTE
  • name
defines a caste
CASTE_ALTTILE
  • tile number or "letter"
Caste-specific alternate tile. Expects CASTE_TILE
CASTE_COLOR
  • fg
  • bg
  • brightness
Creature tile color of the caste.
CASTE_GLOWCOLOR
  • fg
  • bg
  • brightness
GLOWTILE color of the caste.
CASTE_GLOWTILE
  • tile value or "letter"
Caste-specific glowtile
CASTE_NAME singular:plural:adjective The name of the caste of the creature in the game.
CASTE_PROFESSION_NAME
  • Profession
  • singular
  • plural
alters the name of the given profession, caste-specific
CASTE_SOLDIER_ALTTILE 'character' or tile number Creatures of this caste active in their civilization's military will blink between their default tile and this one.
CASTE_SOLDIER_TILE 'character' or tile number Creatures of this caste active in their civilization's military will use this tile instead.
CASTE_SPEECH speech file? Possibly a caste-specific instance of the SPEECH token
CASTE_TILE
  • tile number or "letter"
Caste-specific creature tile.
CAVE_ADAPT Gives the creature a bonus in caves. Also causes Cave adaptation.
CHANGE_BODY_SIZE_PERC
CHILD integer age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
CHILDNAME singular:plural Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
CLUSTER_NUMBER
  • min
  • max
The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.

e.g. [CLUSTER_NUMBER:1:3]

CLUTCH_SIZE
  • min
  • max
Number of eggs laid in one sitting.
COLONY_EXTERNAL Caste hovers around colony.
COLOR foreground:background:brightness Color of the creature's tile.
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. In addition, the creature must be NATURAL rather than FANCIFUL
CONVERTED_SPOUSE Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
COOKABLE_LIVE Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
COPY_TAGS_FROM
  • CREATURE NAME
Copies tags from another specified creature.
CREATURE_CLASS
  • classname
Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.
CREATURE_SOLDIER_TILE 'character' or tile number Creatures active in their civilization's military will use this tile instead.
CREATURE_TILE 'character' or tile number The symbol of the creature in ASCII mode.
CREPUSCULAR Sets if the creature is active at twilight.
CURIOUSBEAST_EATER Allows a creature to steal and eat edible items from a site.
CURIOUSBEAST_GUZZLER Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.
CURIOUSBEAST_ITEM Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.
CV_ADD_TAG
  • TAG NAME
Adds a tag. Used in conjunction with creature variation templates.
CV_REMOVE_TAG
  • TAG NAME
Removes a tag. Used in conjunction with creature variation templates.
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D

Token Arguments Description
DEMON Found on generated Template:Ls; sets the creature as potential Template:L spawn
DESCRIPTION text A brief description of the creature type.
DIE_WHEN_VERMIN_BITE Dies upon attacking. Used for bee stings.
DIFFICULTY integer 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.
DIURNAL Sets if the creature is active in day.
DOES_NOT_EXIST Creature does not actually exist; used for fanciful creatures.
DRAGONFIREBREATH Creature breathes fire in a cone.
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E

Token Arguments Description
EGG_MATERIAL 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_SIZE
  • size
Determines how long it takes for eggs to hatch[Verify]. The larger the number, the longer it takes.
EQUIPMENT_WAGON Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
EQUIPS Allows the creature to wear or wield items.
EVIL Determines whether creature can show up on "evil" maps


EXTRACT Defines a creature extract which can be obtained via Template:L.
EXTRAVISION Creature can see regardless of whether it has working eyes.
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F

Token Arguments Description
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.
FEATURE_ATTACK_GROUP Found on subterranean animalmen.
FEATURE_BEAST Found on Template:Ls.
FEMALE Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
FIREBREATH The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
FIREIMMUNE ?
FIREIMMUNE_SUPER The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.
FISHITEM Needs to be cleaned at a fishery
FIXED_TEMP temperature The natural heat generated by the creature.
FLEEQUICK Determines how soon a creature flees in a losing battle.
FLIER 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.
FREQUENCY
  • number, max 100
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
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G

