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Difference between revisions of "v0.34:Creature token"

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(Update creature/caste tokens, and actually note which ones are caste-specific)
Line 13: Line 13:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
  
 
|-
 
|-
 
| ADOPTS_OWNER
 
| ADOPTS_OWNER
 +
| Caste
 
|
 
|
 
| 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}}
 
| 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}}
Line 23: Line 25:
 
|-  
 
|-  
 
| ALCOHOL_DEPENDENT  
 
| ALCOHOL_DEPENDENT  
 +
| Caste
 
|   
 
|   
 
| Creature needs alcohol to get through the working day.
 
| Creature needs alcohol to get through the working day.
Line 28: Line 31:
 
|-  
 
|-  
 
| ALL_ACTIVE  
 
| ALL_ACTIVE  
 +
| Caste
 
|   
 
|   
 
| 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.  
 
| 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.  
Line 33: Line 37:
 
|-  
 
|-  
 
| ALTTILE  
 
| ALTTILE  
 +
| Creature
 
|   
 
|   
 
| If set, the creature will blink between its [TILE] and its [ALTTILE].  
 
| If set, the creature will blink between its [TILE] and its [ALTTILE].  
Line 38: Line 43:
 
|-  
 
|-  
 
| AMBUSHPREDATOR  
 
| AMBUSHPREDATOR  
 +
| Caste
 
|   
 
|   
 
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}
 
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}
Line 43: Line 49:
 
|-  
 
|-  
 
| AMPHIBIOUS  
 
| AMPHIBIOUS  
 +
| Caste
 
|   
 
|   
 
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].
 
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].
Line 48: Line 55:
 
|-
 
|-
 
| APP_MOD_DESC_RANGE
 
| APP_MOD_DESC_RANGE
 +
| Caste
 
|
 
|
 
*Range
 
*Range
Line 54: Line 62:
 
|-
 
|-
 
| APP_MOD_GENETIC_MODEL
 
| APP_MOD_GENETIC_MODEL
 +
| Caste
 
|
 
|
 
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
 
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
Line 60: Line 69:
 
|-
 
|-
 
| APP_MOD_IMPORTANCE
 
| APP_MOD_IMPORTANCE
 +
| Caste
 
|
 
|
 
*number
 
*number
Line 66: Line 76:
 
|-  
 
|-  
 
| APP_MOD_NOUN  
 
| APP_MOD_NOUN  
 +
| Caste
 
|  
 
|  
 
*noun
 
*noun
Line 73: Line 84:
 
|-  
 
|-  
 
| APP_MOD_RATE  
 
| APP_MOD_RATE  
 +
| Caste
 
|  
 
|  
 
*Rate (integer)
 
*Rate (integer)
Line 83: Line 95:
 
|-  
 
|-  
 
| APPLY_CREATURE_VARIATION  
 
| APPLY_CREATURE_VARIATION  
 +
| Special
 
|  
 
|  
 
*CV TEMPLATE NAME  
 
*CV TEMPLATE NAME  
Line 89: Line 102:
 
|-  
 
|-  
 
| APPLY_CURRENT_CREATURE_VARIATION  
 
| APPLY_CURRENT_CREATURE_VARIATION  
 +
| Special
 
|   
 
|   
 
| Applies loaded Creature Variation
 
| Applies loaded Creature Variation
Line 94: Line 108:
 
|-  
 
|-  
 
| AQUATIC  
 
| AQUATIC  
 +
| Caste
 
|   
 
|   
 
| 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 [[water]].  
Line 99: Line 114:
 
|-  
 
|-  
 
| ARENA_RESTRICTED  
 
| ARENA_RESTRICTED  
 +
| Caste
 
|   
 
|   
 
| Does not appear in arena mode list
 
| Does not appear in arena mode list
Line 104: Line 120:
 
|-
 
|-
 
| ARTIFICIAL_HIVEABLE
 
| ARTIFICIAL_HIVEABLE
 +
| Creature
 
|
 
|
 
| Can be kept in artificial hives by beekeepers.
 
| Can be kept in artificial hives by beekeepers.
Line 109: Line 126:
 
|-
 
|-
 
| AT_PEACE_WITH_WILDLIFE
 
| AT_PEACE_WITH_WILDLIFE
 +
| Caste
 
|
 
|
 
| Does not attack or frighten wildlife.
 
| Does not attack or frighten wildlife.
Line 114: Line 132:
 
|-  
 
|-  
 
| ATTACK  
 
| ATTACK  
 +
| Caste
 
|  
 
|  
 
*token
 
*token
Line 127: Line 146:
 
|-  
 
|-  
 
| ATTACK_TRIGGER  
 
| ATTACK_TRIGGER  
 +
| Caste
 
| pop:exported wealth:created wealth
 
| pop:exported wealth:created wealth
 
| Specifies when a [[megabeast]] will attack the fortress.
 
| Specifies when a [[megabeast]] will attack the fortress.
Line 140: Line 160:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 
|-  
 
|-  
 
| BABY  
 
| BABY  
 +
| Caste
 
| integer  
 
| integer  
 
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
 
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
Line 149: Line 172:
 
|-  
 
|-  
 
| BABYNAME  
 
| BABYNAME  
 +
| Caste
 
| singular:plural  
 
| 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.
 
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
Line 154: Line 178:
 
|-  
 
|-  
 
| BEACH_FREQUENCY  
 
| BEACH_FREQUENCY  
 +
| Caste
 
|   
 
|   
 
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.  
 
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.  
Line 159: Line 184:
 
|-  
 
|-  
 
| BENIGN  
 
| BENIGN  
 +
| Caste
 
|   
 
|   
 
| 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 [[elephant]]s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).  
Line 164: Line 190:
 
|-  
 
|-  
 
| BIOME  
 
| BIOME  
 +
| Creature
 
|  
 
|  
 
* [[biome token]]
 
* [[biome token]]
Line 170: Line 197:
 
|-  
 
|-  
 
| BLOOD
 
| BLOOD
 +
| Caste
 
|  
 
|  
 
* [[material token]]
 
* [[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.
 +
 +
|-
 +
| BLOODSUCKER
 +
| Caste
 +
| ?
 +
| ?
  
 
|-  
 
|-  
 
| BODY
 
| BODY
 +
| Caste
 
| body parts  
 
| body parts  
 
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
 
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
Line 185: Line 220:
 
|-  
 
|-  
 
| BODY_APPEARANCE_MODIFIER  
 
| BODY_APPEARANCE_MODIFIER  
 +
| Caste
 
|  
 
|  
 
*ATTRIBUTE
 
*ATTRIBUTE
Line 196: Line 232:
 
|-  
 
|-  
 
| BODY_DETAIL_PLAN  
 
| BODY_DETAIL_PLAN  
 +
| 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.
Line 206: Line 243:
 
|-  
 
|-  
 
| BODY_SIZE
 
| BODY_SIZE
 +
| Caste
 
| years:days:size  
 
| years:days:size  
 
| sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.
 
| sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.
Line 216: Line 254:
 
|-  
 
|-  
 
| BODYGLOSS  
 
| BODYGLOSS  
 +
| Caste
 
| gloss  
 
| gloss  
 
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
 
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
Line 221: Line 260:
 
|-  
 
|-  
 
| BONECARN  
 
| BONECARN  
 +
| Caste
 
|   
 
|   
 
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE. Civilized creatures (ex. 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. Civilized creatures (ex. Kobolds) with this tag tend to die out during world generation.
Line 226: Line 266:
 
|-  
 
|-  
 
| BP_APPEARANCE_MODIFIER  
 
| BP_APPEARANCE_MODIFIER  
 +
| Caste
 
|  
 
|  
 
*QUALITY
 
*QUALITY
Line 233: Line 274:
 
|-  
 
|-  
 
| BUILDINGDESTROYER  
 
| BUILDINGDESTROYER  
 +
| Caste
 
| 1 or 2  
 
| 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.  
 
| 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.  
Line 245: Line 287:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 +
|-
 +
| CAN_DO_INTERACTION
 +
| Caste
 +
| ?
 +
| ?
  
 
|-  
 
|-  
 
| CAN_LEARN  
 
| CAN_LEARN  
 +
| Caste
 
|   
 
|   
 
| 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.
 
| 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.
Line 255: Line 305:
 
|-  
 
|-  
 
| CAN_SPEAK  
 
| CAN_SPEAK  
 +
| Caste
 
|   
 
|   
 
| 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}}
 
| 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}}
Line 260: Line 311:
 
|-  
 
|-  
 
| CANNOT_UNDEAD  
 
| CANNOT_UNDEAD  
 +
| Caste
 
|   
 
|   
| Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.
+
| Alias for NOT_LIVING
  
 
|-  
 
|-  
 
| CANOPENDOORS  
 
| CANOPENDOORS  
 +
| Caste
 
|   
 
|   
 
| Allows the creature to open doors.  
 
| Allows the creature to open doors.  
Line 270: Line 323:
 
|-  
 
|-  
 
| CARNIVORE  
 
| CARNIVORE  
 +
| Caste
 
|   
 
|   
 
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.
 
