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Editing v0.34:Creature token

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{{Quality|Superior|19:05, 26 August 2014 (UTC)}}
+
{{av}}{{Quality|Exceptional}}
{{av}}
 
  
 
A full list of all known creature tokens.
 
A full list of all known creature tokens.
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'''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. That's all a maggot needs.
+
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.
  
 
|-
 
|-
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| {{text anchor|BODY_DETAIL_PLAN}}
 
| {{text anchor|BODY_DETAIL_PLAN}}
 
| Caste
 
| Caste
| PlanName, PlanName:type:type:type:etc.
+
| 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.
 
| 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:'''<br />
 
'''Example:'''<br />
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| Creature
 
| Creature
 
|   
 
|   
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}
+
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with [COMMON_DOMESTIC]
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}.  
+
| The creature is immune to DRAGONFIRE attacks. Implies FIREIMMUNE.  
  
 
|-
 
|-
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|
 
|
 
*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 {{token|POP_RATIO|c}}.
+
| 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.
 
|}
 
|}
  
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| Caste
 
| Caste
 
| type:probability
 
| 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 require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.
+
| 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.
  
 
|-
 
|-
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| Caste
 
| Caste
 
| 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]
+
| "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]
  
 
|-
 
|-
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* [[item token]]
 
* [[item token]]
 
* [[material token]]
 
* [[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).
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Makes litters with more than one offspring rare, only happening with a 1/500 chance. To ensure larger littlers, use [[DF2012:Creature_token#LITTERSIZE|LITTERSIZE]].
+
| Makes litters with more than one offspring rare. To ensure larger littlers, use [[DF2012:Creature_token#LITTERSIZE|LITTERSIZE]].
  
 
|-
 
|-
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| Caste
 
| Caste
 
| [[Skill_token|Skill token]]:value
 
| [[Skill_token|Skill token]]: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. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.
+
| 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 in .25 or earlier.
  
 
|-
 
|-
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|-
 
|-
 
| {{text anchor|NO_UNIT_TYPE_COLOR}}
 
| {{text anchor|NO_UNIT_TYPE_COLOR}}
| Caste
+
| ??? Possibly caste
 
|   
 
|   
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).
+
| Found in generated [[werebeast]] raws; may force unit to always appear as the creature's COLOR.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.
+
| 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.
  
 
|-
 
|-
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|  
 
|  
 
*caste name
 
*caste name
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.
+
| adds an additional previously defined caste to the selection. Used SELECT_CASTE.
  
 
|-
 
|-
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| {{text anchor|TL_COLOR_MODIFIER}}
 
| {{text anchor|TL_COLOR_MODIFIER}}
 
| Caste
 
| Caste
| COLOR:freq:COLOR:freq etc.
+
| COLOR:freq:COLOR:freq etc  
 
| Creates a list of color patterns, giving each a relative frequency.  
 
| Creates a list of color patterns, giving each a relative frequency.  
  
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|  
 
|  
 
*chance of occurrence{{verify}}
 
*chance of occurrence{{verify}}
*verb (bitten, stung, etc.)
+
*verb (bitten, stung, etc)
 
* [[material token]]
 
* [[material token]]
 
| Vermin bites, and injects something.
 
| Vermin bites, and injects something.
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|  
 
|  
 
*% value  
 
*% value  
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.
+
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%. Note that it seems that a lower percentage gives a higher pain ie: with 100000%, the punch glances away. with 5% the punch bruises the muscle jamming the bone into the shoulder.
  
 
|-
 
|-
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|  
 
|  
 
*% value  
 
*% value  
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.
+
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE.
  
 
|-
 
|-
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| Caste
 
| Caste
 
| min:max
 
| min:max
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.
+
| Successful attack draws out an amount of blood randomized between the min and max value.
 
|}
 
|}
  
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* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 
| Selects a tissue layer for descriptor and cosmetic purposes.
 
| Selects a tissue layer for descriptor and cosmetic purposes.
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]
 
  
 
|-
 
|-
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| Caste
 
| Caste
 
|  
 
|  
*tissue style unit ID
+
*tissue
*shaping
+
*shaping  
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
+
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
  
 
|-
 
|-

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