Token Arguments Description
GENERAL_BABY_NAME singular:plural name at creature level
GENERAL_CHILD_NAME singular:plural name at creature level
GENERATED Found on procedurally generated creatures like Template:Ls, (biome name) Template:Ls, Template:Ls, and Template:Ls.
GETS_INFECTIONS_FROM_ROT Creature can get infections from necrotic tissue.
GETS_WOUND_INFECTIONS Creature's wounds can become infected.
GLOWCOLOR
  • foreground
  • background
  • brightness
The colour of the GLOWTILE of the creature.
GLOWTILE ascii character If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.
GNAWER verb (gnawed) The creature chews on food barrels and bags.
GO_TO_END When using tags from an existing creature, inserts new tags at the end of the creature.
GO_TO_START When using tags from an existing creature, inserts new tags at the beginning of the creature.
GO_TO_TAG When using tags from an existing creature, inserts new tags after the specified tag.
GOOD Determines whether creature can show up on "good" areas. Eg. unicorn.
GRASSTRAMPLE value Determines the percentage chance (or possibly wait time until next trample) of trampling and killing grass when a creature steps on it. Delete the tag to make the creature never trample grass.
GRAVITATE_BODY_SIZE Creature Variants template command, alter body size.
GRAZER
  • number
Animals is a grazer. The higher the number, the less frequently it needs to eat in order to survive.
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H

Token Arguments Description
HABIT type:probability Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.
HABIT_NUM number or TEST_ALL Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
HAS_NERVES This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.
HASSHELL The creature has a shell. Seemingly no longer used - holdover from previous versions.
HIVE_PRODUCT What product is harvested from Template:L.
HOMEOTHERM Default 'NONE'. The creature's normal body Template:L
HUNTS_VERMIN Creature hunts and kills nearby vermin.
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I

Token Arguments Description
IMMOBILE_LAND The creature is immobile while on land. Only works on AQUATIC creatures which can't breath on land.
IMMOLATE Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.
INTELLIGENT 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 Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
ITEMCORPSE_QUALITY The quality of an item-type corpse left behind; 5 is masterpiece-level.
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L

Token Arguments Description
LAIR type:probability Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
LAIR_CHARACTERISTIC characteristic:probability Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS.
LAIR_HUNTER This creature will actively hunt adventurers in its lair.
LAIR_HUNTER_SPEECH speech file What this creature says while hunting adventurers in its lair.
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). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
LARGE_ROAMING In Fortress Mode, spawns outdoors and is not a vermin creature.
LAYS_EGGS Creature lays eggs instead of giving birth to live young.
LAYS_UNUSUAL_EGGS Creature lays a particular item instead of regular eggs.
LIGAMENTS Defines the material and healing rate of ligaments.
LIGHT_GEN The creature will generate light, such as in adventurer mode at night.
LIKES_FIGHTING The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.
LISP Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."
LITTERSIZE
  • minumum
  • maximum
Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
LOCKPICKER Lets a creature open doors that are set to forbidden in Fortress Mode.
LOOSE_CLUSTERS The creatures will scatter if they have this tag, or form tight packs if they don't.
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M

Token Arguments Description
MAGICAL Unknown.
MAGMA_VISION Creature's able to see while covered in magma.
MALE The species or caste is all male.
MANNERISM_??
  • occassionally body part
Adds a possible mannerism to the creature's profile.

Refer to Template:Ls

MATERIAL
  • material id
Begins defining a new material.[Verify]
MATERIAL_BREATH_ATTACK
  • Template:L
  • 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.
MATUTINAL Sets if the creature is active in dawn.
MAXAGE min:max Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.
MEANDERER Gives a creature random movement.
MEGABEAST Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.
MENT_ATT_CAP_PERC
  • ATTRIBUTE Token
  • Cap %
Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
MENT_ATT_RANGE
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest
Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
MENT_ATT_RATES
  • ATTRIBUTE Token
  • cost to improve
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Mental attribute gain/decay rates. Defaults are 500:4:5:4.
MILKABLE Allows the creature to be milked.
MISCHIEVIOUS Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."
MODVALUE Seemingly no longer used - holdover from previous versions.
MOUNT Creature may be used as a mount.
MOUNT_EXOTIC You need the Dungeon master noble to mount the creature.
MULTIPLE_LITTER_RARE Makes litters with more than one offspring rare.
MULTIPLY_VALUE
  • Multiplier
Multiplies value of materials.
MUNDANE Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.
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N