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.
Line 275: Line 329:
 
|-  
 
|-  
 
| CASTE  
 
| CASTE  
 +
| Creature
 
|  
 
|  
 
*name  
 
*name  
Line 281: Line 336:
 
|-
 
|-
 
| CASTE_ALTTILE
 
| CASTE_ALTTILE
 +
| Caste
 
|
 
|
 
*tile number or "letter"
 
*tile number or "letter"
Line 287: Line 343:
 
|-
 
|-
 
| CASTE_COLOR
 
| CASTE_COLOR
 +
| Caste
 
|
 
|
 
*fg
 
*fg
Line 295: Line 352:
 
|-
 
|-
 
| CASTE_GLOWCOLOR
 
| CASTE_GLOWCOLOR
 +
| Caste
 
|
 
|
 
*fg
 
*fg
Line 303: Line 361:
 
|-
 
|-
 
| CASTE_GLOWTILE
 
| CASTE_GLOWTILE
 +
| Caste
 
|
 
|
 
*tile value or "letter"
 
*tile value or "letter"
Line 309: Line 368:
 
|-  
 
|-  
 
| CASTE_NAME  
 
| CASTE_NAME  
 +
| Caste
 
| singular:plural:adjective  
 
| singular:plural:adjective  
 
| The name of the caste of the creature in the game.
 
| The name of the caste of the creature in the game.
Line 314: Line 374:
 
|-  
 
|-  
 
| CASTE_PROFESSION_NAME  
 
| CASTE_PROFESSION_NAME  
 +
| Caste
 
|  
 
|  
 
*[[Unit type token]] (Profession)
 
*[[Unit type token]] (Profession)
Line 322: Line 383:
 
|-
 
|-
 
| CASTE_SOLDIER_ALTTILE
 
| CASTE_SOLDIER_ALTTILE
 +
| Caste
 
| 'character' or tile number
 
| 'character' or tile number
 
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.
 
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.
Line 327: Line 389:
 
|-
 
|-
 
| CASTE_SOLDIER_TILE
 
| CASTE_SOLDIER_TILE
 +
| Caste
 
| 'character' or tile number
 
| 'character' or tile number
 
| Creatures of this caste active in their civilization's military will use this tile instead.
 
| Creatures of this caste active in their civilization's military will use this tile instead.
Line 332: Line 395:
 
|-  
 
|-  
 
| CASTE_SPEECH
 
| CASTE_SPEECH
 +
| Caste
 
| speech file?
 
| speech file?
 
| Possibly a caste-specific instance of the SPEECH token
 
| Possibly a caste-specific instance of the SPEECH token
Line 337: Line 401:
 
|-
 
|-
 
| CASTE_TILE
 
| CASTE_TILE
 +
| Caste
 
|
 
|
 
* tile number or "letter"
 
* tile number or "letter"
Line 343: Line 408:
 
|-  
 
|-  
 
| CAVE_ADAPT  
 
| CAVE_ADAPT  
 +
| Caste
 
|   
 
|   
 
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
 
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
Line 348: Line 414:
 
|-
 
|-
 
| CHANGE_BODY_SIZE_PERC
 
| CHANGE_BODY_SIZE_PERC
 +
| Caste
 
|
 
|
 
|
 
|
Line 353: Line 420:
 
|-  
 
|-  
 
| CHILD  
 
| CHILD  
 +
| Caste
 
| integer  
 
| 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.
 
| 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.
Line 358: Line 426:
 
|-  
 
|-  
 
| CHILDNAME  
 
| CHILDNAME  
 +
| Caste
 
| singular:plural  
 
| 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.
 
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
Line 363: Line 432:
 
|-  
 
|-  
 
| CLUSTER_NUMBER  
 
| CLUSTER_NUMBER  
 +
| Creature
 
|
 
|
 
*min
 
*min
Line 370: Line 440:
  
 
|-
 
|-
|CLUTCH_SIZE
+
| CLUTCH_SIZE
 +
| Caste
 
|
 
|
 
*min
 
*min
Line 378: Line 449:
 
|-
 
|-
 
| COLONY_EXTERNAL
 
| COLONY_EXTERNAL
 +
| Caste
 
|
 
|
 
| Caste hovers around colony.
 
| Caste hovers around colony.
Line 383: Line 455:
 
|-  
 
|-  
 
| COLOR  
 
| COLOR  
 +
| Creature
 
| foreground:background:brightness  
 
| foreground:background:brightness  
 
| Color  of the creature's tile.  
 
| Color  of the creature's tile.  
Line 388: Line 461:
 
|-  
 
|-  
 
| COMMON_DOMESTIC  
 
| COMMON_DOMESTIC  
 +
| Caste
 
|   
 
|   
 
| 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
 
| 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
Line 393: Line 467:
 
|-
 
|-
 
| CONVERTED_SPOUSE
 
| CONVERTED_SPOUSE
 +
| Caste
 
|
 
|
| 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.
+
| 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  
 
| COOKABLE_LIVE  
 +
| Caste
 
|   
 
|   
 
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
 
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
 +
 +
|-
 +
| CRAZED
 +
| Caste
 +
| ?
 +
| ?
  
 
|-  
 
|-  
 
| COPY_TAGS_FROM  
 
| COPY_TAGS_FROM  
 +
| Special
 
|  
 
|  
 
*CREATURE NAME
 
*CREATURE NAME
Line 409: Line 492:
 
|-  
 
|-  
 
| CREATURE_CLASS  
 
| CREATURE_CLASS  
 +
| Caste
 
|
 
|
 
*classname
 
*classname
Line 415: Line 499:
 
|-
 
|-
 
| CREATURE_SOLDIER_TILE
 
| CREATURE_SOLDIER_TILE
 +
| Creature
 
| 'character' or tile number
 
| 'character' or tile number
 
| Creatures active in their civilization's military will use this tile instead.
 
| Creatures active in their civilization's military will use this tile instead.
Line 420: Line 505:
 
|-  
 
|-  
 
| CREATURE_TILE  
 
| CREATURE_TILE  
 +
| Creature
 
| 'character' or tile number  
 
| 'character' or tile number  
 
| The symbol of the creature in ASCII mode.
 
| The symbol of the creature in ASCII mode.
Line 425: Line 511:
 
|-  
 
|-  
 
| CREPUSCULAR  
 
| CREPUSCULAR  
 +
| Caste
 
|   
 
|   
 
| Sets if the creature is active at twilight.
 
| Sets if the creature is active at twilight.
Line 430: Line 517:
 
|-  
 
|-  
 
| CURIOUSBEAST_EATER  
 
| CURIOUSBEAST_EATER  
 +
| Caste
 
|   
 
|   
 
| Allows a creature to steal and eat edible items from a site.  
 
| Allows a creature to steal and eat edible items from a site.  
Line 435: Line 523:
 
|-  
 
|-  
 
| CURIOUSBEAST_GUZZLER  
 
| CURIOUSBEAST_GUZZLER  
 +
| Caste
 
|   
 
|   
 
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.  
 
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.  
Line 440: Line 529:
 
|-  
 
|-  
 
| CURIOUSBEAST_ITEM  
 
| CURIOUSBEAST_ITEM  
 +
| Caste
 
|   
 
|   
 
| 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.
 
| 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.
Line 445: Line 535:
 
|-  
 
|-  
 
| CV_ADD_TAG
 
| CV_ADD_TAG
 +
| Special
 
|  
 
|  
 
*TAG NAME  
 
*TAG NAME  
Line 451: Line 542:
 
|-  
 
|-  
 
| CV_REMOVE_TAG
 
| CV_REMOVE_TAG
 +
| Special
 
|  
 
|  
 
*TAG NAME  
 
*TAG NAME  
Line 464: Line 556:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
  
 
|-  
 
|-  
 
| DEMON
 
| DEMON
 +
| Caste
 
|   
 
|   
 
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
 
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
Line 474: Line 568:
 
|-  
 
|-  
 
| DESCRIPTION  
 
| DESCRIPTION  
 +
| Caste
 
| text  
 
| text  
 
| A brief description of the creature type.
 
| A brief description of the creature type.
Line 479: Line 574:
 
|-
 
|-
 
| DIE_WHEN_VERMIN_BITE
 
| DIE_WHEN_VERMIN_BITE
 +
| Caste
 
|
 
|
 
| Dies upon attacking.  Used for bee stings.
 
| Dies upon attacking.  Used for bee stings.
Line 484: Line 580:
 
|-  
 
|-  
 
| DIFFICULTY  
 
| DIFFICULTY  
 +
| Caste
 
| integer  
 
| 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.  
 
| 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.  
Line 489: Line 586:
 
|-  
 
|-  
 
| DIURNAL  
 
| DIURNAL  
 +
| Caste
 
|   
 
|   
 
| Sets if the creature is active in day.  
 
| Sets if the creature is active in day.  
 +
 +
|-
 +
| DIVE_HUNTS_VERMIN
 +
| Caste
 +
| ?
 +
| ?
  
 
|-  
 
|-  
 
| DOES_NOT_EXIST  
 
| DOES_NOT_EXIST  
 +
| Creature
 
|   
 
|   
 
| Creature does not actually exist; used for fanciful creatures.
 
| Creature does not actually exist; used for fanciful creatures.
 
|-
 
| DRAGONFIREBREATH
 
 
| Creature breathes fire in a cone.
 
 
|}
 
|}
  
Line 511: Line 611:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 +
|-
 +
| EBO_ITEM
 +
| Caste
 +
| ?
 +
| ?
 +
 
 +
|-
 +
| EBO_SHAPE
 +
| Caste
 +
| ?
 +
| ?
  
 
|-
 
|-
 
| EGG_MATERIAL
 
| EGG_MATERIAL
 +
| Caste
 
|
 
|
 
* [[material token]]
 
* [[material token]]
Line 523: Line 637:
 
|-
 
|-
 
| EGG_SIZE
 
| EGG_SIZE
 +
| Caste
 
|
 
|
 
*size
 
*size
Line 529: Line 644:
 
|-
 
|-
 
| EQUIPMENT_WAGON  
 
| EQUIPMENT_WAGON  
 +
| Creature
 
|   
 
|   
 
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
 
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
Line 534: Line 650:
 
|-  
 
|-  
 
| EQUIPS  
 
| EQUIPS  
 +
| Caste
 
|   
 
|   
 
| Allows the creature to wear or wield items.
 
| Allows the creature to wear or wield items.
Line 539: Line 656:
 
|-  
 
|-  
 
| EVIL  
 
| EVIL  
 +
| Creature
 
|   
 
|   
 
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.
 
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.
  
 +
|-
 +
| EXTRA_BUTCHER_OBJECT
 +
| Caste
 +
| ?
 +
| ?
  
 
|-  
 
|-  
 
| EXTRACT
 
| EXTRACT
 +
| Caste
 
|
 
|
 
* [[material token]]
 
* [[material token]]
Line 551: Line 675:
 
|-  
 
|-  
 
| EXTRAVISION  
 
| EXTRAVISION  
 +
| Caste
 
|   
 
|   
 
| Creature can see regardless of whether it has working eyes.  
 
| Creature can see regardless of whether it has working eyes.  
Line 563: Line 688:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 
|-  
 
|-  
 
| FANCIFUL  
 
| FANCIFUL  
 +
| Creature
 
|   
 
|   
 
| 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.  Conflicts with [COMMON_DOMESTIC]
Line 572: Line 700:
 
|-
 
|-
 
| FEATURE_ATTACK_GROUP
 
| FEATURE_ATTACK_GROUP
 +
| Caste
 
|
 
|
 
| Found on subterranean animalmen.
 
| Found on subterranean animalmen.
Line 577: Line 706:
 
|-
 
|-
 
| FEATURE_BEAST
 
| FEATURE_BEAST
 +
| Caste
 
|
 
|
 
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
 
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
Line 582: Line 712:
 
|-  
 
|-  
 
| FEMALE  
 
| FEMALE  
 +
| Caste
 
|   
 
|   
 
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
 
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
 
|-
 
| FIREBREATH
 
 
| The creature breathes long range fireballs and has a short range cone shaped fire breath attack.
 
  
 
|-  
 
|-  
 
| FIREIMMUNE  
 
| FIREIMMUNE  
 +
| Caste
 
|   
 
|   
 
| Renders a creature immune to being damaged by FIREBREATH's short range cone attack.
 
| Renders a creature immune to being damaged by FIREBREATH's short range cone attack.
Line 597: Line 724:
 
|-  
 
|-  
 
| FIREIMMUNE_SUPER  
 
| FIREIMMUNE_SUPER  
 +
| Caste
 
|   
 
|   
 
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.  
 
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.  
Line 602: Line 730:
 
|-  
 
|-  
 
| FISHITEM  
 
| FISHITEM  
 +
| Caste
 
|   
 
|   
 
| Needs to be cleaned at a fishery
 
| Needs to be cleaned at a fishery
Line 607: Line 736:
 
|-  
 
|-  
 
| FIXED_TEMP  
 
| FIXED_TEMP  
 +
| Caste
 
| temperature  
 
| temperature  
 
| The natural heat generated by the creature.
 
| The natural heat generated by the creature.
Line 612: Line 742:
 
|-  
 
|-  
 
| FLEEQUICK  
 
| FLEEQUICK  
 +
| Caste
 
|   
 
|   
 
| 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. Creatures with this tag will flee at the first sign of resistance.
Line 617: Line 748:
 
|-  
 
|-  
 
| FLIER  
 
| FLIER  
 +
| Caste
 
|   
 
|   
 
| 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.
 
| 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 622: Line 754:
 
|-  
 
|-  
 
| FREQUENCY  
 
| FREQUENCY  
 +
| Creature
 
|
 
|
 
*number, max 100
 
*number, max 100
Line 635: Line 768:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 
|-  
 
|-  
 
| GENERAL_BABY_NAME  
 
| GENERAL_BABY_NAME  
 +
| Creature
 
| singular:plural  
 
| singular:plural  
 
| name at creature level
 
| name at creature level
Line 644: Line 780:
 
|-  
 
|-  
 
| GENERAL_CHILD_NAME  
 
| GENERAL_CHILD_NAME  
 +
| Creature
 
| singular:plural  
 
| singular:plural  
 
| name at creature level
 
| name at creature level
 +
 +
|-
 +
| GENERAL_MATERIAL_FORCE_MULTIPLIER
 +
| Caste
 +
| ?
 +
| ?
  
 
|-  
 
|-  
 
| GENERATED
 
| GENERATED
 +
| Creature
 
|   
 
|   
| 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 [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.
  
 
|-  
 
|-  
 
| GETS_INFECTIONS_FROM_ROT  
 
| GETS_INFECTIONS_FROM_ROT  
 +
| Caste
 
|   
 
|   
 
| Creature can get infections from necrotic tissue.
 
| Creature can get infections from necrotic tissue.
Line 659: Line 804:
 
|-
 
|-
 
| GETS_WOUND_INFECTIONS  
 
| GETS_WOUND_INFECTIONS  
 +
| Caste
 
|   
 
|   
 
| Creature's wounds can become infected.
 
| Creature's wounds can become infected.
Line 664: Line 810:
 
|-  
 
|-  
 
| GLOWCOLOR  
 
| GLOWCOLOR  
 +
| Creature
 
|  
 
|  
 
*foreground
 
*foreground
Line 672: Line 819:
 
|-  
 
|-  
 
| GLOWTILE  
 
| GLOWTILE  
 +
| Creature
 
| ascii character  
 
| 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.
 
| 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.
Line 677: Line 825:
 
|-  
 
|-  
 
| GNAWER  
 
| GNAWER  
 +
| Caste
 
| verb (gnawed)  
 
| verb (gnawed)  
 
| The creature chews on food barrels and bags.  
 
| The creature chews on food barrels and bags.  
 +
 +
|-
 +
| GOBBLE_VERMIN_CLASS
 +
| Caste
 +
| ?
 +
| ?
 +
 +
|-
 +
| GOBBLE_VERMIN_CREATURE
 +
| Caste
 +
| ?
 +
| ?
  
 
|-  
 
|-  
 
| GO_TO_END  
 
| GO_TO_END  
 +
| Special
 
|   
 
|   
 
| When using tags from an existing creature, inserts new tags at the end of the creature.
 
| When using tags from an existing creature, inserts new tags at the end of the creature.
Line 687: Line 849:
 
|-  
 
|-  
 
| GO_TO_START  
 
| GO_TO_START  
 +
| Special
 
|   
 
|   
 
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
 
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
Line 692: Line 855:
 
|-  
 
|-  
 
| GO_TO_TAG
 
| GO_TO_TAG
 +
| Special
 
|   
 
|   
 
| When using tags from an existing creature, inserts new tags after the specified tag.
 
| When using tags from an existing creature, inserts new tags after the specified tag.
Line 697: Line 861:
 
|-  
 
|-  
 
| GOOD  
 
| GOOD  
 +
| Creature
 
|   
 
|   
 
| Determines whether creature can show up on "good" areas. Eg. unicorn.
 
| Determines whether creature can show up on "good" areas. Eg. unicorn.
Line 702: Line 867:
 
|-  
 
|-  
 
| GRASSTRAMPLE  
 
| GRASSTRAMPLE  
 +
| Caste
 
| value  
 
| value  
 
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.
 