Token Arguments Description
NAME singular:plural:adjective The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.
NATURAL Animal is considered to be natural.
NATURAL_SKILL skill:value The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).
NIGHT_CREATURE_BOGEYMAN Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.
NIGHT_CREATURE_HUNTER If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET of the opposite sex, convert them, and then have children with them. NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.
NO_AUTUMN does not appear this season.
NO_DIZZINESS Creature cannot become dizzy
NO_DRINK Creature does not need to drink.
NO_EAT Creature does not need to eat.
NO_FEVERS Creature cannot suffer fevers
NO_GENDER Creature has no gender.
NO_SLEEP Creature does not need to sleep.
NO_SPRING does not appear this season.
NO_SUMMER does not appear this season.
NO_THOUGHT_CENTER_FOR_MOVEMENT Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.
NO_WINTER does not appear this season.
NOBONES Creature has no bones.
NOBREATHE Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.
NOCTURNAL Sets if the creature is active in night.
NOEMOTION The creature has no emotions, and does not rage.
NOEXERT Creature can't become tired or over-exerted.
NOFEAR Creature doesn't feel fear and will never run away from battle.
NOMEAT Creature will not drop meat on butcher.
NONAUSEA Creature can't vomit.
NOPAIN Creature doesn't feel pain.
NOSKIN Creature will not drop skin on butcher.
NOSKULL Creature will not drop skull on butcher, rot, or decay of severed head.
NOSMELLYROT Does not produce miasma when rotting
NOSTUCKINS Weapons can't be stuck in creature.
NOSTUN Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.
NOT_BUTCHERABLE Cannot be butchered
NOTHOUGHT Creature doesn't think, or doesn't require a [BRAIN] body part.
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P

Token Arguments Description
PACK_ANIMAL Allows the creature to be used as a pack animal. Currently only used by merchants.
PARALYZEIMMUNE The creature is immune to all paralyzing special attacks.
PATTERNFLIER
PEARL Creature will generate pearls.
PENETRATEPOWER value Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.
PERSONALITY
  • ATTRIBUTE
  • lowest:median:highest
Determines the range and chance of personality traits. Standard is 0:50:100. See Personality traits for more info.
PET Allows the creature to be tamed.
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).
PETVALUE value How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.
PETVALUE_DIVISOR value Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.
PHYS_ATT_CAP_PERC
  • ATTRIBUTE Token
  • Cap %
Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
PHYS_ATT_RANGE
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest
Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
PHYS_ATT_RATES
  • ATTRIBUTE Token
  • cost to improve
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
PLUS_BP_GROUP
  • BY_TYPE, BY_CATEGORY, or BY_TOKEN
  • body type, category, or token
Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
PLUS_MATERIAL
  • material
Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
POP_RATIO Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
POPULATION_NUMBER min:max old guess: "The minimum/maximum numbers of how many of these creatures can show up on a map per year."
Toady: "Pop number is the number per square of the region, I think."
POWER Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
PREFSTRING string Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
PROFESSION_NAME
  • Profession
  • singular
  • plural
The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.
PRONE_TO_RAGE number Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat. As described in file_changes.txt, creatures with this token "follow its normal behavior, but flip out on occasion, higher rate = more flipping out".
PUS Specifies what the creature's wounds will ooze when infected.
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R

Token Arguments Description
RELSIZE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • body category, type, or token
  • Relsize
Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
REMAINS singular:plural What creature's remains are called.
REMAINS_COLOR What color creature's remains are.
REMAINS_ON_VERMIN_BITE_DEATH Leaves remains when its attack causes it to die? Seems to go with DIE_WHEN_VERMIN_BITE.
REMAINS_UNDETERMINED Unknown.
REMOVE_MATERIAL
  • material token
Removes a material from a creature.
REMOVE_TISSUE
  • material token
Removes a tissue from a creature.
RETURNS_VERMIN_KILLS_TO_OWNER Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.
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S

Token Arguments Description
SAVAGE Allows creature to show up on (and limits it to) "savage" maps.
SECRETION
  • Template:L
  • Material State
  • location secreted from (by_type, by_category, by_token)
  • body part
  • tissue layer
creates a secreted material on given tissue on a given part of the body.
SELECT_ADDITIONAL_CASTE
  • caste name
adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.
SELECT_CASTE
  • caste name, or ALL
selects a previously defined caste
SELECT_MATERIAL
  • Material token
Selects a locally defined material. Can be ALL.
SEMIMEGABEAST Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.
SET_BP_GROUP
  • selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
  • category, type, or token
Begins a selection of body parts.
SET_TL_GROUP
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
begins a selection of tissue layers
SHEARABLE_TISSUE_LAYER
  • tissue modifier
  • required value
Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).
SKILL_LEARN_RATE Template:L:percentage The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_LEARN_RATES percentage The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_RATE Template:L:percentage:value:value:value As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_RATES
  • % of improvement points you get
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.