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.
Line 707: Line 873:
 
|-
 
|-
 
| GRAVITATE_BODY_SIZE
 
| GRAVITATE_BODY_SIZE
 +
| Caste
 
| target value
 
| target value
 
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.
 
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.
Line 712: Line 879:
 
|-
 
|-
 
| GRAZER
 
| GRAZER
 +
| Caste
 
|
 
|
 
*number
 
*number
Line 725: Line 893:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 
|-
 
|-
 
| HABIT
 
| HABIT
 +
| 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 may require the creature to have a lair to work properly.
 
| 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.
Line 734: Line 905:
 
|-
 
|-
 
| HABIT_NUM
 
| HABIT_NUM
 +
| 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]
Line 739: Line 911:
 
|-  
 
|-  
 
| HAS_NERVES  
 
| HAS_NERVES  
 +
| Caste
 
|   
 
|   
 
| 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.
 
| 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.
Line 744: Line 917:
 
|-  
 
|-  
 
| HASSHELL
 
| HASSHELL
 +
| Caste
 
|   
 
|   
 
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
 
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
Line 749: Line 923:
 
|-
 
|-
 
| HIVE_PRODUCT
 
| HIVE_PRODUCT
 +
| Creature
 
|
 
|
 
*number
 
*number
Line 757: Line 932:
 
|-  
 
|-  
 
| HOMEOTHERM  
 
| HOMEOTHERM  
 +
| Caste
 
|   
 
|   
 
| Default 'NONE'. The creature's normal body [[temperature]]
 
| Default 'NONE'. The creature's normal body [[temperature]]
Line 762: Line 938:
 
|-
 
|-
 
| HUNTS_VERMIN
 
| HUNTS_VERMIN
 +
| Caste
 
|
 
|
 
| Creature hunts and kills nearby vermin.
 
| Creature hunts and kills nearby vermin.
Line 775: Line 952:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 +
|-
 +
| IMMOBILE
 +
| Caste
 +
| ?
 +
| ?
  
 
|-  
 
|-  
 
| IMMOBILE_LAND  
 
| IMMOBILE_LAND  
 +
| Caste
 
|   
 
|   
 
| 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 breathe on land.
Line 785: Line 970:
 
|-  
 
|-  
 
| IMMOLATE  
 
| IMMOLATE  
 +
| Caste
 
|   
 
|   
 
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.  
 
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.  
Line 790: Line 976:
 
|-  
 
|-  
 
| INTELLIGENT  
 
| INTELLIGENT  
 +
| Caste
 
|   
 
|   
 
| Shortcut for [CAN_SPEAK] + [CAN_LEARN].
 
| Shortcut for [CAN_SPEAK] + [CAN_LEARN].
Line 795: Line 982:
 
|-  
 
|-  
 
| ITEMCORPSE  
 
| ITEMCORPSE  
 +
| Caste
 
|     
 
|     
 
* [[item token]]
 
* [[item token]]
Line 802: Line 990:
 
|-  
 
|-  
 
| ITEMCORPSE_QUALITY  
 
| ITEMCORPSE_QUALITY  
 +
| Caste
 
|   
 
|   
 
| The quality of an item-type corpse left behind; 5 is masterpiece-level.  
 
| The quality of an item-type corpse left behind; 5 is masterpiece-level.  
Line 814: Line 1,003:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 
|-
 
|-
 
| LAIR
 
| LAIR
 +
| Caste
 
| type:probability
 
| 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.
 
| 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.
Line 823: Line 1,015:
 
|-
 
|-
 
| LAIR_CHARACTERISTIC
 
| LAIR_CHARACTERISTIC
 +
| Caste
 
| characteristic:probability
 
| characteristic:probability
 
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
 
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
Line 828: Line 1,021:
 
|-
 
|-
 
| LAIR_HUNTER
 
| LAIR_HUNTER
 +
| Caste
 
|
 
|
 
| This creature will actively hunt adventurers in its lair.
 
| This creature will actively hunt adventurers in its lair.
Line 833: Line 1,027:
 
|-
 
|-
 
| LAIR_HUNTER_SPEECH
 
| LAIR_HUNTER_SPEECH
 +
| Caste
 
| speech file
 
| speech file
 
| What this creature says while hunting adventurers in its lair.
 
| What this creature says while hunting adventurers in its lair.
Line 838: Line 1,033:
 
|-  
 
|-  
 
| LARGE_PREDATOR  
 
| LARGE_PREDATOR  
 +
| Caste
 
|   
 
|   
 
| 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."  
 
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."  
Line 843: Line 1,039:
 
|-  
 
|-  
 
| LARGE_ROAMING  
 
| LARGE_ROAMING  
 +
| Creature
 
|   
 
|   
 
| In Fortress Mode, spawns outdoors and is not a vermin creature.  
 
| In Fortress Mode, spawns outdoors and is not a vermin creature.  
Line 848: Line 1,045:
 
|-
 
|-
 
| LAYS_EGGS
 
| LAYS_EGGS
 +
| Caste
 
|
 
|
 
| Creature lays eggs instead of giving birth to live young.
 
| Creature lays eggs instead of giving birth to live young.
Line 853: Line 1,051:
 
|-
 
|-
 
| LAYS_UNUSUAL_EGGS
 
| LAYS_UNUSUAL_EGGS
 +
| Caste
 
|
 
|
 
* [[item token]]
 
* [[item token]]
Line 860: Line 1,059:
 
|-  
 
|-  
 
| LIGAMENTS  
 
| LIGAMENTS  
 +
| Caste
 
|  
 
|  
 
* [[material token]]
 
* [[material token]]
Line 867: Line 1,067:
 
|-  
 
|-  
 
| LIGHT_GEN  
 
| LIGHT_GEN  
 +
| Caste
 
|   
 
|   
 
| The creature will generate light, such as in adventurer mode at night.  
 
| The creature will generate light, such as in adventurer mode at night.  
Line 872: Line 1,073:
 
|-  
 
|-  
 
| LIKES_FIGHTING  
 
| LIKES_FIGHTING  
 +
| Caste
 
|   
 
|   
 
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
 
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
Line 877: Line 1,079:
 
|-  
 
|-  
 
| LISP
 
| LISP
 +
| Caste
 
|  
 
|  
 
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
 
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
Line 882: Line 1,085:
 
|-
 
|-
 
| LITTERSIZE
 
| LITTERSIZE
 +
| Caste
 
|  
 
|  
 
* minumum
 
* minumum
Line 889: Line 1,093:
 
|-  
 
|-  
 
| LOCKPICKER  
 
| LOCKPICKER  
 +
| Caste
 
|   
 
|   
 
| Lets a creature open doors that are set to forbidden in Fortress Mode.
 
| Lets a creature open doors that are set to forbidden in Fortress Mode.
Line 894: Line 1,099:
 
|-  
 
|-  
 
| LOOSE_CLUSTERS  
 
| LOOSE_CLUSTERS  
 +
| Creature
 
|   
 
|   
 
| The creatures will scatter if they have this tag, or form tight packs if they don't.  
 
| The creatures will scatter if they have this tag, or form tight packs if they don't.  
Line 906: Line 1,112:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
  
 
|-  
 
|-  
 
| MAGICAL
 
| MAGICAL
 +
| Caste
 
|   
 
|   
 
| Unknown.
 
| Unknown.
Line 916: Line 1,124:
 
|-  
 
|-  
 
| MAGMA_VISION  
 
| MAGMA_VISION  
 +
| Caste
 
|   
 
|   
 
| Creature's able to see while covered in magma.  
 
| Creature's able to see while covered in magma.  
Line 921: Line 1,130:
 
|-  
 
|-  
 
| MALE  
 
| MALE  
 +
| Caste
 
|   
 
|   
 
| The species or caste is all male.
 
| The species or caste is all male.
Line 926: Line 1,136:
 
|-  
 
|-  
 
| MANNERISM_??  
 
| MANNERISM_??  
 +
| Caste
 
|  
 
|  
 
*occasionally body part  
 
*occasionally body part  
Line 933: Line 1,144:
 
|-
 
|-
 
| MATERIAL
 
| MATERIAL
 +
| Creature
 
|
 
|
 
*material id
 
*material id
 
| Begins defining a new material.{{verify}}
 
| Begins defining a new material.{{verify}}
  
|-  
+
|-
| MATERIAL_BREATH_ATTACK
+
| MATERIAL_FORCE_MULTIPLIER
|  
+
| Caste
* [[material token]]
+
| ?
* 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
 
| MATUTINAL
 +
| Caste
 
|  
 
|  
 
| Sets if the creature is active in dawn.  
 
| Sets if the creature is active in dawn.  
Line 951: Line 1,163:
 
|-  
 
|-  
 
| MAXAGE  
 
| MAXAGE  
 +
| Caste
 
| min:max  
 
| 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.
 
| 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.
Line 956: Line 1,169:
 
|-  
 
|-  
 
| MEANDERER  
 
| MEANDERER  
 +
| Caste
 
|   
 
|   
 
| Gives a creature random movement.  
 
| Gives a creature random movement.  
Line 961: Line 1,175:
 
|-  
 
|-  
 
| MEGABEAST  
 
| MEGABEAST  
 +
| Caste
 
|   
 
|   
 
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.
 
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.
Line 966: Line 1,181:
 
|-
 
|-
 
|MENT_ATT_CAP_PERC
 
|MENT_ATT_CAP_PERC
 +
| Caste
 
|
 
|
 
*ATTRIBUTE Token
 
*ATTRIBUTE Token
Line 973: Line 1,189:
 
|-  
 
|-  
 
| MENT_ATT_RANGE  
 
| MENT_ATT_RANGE  
 +
| Caste
 
|
 
|
 
*ATTRIBUTE
 
*ATTRIBUTE
Line 980: Line 1,197:
 
|-  
 
|-  
 
| MENT_ATT_RATES
 
| MENT_ATT_RATES
 +
| Caste
 
|  
 
|  
 
*ATTRIBUTE Token
 
*ATTRIBUTE Token
Line 990: Line 1,208:
 
|-  
 
|-  
 
| MILKABLE  
 
| MILKABLE  
 +
| Caste
 
|  
 
|  
 
* [[material token]]
 
* [[material token]]
 
* frequency
 
* frequency
 
| Allows the creature to be milked.  
 
| Allows the creature to be milked.  
 +
 +
|-
 +
| MISCHIEVIOUS
 +
| Caste
 +
|
 +
| Alias for MISCHIEVOUS
  
 
|-  
 
|-  
| MISCHIEVIOUS
+
| MISCHIEVOUS
 +
| Caste
 
|   
 
|   
 
| 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."  
 
| 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."  
Line 1,002: Line 1,228:
 
|-  
 
|-  
 
| MODVALUE
 
| MODVALUE
 +
| Caste
 
|   
 
|   
 
| Seemingly no longer used - holdover from previous versions.
 
| Seemingly no longer used - holdover from previous versions.
Line 1,007: Line 1,234:
 
|-  
 
|-  
 
| MOUNT  
 
| MOUNT  
 +
| Caste
 
|   
 
|   
 
| Creature may be used as a mount.
 
| Creature may be used as a mount.
Line 1,012: Line 1,240:
 
|-  
 
|-  
 
| MOUNT_EXOTIC  
 
| MOUNT_EXOTIC  
 +
| Caste
 
|   
 
|   
 
| You need the Dungeon master noble to mount the creature.  
 
| You need the Dungeon master noble to mount the creature.  
Line 1,017: Line 1,246:
 
|-  
 
|-  
 
| MULTIPLE_LITTER_RARE  
 
| MULTIPLE_LITTER_RARE  
 +
| Caste
 
|   
 
|   
 
| Makes litters with more than one offspring rare.  
 
| Makes litters with more than one offspring rare.  
 
|-
 
| MULTIPLY_VALUE
 
|
 
*Multiplier
 
| Multiplies value of materials.
 
  
 
|-  
 
|-  
 
| MUNDANE  
 
| MUNDANE  
 +
| Creature
 
|   
 
|   
 
| 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.
 
| 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.
Line 1,040: Line 1,265:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 
|-  
 
|-  
 
| NAME  
 
| NAME  
 +
| Creature
 
| singular:plural:adjective  
 
| 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.
 
| 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.
Line 1,049: Line 1,277:
 
|-  
 
|-  
 
| NATURAL  
 
| NATURAL  
 +
| Caste
 
|   
 
|   
 +
| Alias for NATURAL_ANIMAL
 +
 +
|-
 +
| NATURAL_ANIMAL
 +
| Caste
 +
|
 
| Animal is considered to be natural.
 
| Animal is considered to be natural.
  
 
|-
 
|-
 
| NATURAL_SKILL
 
| NATURAL_SKILL
 +
| Caste
 
| skill:value
 
| 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).
 
| 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).
Line 1,059: Line 1,295:
 
|-
 
|-
 
| NIGHT_CREATURE_BOGEYMAN
 
| NIGHT_CREATURE_BOGEYMAN
 +
| Caste
 
|
 
|
 
| 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.
 
| 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.
Line 1,064: Line 1,301:
 
|-
 
|-
 
| NIGHT_CREATURE_HUNTER
 
| NIGHT_CREATURE_HUNTER
 +
| Caste
 
|
 
|
 
| 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 <s>of the opposite sex</s>(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). 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.
 
| 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 <s>of the opposite sex</s>(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). 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.
Line 1,069: Line 1,307:
 
|-  
 
|-  
 
| NO_AUTUMN   
 
| NO_AUTUMN   
 +
| Caste
 
|   
 
|   
 
| does not appear this season.
 
| does not appear this season.
 +
 +
|-
 +
| NO_CONNECTIONS_FOR_MOVEMENT
 +
| Caste
 +
| ?
 +
| ?
  
 
|-  
 
|-  
 
| NO_DIZZINESS  
 
| NO_DIZZINESS  
 +
| Caste
 
|   
 
|   
 
| Creature cannot become dizzy
 
| Creature cannot become dizzy
Line 1,079: Line 1,325:
 
|-  
 
|-  
 
| NO_DRINK  
 
| NO_DRINK  
 +
| Caste
 
|   
 
|   
 
| Creature does not need to drink.  
 
| Creature does not need to drink.  
Line 1,084: Line 1,331:
 
|-  
 
|-  
 
| NO_EAT  
 
| NO_EAT  
 +
| Caste
 
|   
 
|   
 
| Creature does not need to eat.  
 
| Creature does not need to eat.  
Line 1,089: Line 1,337:
 
|-  
 
|-  
 
| NO_FEVERS  
 
| NO_FEVERS  
 +
| Caste
 
|   
 
|   
 
| Creature cannot suffer fevers
 
| Creature cannot suffer fevers
Line 1,094: Line 1,343:
 
|-
 
|-
 
| NO_GENDER
 
| NO_GENDER
 +
| Caste
 
|
 
|
 
| Creature has no gender.
 
| Creature has no gender.
 +
 +
|-
 +
| NO_PHYS_ATT_GAIN
 +
| Caste
 +
| ?
 +
| ?
 +
 +
|-
 +
| NO_PHYS_ATT_RUST
 +
| Caste
 +
| ?
 +
| ?
  
 
|-  
 
|-  
 
| NO_SLEEP  
 
| NO_SLEEP  
 +
| Caste
 
|   
 
|   
 
| Creature does not need to sleep.  
 
| Creature does not need to sleep.  
Line 1,104: Line 1,367:
 
|-  
 
|-  
 
| NO_SPRING  
 
| NO_SPRING  
 +
| Caste
 
|   
 
|   
 
| does not appear this season.
 
| does not appear this season.
Line 1,109: Line 1,373:
 
|-  
 
|-  
 
| NO_SUMMER  
 
| NO_SUMMER  
 +
| Caste
 
|   
 
|   
 
| does not appear this season.
 
| does not appear this season.
Line 1,114: Line 1,379:
 
|-  
 
|-  
 
| NO_THOUGHT_CENTER_FOR_MOVEMENT  
 
| NO_THOUGHT_CENTER_FOR_MOVEMENT  
 +
| Caste
 
|   
 
|   
 
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.
 
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.
Line 1,119: Line 1,385:
 
|-  
 
|-  
 
| NO_WINTER  
 
| NO_WINTER  
 +
| Caste
 
|   
 
|   
 
| does not appear this season.
 
| does not appear this season.
Line 1,124: Line 1,391:
 
|-  
 
|-  
 
| NOBONES  
 
| NOBONES  
 +
| Caste
 
|   
 
|   
 
| Creature has no bones.
 
| Creature has no bones.
Line 1,129: Line 1,397:
 
|-  
 
|-  
 
| NOBREATHE  
 
| NOBREATHE  
 +
| Caste
 
|   
 
|   
 
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.  
 