Default is [SKILL_RATES:100:8:16:16]. [SLOW_LEARNER] changes the 100 to a 50. Requires CAN_LEARN or INTELLIGENT to function.

SKILL_RUST_RATE Template:L: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.
SKILL_RUST_RATES value:value:value The rate at which all skills decay. Lower values cause the skills to decay faster. Requires CAN_LEARN or INTELLIGENT to function.
SLOW_LEARNER Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races.
SMALL_REMAINS If a creature has this token, it'll leave "remains" instead of a corpse.
SOLDIER_ALTTILE 'character' or tile number If this creature is active in its civilization's military, it will blink between its default tile and this one.
SOUND
  • Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
  • Sound range (in tiles)
  • Sound delay (lower values = sound is produced more often)
  • VOCALIZATION or NONE (determines whether the sound requires breathing or not)
  • First-person description
  • Third-person description
  • Description when out of sight
Creature makes sounds periodically, which can be heard in Adventure mode.
SPECIFIC_FOOD
  • PLANT or CREATURE
  • Plant/creature ID
Indicates that the creature is only capable of eating a particular type of food.
SPEECH speech file Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
SPEECH_FEMALE speech file Boasting speeches relating to killing females of this creature.
SPEECH_MALE speech file Boasting speeches relating to killing males of this creature.
SPEED 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 Template:L for more information.
SPHERE
  • sphere name
Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.
SPOUSE_CONVERSION_TARGET This creature can be converted by a night creature with SPOUSE_CONVERTED.
SPOUSE_CONVERTER Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.
SWIM_SPEED
  • speed
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 doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.
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T

Token Arguments Description
TENDONS Defines the material and healing rate of tendons.
THICKWEB The creature's webs can catch larger creatures.
TISSUE name Begins defining a tissue in the creature file.
TITAN Found on Template:Ls.
TL_COLOR_MODIFIER COLOR:freq:COLOR:freq etc Creates a list of color patterns, giving each a frequency.
TLCM_GENETIC_MODEL tissue layer color modifier is passed to offspring genetically?
TLCM_IMPORTANCE
  • number
Presumably modifies the importance of the tissue layer color modifier, for description purposes.

HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.

TLCM_NOUN
  • name
  • SINGULAR or PLURAL
names the tissue layer color modifier, and determines the noun
TLCM_TIMING
  • ROOT
  • start change window years:days:end change window years:days
determines the point in the creature's life where the color change begins
TRADE_CAPACITY How much the creature can carry when used by merchants.
TRAINABLE Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].
TRAINABLE_HUNTING Can be trained as hunting beasts by way of kennels.
TRAINABLE_WAR Can be trained as war beasts by way of kennels.
TRANCES Allows the creature to go into martial trances.
TRAPAVOID The creature is immune to traps. Probably every procedurally generated megabeast has this.
TRIGGERABLE_GROUP min:max A large swarm of vermin can be disturbed, usually in Adventure mode.[Verify]
TSU_NOUN
  • noun
  • SINGULAR or PLURAL
Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
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U

Token Arguments Description
UBIQUITOUS Creature will occur in every region with the correct biome. Does not apply to evil/good tags.
UNDERGROUND_DEPTH
  • mindepth
  • maxdepth
Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max. Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
UNDERSWIM Creature swims under the water and can't be seen.[Verify]
UNIQUE_DEMON Typically found on generated Template:Ls; 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.
USE_CASTE
  • new caste token
  • old caste token
Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
USE_MATERIAL
  • new material token
  • old material id
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]
USE_MATERIAL_TEMPLATE
  • new material token
  • material template
Defines a new local creature material and populates it with all properties defined in the specified template.
USE_TISSUE
  • new tissue token
  • old tissue id
Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
USE_TISSUE_TEMPLATE
  • new tissue token
  • tissue template
Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.
UTTERANCES Changes the language of the creature into an unintelligible mess.
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V