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.  
Line 1,134: Line 1,403:
 
|-  
 
|-  
 
| NOCTURNAL  
 
| NOCTURNAL  
 +
| Caste
 
|   
 
|   
 
| Sets if the creature is active in night.  
 
| Sets if the creature is active in night.  
Line 1,139: Line 1,409:
 
|-  
 
|-  
 
| NOEMOTION  
 
| NOEMOTION  
 +
| Caste
 
|   
 
|   
 
| The creature has no emotions, and does not rage.
 
| The creature has no emotions, and does not rage.
Line 1,144: Line 1,415:
 
|-  
 
|-  
 
| NOEXERT  
 
| NOEXERT  
 +
| Caste
 
|   
 
|   
 
| Creature can't become tired or over-exerted.  
 
| Creature can't become tired or over-exerted.  
Line 1,149: Line 1,421:
 
|-  
 
|-  
 
| NOFEAR  
 
| NOFEAR  
 +
| Caste
 
|   
 
|   
 
| Creature doesn't feel fear and will never run away from battle.  
 
| Creature doesn't feel fear and will never run away from battle.  
Line 1,154: Line 1,427:
 
|-  
 
|-  
 
| NOMEAT  
 
| NOMEAT  
 +
| Caste
 
|   
 
|   
 
| Creature will not drop meat on butcher.  
 
| Creature will not drop meat on butcher.  
Line 1,159: Line 1,433:
 
|-  
 
|-  
 
| NONAUSEA  
 
| NONAUSEA  
 +
| Caste
 
|   
 
|   
 
| Creature can't vomit.
 
| Creature can't vomit.
Line 1,164: Line 1,439:
 
|-  
 
|-  
 
| NOPAIN  
 
| NOPAIN  
 +
| Caste
 
|   
 
|   
 
| Creature doesn't feel pain.  
 
| Creature doesn't feel pain.  
Line 1,169: Line 1,445:
 
|-  
 
|-  
 
| NOSKIN  
 
| NOSKIN  
 +
| Caste
 
|   
 
|   
 
| Creature will not drop skin on butcher.  
 
| Creature will not drop skin on butcher.  
Line 1,174: Line 1,451:
 
|-  
 
|-  
 
| NOSKULL  
 
| NOSKULL  
 +
| Caste
 
|   
 
|   
 
| Creature will not drop skull on butcher, rot, or decay of severed head.  
 
| Creature will not drop skull on butcher, rot, or decay of severed head.  
Line 1,179: Line 1,457:
 
|-  
 
|-  
 
| NOSMELLYROT  
 
| NOSMELLYROT  
 +
| Caste
 
|   
 
|   
 
| Does not produce miasma when rotting
 
| Does not produce miasma when rotting
Line 1,184: Line 1,463:
 
|-  
 
|-  
 
| NOSTUCKINS  
 
| NOSTUCKINS  
 +
| Caste
 
|   
 
|   
 
| Weapons can't be stuck in creature.  
 
| Weapons can't be stuck in creature.  
Line 1,189: Line 1,469:
 
|-  
 
|-  
 
| NOSTUN  
 
| NOSTUN  
 +
| Caste
 
|   
 
|   
 
| 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.
 
| 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.
Line 1,194: Line 1,475:
 
|-  
 
|-  
 
| NOT_BUTCHERABLE  
 
| NOT_BUTCHERABLE  
 +
| Caste
 
|   
 
|   
 
| Cannot be butchered
 
| Cannot be butchered
 +
 +
|-
 +
| NOT_LIVING
 +
| Caste
 +
| ?
 +
| Cannot be raised from the dead. Also prevents ghosts of that creature appearing.
  
 
|-  
 
|-  
 
| NOTHOUGHT  
 
| NOTHOUGHT  
 +
| Caste
 
|   
 
|   
 
| Creature doesn't think, or doesn't require a [BRAIN] body part.  
 
| Creature doesn't think, or doesn't require a [BRAIN] body part.  
Line 1,207: Line 1,496:
 
</div>
 
</div>
  
==P==
+
==O==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
|-
 
| 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.
 
  
 
|-  
 
|-  
| PARALYZEIMMUNE  
+
| OPPOSED_TO_LIFE
|   
+
| Caste
| The creature is immune to all paralyzing special attacks.
+
| ?
 +
| ?
 +
 
 +
|}
 +
 
 +
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
 +
 
 +
==P==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
 +
 
 +
|-
 +
| PACK_ANIMAL
 +
| Caste
 +
 +
| 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.
 +
 
 +
|-
 +
| PARALYZEIMMUNE  
 +
| Caste
 +
|   
 +
| The creature is immune to all paralyzing special attacks.
  
 
|-
 
|-
 
| PATTERNFLIER
 
| PATTERNFLIER
 +
| Caste
 
|   
 
|   
 
|  
 
|  
Line 1,230: Line 1,544:
 
|-  
 
|-  
 
| PEARL  
 
| PEARL  
 +
| Caste
 
|   
 
|   
 
| Creature will generate pearls.  
 
| Creature will generate pearls.  
Line 1,235: Line 1,550:
 
|-  
 
|-  
 
| PENETRATEPOWER  
 
| PENETRATEPOWER  
 +
| Caste
 
| value  
 
| 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.  
 
| 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.  
Line 1,240: Line 1,556:
 
|-  
 
|-  
 
| PERSONALITY  
 
| PERSONALITY  
 +
| Caste
 
|  
 
|  
 
*ATTRIBUTE
 
*ATTRIBUTE
Line 1,247: Line 1,564:
 
|-  
 
|-  
 
| PET  
 
| PET  
 +
| Caste
 
|   
 
|   
 
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.
 
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.
Line 1,252: Line 1,570:
 
|-  
 
|-  
 
| PET_EXOTIC  
 
| PET_EXOTIC  
 +
| Caste
 
|   
 
|   
 
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming).  
 
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming).  
Line 1,257: Line 1,576:
 
|-  
 
|-  
 
| PETVALUE  
 
| PETVALUE  
 +
| Caste
 
| value  
 
| 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.  
 
| 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.  
Line 1,262: Line 1,582:
 
|-
 
|-
 
| PETVALUE_DIVISOR
 
| PETVALUE_DIVISOR
 +
| Caste
 
| value
 
| value
 
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.
 
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.
Line 1,267: Line 1,588:
 
|-
 
|-
 
|PHYS_ATT_CAP_PERC
 
|PHYS_ATT_CAP_PERC
 +
| Caste
 
|
 
|
 
*ATTRIBUTE Token
 
*ATTRIBUTE Token
Line 1,274: Line 1,596:
 
|-  
 
|-  
 
| PHYS_ATT_RANGE  
 
| PHYS_ATT_RANGE  
 +
| Caste
 
|  
 
|  
 
*ATTRIBUTE
 
*ATTRIBUTE
Line 1,281: Line 1,604:
 
|-  
 
|-  
 
| PHYS_ATT_RATES
 
| PHYS_ATT_RATES
 +
| Caste
 
|  
 
|  
 
*ATTRIBUTE Token
 
*ATTRIBUTE Token
Line 1,291: Line 1,615:
 
|-
 
|-
 
| PLUS_BP_GROUP
 
| PLUS_BP_GROUP
 +
| Caste
 
|
 
|
 
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
 
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
Line 1,298: Line 1,623:
 
|-  
 
|-  
 
| PLUS_MATERIAL
 
| PLUS_MATERIAL
 +
| Creature
 
|  
 
|  
 
*material
 
*material
Line 1,304: Line 1,630:
 
|-  
 
|-  
 
| POP_RATIO  
 
| POP_RATIO  
 +
| Caste
 
|   
 
|   
 
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
 
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
Line 1,309: Line 1,636:
 
|-  
 
|-  
 
| POPULATION_NUMBER  
 
| POPULATION_NUMBER  
 +
| Creature
 
| min:max  
 
| min:max  
 
| 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."
 
| 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 1,314: Line 1,642:
 
|-
 
|-
 
| POWER
 
| POWER
 +
| Caste
 
|
 
|
 
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
 
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
Line 1,319: Line 1,648:
 
|-  
 
|-  
 
| PREFSTRING  
 
| PREFSTRING  
 +
| Creature
 
| string
 
| string
 
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
 
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
Line 1,324: Line 1,654:
 
|-  
 
|-  
 
| PROFESSION_NAME  
 
| PROFESSION_NAME  
 +
| Creature
 
|  
 
|  
 
*[[Unit type token]] (Profession)
 
*[[Unit type token]] (Profession)
Line 1,332: Line 1,663:
 
|-
 
|-
 
| PRONE_TO_RAGE
 
| PRONE_TO_RAGE
 +
| Caste
 
| number
 
| 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".
 
| 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".
Line 1,337: Line 1,669:
 
|-  
 
|-  
 
| PUS
 
| PUS
 +
| Caste
 
|  
 
|  
 
* [[material token]]
 
* [[material token]]
Line 1,351: Line 1,684:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 
|-  
 
|-  
 
| RELSIZE  
 
| RELSIZE  
 +
| Caste
 
|  
 
|  
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*BY_CATEGORY, BY_TYPE, BY_TOKEN
Line 1,363: Line 1,699:
 
|-
 
|-
 
| REMAINS
 
| REMAINS
 +
| Caste
 
| singular:plural
 
| singular:plural
 
| What creature's remains are called.
 
| What creature's remains are called.
Line 1,368: Line 1,705:
 
|-
 
|-
 
| REMAINS_COLOR
 
| REMAINS_COLOR
 +
| Caste
 
|
 
|
 
| What color creature's remains are.
 
| What color creature's remains are.
Line 1,373: Line 1,711:
 
|-
 
|-
 
| REMAINS_ON_VERMIN_BITE_DEATH
 
| REMAINS_ON_VERMIN_BITE_DEATH
 +
| Caste
 
|
 
|
 
| Leaves remains when its attack causes it to die?  Seems to go with DIE_WHEN_VERMIN_BITE.
 
| Leaves remains when its attack causes it to die?  Seems to go with DIE_WHEN_VERMIN_BITE.
Line 1,378: Line 1,717:
 
|-
 
|-
 
| REMAINS_UNDETERMINED
 
| REMAINS_UNDETERMINED
 +
| Caste
 
|
 
|
 
| Unknown.
 
| Unknown.
Line 1,383: Line 1,723:
 
|-  
 
|-  
 
| REMOVE_MATERIAL  
 
| REMOVE_MATERIAL  
 +
| Creature
 
|  
 
|  
 
*material token  
 
*material token  
Line 1,389: Line 1,730:
 
|-
 
|-
 
| REMOVE_TISSUE
 
| REMOVE_TISSUE
 +
| Creature
 
|
 
|
 
*material token
 
*material token
 
| Removes a tissue from a creature.
 
| Removes a tissue from a creature.
 +
 +
|-
 +
| RETRACT_INTO_BP
 +
| Caste
 +
| ?
 +
| ?
  
 
|-
 
|-
Line 1,397: Line 1,745:
 
|
 
|
 
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.
 
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.
 +
 +
|-
 +
| ROOT_AROUND
 +
| Caste
 +
| ?
 +
| ?
  
 
|}
 
|}
Line 1,408: Line 1,762:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 
|-  
 
|-  
 
| SAVAGE  
 
| SAVAGE  
 +
| Creature
 
|   
 
|   
 
| Allows creature to show up on (and limits it to) "savage" maps.
 
| Allows creature to show up on (and limits it to) "savage" maps.
Line 1,417: Line 1,774:
 
|-  
 
|-  
 
| SECRETION  
 
| SECRETION  
 +
| Caste
 
|  
 
|  
 
* [[material token]]
 
* [[material token]]
Line 1,427: Line 1,785:
 
|-  
 
|-  
 
| SELECT_ADDITIONAL_CASTE
 
| SELECT_ADDITIONAL_CASTE
 +
| Creature
 
|  
 
|  
 
*caste name
 
*caste name
Line 1,433: Line 1,792:
 
|-  
 
|-  
 
| SELECT_CASTE  
 
| SELECT_CASTE  
 +
| Creature
 
|  
 
|  
 
*caste name, or ALL  
 
*caste name, or ALL  
Line 1,439: Line 1,799:
 
|-  
 
|-  
 
| SELECT_MATERIAL  
 
| SELECT_MATERIAL  
 +
| Creature
 
|  
 
|  
 
*Material token
 
*Material token
Line 1,445: Line 1,806:
 
|-  
 
|-  
 
| SEMIMEGABEAST  
 
| SEMIMEGABEAST  
 +
| Caste
 
|  
 
|  
 
| 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. Appears on fortress territory in Fortress Mode occasionally. Possibly inhabits non-mountain caves.
Line 1,450: Line 1,812:
 
|-  
 
|-  
 
| SET_BP_GROUP  
 
| SET_BP_GROUP  
 +
| Caste
 
|  
 
|  
 
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
Line 1,457: Line 1,820:
 
|-  
 
|-  
 
| SET_TL_GROUP  
 
| SET_TL_GROUP  
 +
| Caste
 
|  
 
|  
 
*TISSUE
 
*TISSUE
Line 1,466: Line 1,830:
 
|-
 
|-
 
| SHEARABLE_TISSUE_LAYER
 
| SHEARABLE_TISSUE_LAYER
 +
| Caste
 
|
 
|
 
* tissue modifier
 
* tissue modifier
Line 1,473: Line 1,838:
 
|-
 
|-
 
| SKILL_LEARN_RATE
 
| SKILL_LEARN_RATE
 +
| Caste
 
| [[skill_token]]:percentage
 
| [[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 1,478: Line 1,844:
 
|-
 
|-
 
| SKILL_LEARN_RATES
 
| SKILL_LEARN_RATES
 +
| Caste
 
| percentage
 
| percentage
 
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.
 
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.
Line 1,483: Line 1,850:
 
|-
 
|-
 
| SKILL_RATE
 
| SKILL_RATE
 +
| Caste
 
| [[skill_token]]:percentage:value:value:value
 
| [[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 1,488: Line 1,856:
 
|-  
 
|-  
 
| SKILL_RATES
 
| SKILL_RATES
 +
| Caste
 
|   
 
|   
 
*% of improvement points you get
 
*% of improvement points you get
Line 1,498: Line 1,867:
 
|-
 
|-
 
| SKILL_RUST_RATE
 
| SKILL_RUST_RATE
 +
| Caste
 
| [[skill_token]]:value:value:value
 
| [[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 1,503: Line 1,873:
 
|-
 
|-
 
| SKILL_RUST_RATES
 
| SKILL_RUST_RATES
 +
| Caste
 
| value:value:value
 
| 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.
 
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
Line 1,508: Line 1,879:
 
|-  
 
|-  
 
| SLOW_LEARNER  
 
| SLOW_LEARNER  
 +
| Caste
 
|   
 
|   
 
| 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.  
 
| 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.  
Line 1,513: Line 1,885:
 
|-  
 
|-  
 
| SMALL_REMAINS  
 
| SMALL_REMAINS  
 +
| Caste
 
|   
 
|   
 
| If a creature has this token, it'll leave "remains" instead of a corpse.
 
| If a creature has this token, it'll leave "remains" instead of a corpse.
Line 1,518: Line 1,891:
 
|-
 
|-
 
| SOLDIER_ALTTILE
 
| SOLDIER_ALTTILE
 +
| Creature
 
| 'character' or tile number
 
| 'character' or tile number
 
| If this creature is active in its civilization's military, it will blink between its default tile and this one.
 
| If this creature is active in its civilization's military, it will blink between its default tile and this one.
Line 1,523: Line 1,897:
 
|-
 
|-
 
| SOUND
 
| SOUND
 +
| Caste
 
|
 
|
 
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
 
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
Line 1,535: Line 1,910:
 
|-
 
|-
 
| SPECIFIC_FOOD
 
| SPECIFIC_FOOD
 +
| Caste
 
|
 
|
 
* PLANT or CREATURE
 
* PLANT or CREATURE
Line 1,542: Line 1,918:
 
|-  
 
|-  
 
| SPEECH  
 
| SPEECH  
 +
| Creature
 
| speech file  
 
| speech file  
 
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
 
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
Line 1,547: Line 1,924:
 
|-  
 
|-  
 
| SPEECH_FEMALE
 
| SPEECH_FEMALE
 +
| Creature
 
| speech file  
 
| speech file  
 
| Boasting speeches relating to killing females of this creature.
 
| Boasting speeches relating to killing females of this creature.
Line 1,552: Line 1,930:
 
|-  
 
|-  
 
| SPEECH_MALE
 
| SPEECH_MALE
 +
| Creature
 
| speech file  
 
| speech file  
 
| Boasting speeches relating to killing males of this creature.
 
| Boasting speeches relating to killing males of this creature.
Line 1,557: Line 1,936:
 
|-  
 
|-  
 
| SPEED  
 
| SPEED  
 +
| Caste
 
| 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 [[Speed]] for more information.
Line 1,562: Line 1,942:
 
|-  
 
|-  
 
| SPHERE  
 
| SPHERE  
 +
| Creature
 
|  
 
|  
 
*sphere name  
 
*sphere name  
Line 1,568: Line 1,949:
 
|-
 
|-
 
| SPOUSE_CONVERSION_TARGET
 
| SPOUSE_CONVERSION_TARGET
 +
| Caste
 
|
 
|
 
| This creature can be converted by a night creature with SPOUSE_CONVERTED.
 
| This creature can be converted by a night creature with SPOUSE_CONVERTED.
Line 1,573: Line 1,955:
 
|-
 
|-
 
| SPOUSE_CONVERTER
 
| SPOUSE_CONVERTER
 +
| Caste
 
|
 
|
 
| 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.
 
| 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.
 +
 +
|-
 +
| SUPERNATURAL
 +
| Caste
 +
| ?
 +
| ?
  
 
|-  
 
|-  
 
| SWIM_SPEED  
 
| SWIM_SPEED  
 +
| Caste
 
|  
 
|  
 
*speed  
 
*speed  
Line 1,584: Line 1,974:
 
|-  
 
|-  
 
| SWIMS_INNATE  
 
| SWIMS_INNATE  
 +
| Caste
 
|   
 
|   
 
| 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.  
 
| 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.  
Line 1,589: Line 1,980:
 
|-  
 
|-  
 
| SWIMS_LEARNED  
 
| SWIMS_LEARNED  
 +
| Caste
 
|   
 
|   
 
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.  
 