Token Arguments Description
VEGETATION unknown
VERMIN_BITE Vermin bites, and injects something.
VERMIN_EATER The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
VERMIN_FISH The vermin appears in water and will attempt to swim around.
VERMIN_GROUNDER The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
VERMIN_HATEABLE Some dwarves will hate the creature and get unhappy thoughts when around it.
VERMIN_MICRO This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.
VERMIN_NOFISH The creature cannot be caught by fishing.
VERMIN_NOROAM The creature will not be observed randomly roaming about the map.
VERMIN_NOTRAP The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
VERMIN_ROTTER Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.
VERMIN_SOIL The creature randomly appears near dirt or mud.
VERMIN_SOIL_COLONY The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
VERMINHUNTER Implies AT_PEACE_WITH_WILDLIFE, RETURNS_VERMIN_KILLS_TO_OWNER, HUNTS_VERMIN, and ADOPTS_OWNER.
VESPERTINE Sets if the creature is active in evening.
VIEWRANGE value Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.
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W

Token Arguments Description
WAGON_PULLER Allows the creature to pull caravan wagons.
WEBBER Allows the creature to create webs, and defines what the webs are made of.
WEBIMMUNE The creature will not get caught in thick webs.

Attack Tokens

Token Arguments Description
ATTACK_SKILL defines the attack skill used
ATTACK_VERB 2nd person:3rd person descriptive text for the attack
ATTACK_CONTACT_PERC
  • % value
amount of available tissue used in attack
ATTACK_PENETRATION_PERC
  • % value
probably amount of material that makes contact when penetration is done
ATTACK_PRIORITY
  • MAIN or SECOND
use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
ATTACK_VELOCITY_MODIFIER number Modifies the attack velocity. Believed to be percent based (so 100 would be "normal"). May be on same scale as weapon velocity (where 1000 is "normal").
ATTACK_FLAG_CANLATCH Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.
ATTACK_FLAG_WITH In adventure mode, displays the name of the body part used by an attack when announcing the attack.
ATTACK_FLAG_EDGE attack type
SPECIALATTACK_INJECT_EXTRACT attack type addition that injects a material into the victim.
SPECIALATTACK_SUCK_BLOOD min:max Successful attack draws out an amount of blood randomized between the min and max value.

Important Related Tokens

These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)

Tissue Modification

This next group of tokens deals setting and modifying tissue properties. (See also Template:L)


Token Arguments Description
INSULATION
  • value
Tissue supplies the creature with heat insulation. Higher values result in more insulation.
PLUS_TISSUE_LAYER
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
Adds a tissue to those selected
PLUS_TL_GROUP
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
continues a selection of tissue layers
SELECT_TISSUE
  • tissue token
Selects a tissue for editing.
SELECT_TISSUE_LAYER
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token | Selects a tissue at a location
  • (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
Selects a tissue layer for descriptor and cosmetic purposes.
SET_LAYER_TISSUE Sets a tissue layer to be made of a different tissue.
TISSUE_LAYER
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
  • LOCATION
Adds the tissue layer to wherever it is required.

Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing

TISSUE_LAYER_OVER
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
  • LOCATION
Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
TISSUE_LAYER_UNDER
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
Adds the tissue layer under a given part.

For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man

      [TISSUE:GAS]

[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]

TISSUE_LAYER_APPEARANCE_MODIFIER
  • QUALITY
  • lowest:lower:low:median:high:higher:highest
sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
TISSUE_LEAKS The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.
TISSUE_MATERIAL
  • VALUE (material)
  • MATERIAL (material subtype)
Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]
TISSUE_STYLE_UNIT
  • tissue
  • shaping
sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
TL_COLOR_MODIFIER COLOR:freq:COLOR:freq etc Creates a list of color patterns, giving each a frequency.
TL_CONNECTS Presumably gives the CONNECTS attribute to selected layers.
TL_HEALING_RATE Presumably changes the HEALING_RATE of the selected tissue layers.
TL_MAJOR_ARTERIES Gives Major Artery attribute to selected layers.
TL_PAIN_RECEPTORS Seems to set new number of pain receptors for selected tissue layers.
TL_RELATIVE_THICKNESS Seems to set new relative thickness for selected tissue layers.
TL_VASCULAR Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.

See Also