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.  
Line 1,602: Line 1,994:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 
|-  
 
|-  
 
| TENDONS  
 
| TENDONS  
 +
| Caste
 
|  
 
|  
 
* [[material token]]
 
* [[material token]]
Line 1,613: Line 2,008:
 
|-  
 
|-  
 
| THICKWEB  
 
| THICKWEB  
 +
| Caste
 
|   
 
|   
 
| The creature's webs can catch larger creatures.
 
| The creature's webs can catch larger creatures.
Line 1,618: Line 2,014:
 
|-  
 
|-  
 
| TISSUE  
 
| TISSUE  
 +
| Creature
 
| name  
 
| name  
 
| Begins defining a tissue in the creature file.
 
| Begins defining a tissue in the creature file.
Line 1,623: Line 2,020:
 
|-
 
|-
 
| TITAN
 
| TITAN
 +
| Caste
 
|
 
|
 
| Found on [[titan]]s. Cannot be specified in user-defined raws.
 
| Found on [[titan]]s. Cannot be specified in user-defined raws.
Line 1,628: Line 2,026:
 
|-  
 
|-  
 
| TL_COLOR_MODIFIER  
 
| TL_COLOR_MODIFIER  
 +
| Caste
 
| COLOR:freq:COLOR:freq etc  
 
| COLOR:freq:COLOR:freq etc  
 
| Creates a list of color patterns, giving each a frequency.  
 
| Creates a list of color patterns, giving each a frequency.  
Line 1,633: Line 2,032:
 
|-
 
|-
 
| TLCM_GENETIC_MODEL
 
| TLCM_GENETIC_MODEL
 +
| Caste
 
|
 
|
 
| tissue layer color modifier is passed to offspring genetically?
 
| tissue layer color modifier is passed to offspring genetically?
Line 1,638: Line 2,038:
 
|-
 
|-
 
| TLCM_IMPORTANCE
 
| TLCM_IMPORTANCE
 +
| Caste
 
|
 
|
 
*number
 
*number
Line 1,645: Line 2,046:
 
|-  
 
|-  
 
| TLCM_NOUN  
 
| TLCM_NOUN  
 +
| Caste
 
|  
 
|  
 
*name
 
*name
Line 1,652: Line 2,054:
 
|-  
 
|-  
 
| TLCM_TIMING  
 
| TLCM_TIMING  
 +
| Caste
 
|  
 
|  
 
*ROOT
 
*ROOT
Line 1,659: Line 2,062:
 
|-  
 
|-  
 
| TRADE_CAPACITY  
 
| TRADE_CAPACITY  
 +
| Caste
 
|   
 
|   
 
| How much the creature can carry when used by merchants.  
 
| How much the creature can carry when used by merchants.  
Line 1,664: Line 2,068:
 
|-  
 
|-  
 
| TRAINABLE  
 
| TRAINABLE  
 +
| Caste
 
|   
 
|   
 
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
 
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
Line 1,669: Line 2,074:
 
|-  
 
|-  
 
| TRAINABLE_HUNTING  
 
| TRAINABLE_HUNTING  
 +
| Caste
 
|   
 
|   
 
| Can be trained as hunting beasts by way of kennels.
 
| Can be trained as hunting beasts by way of kennels.
Line 1,674: Line 2,080:
 
|-  
 
|-  
 
| TRAINABLE_WAR  
 
| TRAINABLE_WAR  
 +
| Caste
 
|   
 
|   
 
| Can be trained as war beasts by way of kennels.
 
| Can be trained as war beasts by way of kennels.
Line 1,679: Line 2,086:
 
|-  
 
|-  
 
| TRANCES  
 
| TRANCES  
 +
| Caste
 
|   
 
|   
 
| Allows the creature to go into martial trances.
 
| Allows the creature to go into martial trances.
Line 1,684: Line 2,092:
 
|-  
 
|-  
 
| TRAPAVOID  
 
| TRAPAVOID  
 +
| Caste
 
|   
 
|   
 
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
 
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
Line 1,689: Line 2,098:
 
|-  
 
|-  
 
| TRIGGERABLE_GROUP  
 
| TRIGGERABLE_GROUP  
 +
| Creature
 
| min:max  
 
| min:max  
 
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
 
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
Line 1,694: Line 2,104:
 
|-  
 
|-  
 
| TSU_NOUN  
 
| TSU_NOUN  
 +
| Caste
 
|  
 
|  
 
*noun
 
*noun
Line 1,708: Line 2,119:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
  
 
|-
 
|-
 
| UBIQUITOUS
 
| UBIQUITOUS
 +
| Creature
 
|
 
|
 
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.
 
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.
Line 1,718: Line 2,131:
 
|-  
 
|-  
 
| UNDERGROUND_DEPTH  
 
| UNDERGROUND_DEPTH  
 +
| Creature
 
|
 
|
 
*mindepth
 
*mindepth
Line 1,725: Line 2,139:
 
|-  
 
|-  
 
| UNDERSWIM  
 
| UNDERSWIM  
 +
| Caste
 
|   
 
|   
 
| 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. Currently appears to have no effect as of 31.25.
Line 1,730: Line 2,145:
 
|-  
 
|-  
 
| UNIQUE_DEMON
 
| UNIQUE_DEMON
 +
| Caste
 
|   
 
|   
 
| Typically found on generated [[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 specified in user-defined raws.
 
| Typically found on generated [[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 specified in user-defined raws.
Line 1,735: Line 2,151:
 
|-
 
|-
 
| USE_CASTE
 
| USE_CASTE
 +
| Creature
 
|
 
|
 
*new caste token
 
*new caste token
Line 1,742: Line 2,159:
 
|-
 
|-
 
| USE_MATERIAL
 
| USE_MATERIAL
 +
| Creature
 
|
 
|
 
*new material ID
 
*new material ID
Line 1,749: Line 2,167:
 
|-  
 
|-  
 
| USE_MATERIAL_TEMPLATE  
 
| USE_MATERIAL_TEMPLATE  
 +
| Creature
 
|
 
|
 
*new material token
 
*new material token
Line 1,756: Line 2,175:
 
|-
 
|-
 
| USE_TISSUE
 
| USE_TISSUE
 +
| Creature
 
|
 
|
 
*new tissue token
 
*new tissue token
Line 1,763: Line 2,183:
 
|-  
 
|-  
 
| USE_TISSUE_TEMPLATE  
 
| USE_TISSUE_TEMPLATE  
 +
| Creature
 
|
 
|
 
*new tissue token
 
*new tissue token
Line 1,770: Line 2,191:
 
|-  
 
|-  
 
| UTTERANCES  
 
| UTTERANCES  
 +
| Caste
 
|   
 
|   
 
| Changes the language of the creature into an unintelligible mess.
 
| Changes the language of the creature into an unintelligible mess.
Line 1,782: Line 2,204:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 
|-  
 
|-  
 
| VEGETATION  
 
| VEGETATION  
 +
| Caste
 
|   
 
|   
 
| unknown
 
| unknown
Line 1,791: Line 2,216:
 
|-  
 
|-  
 
| VERMIN_BITE  
 
| VERMIN_BITE  
 +
| Caste
 
|  
 
|  
 
*chance of occurance{{verify}}
 
*chance of occurance{{verify}}
Line 1,799: Line 2,225:
 
|-
 
|-
 
| VERMIN_EATER
 
| VERMIN_EATER
 +
| Creature
 
|
 
|
 
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
 
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
Line 1,804: Line 2,231:
 
|-  
 
|-  
 
| VERMIN_FISH  
 
| VERMIN_FISH  
 +
| Creature
 
|   
 
|   
 
| The vermin appears in water and will attempt to swim around.
 
| The vermin appears in water and will attempt to swim around.
Line 1,809: Line 2,237:
 
|-  
 
|-  
 
| VERMIN_GROUNDER  
 
| VERMIN_GROUNDER  
 +
| Creature
 
|   
 
|   
 
| 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).
 
| 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).
Line 1,814: Line 2,243:
 
|-  
 
|-  
 
| VERMIN_HATEABLE  
 
| VERMIN_HATEABLE  
 +
| Caste
 
|
 
|
 
| Some dwarves will hate the creature and get unhappy thoughts when around it.  
 
| Some dwarves will hate the creature and get unhappy thoughts when around it.  
Line 1,819: Line 2,249:
 
|-  
 
|-  
 
| VERMIN_MICRO  
 
| VERMIN_MICRO  
 +
| Caste
 
|   
 
|   
 
| 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 1,824: Line 2,255:
 
|-  
 
|-  
 
| VERMIN_NOFISH  
 
| VERMIN_NOFISH  
 +
| Caste
 
|   
 
|   
 
| The creature cannot be caught by fishing.  
 
| The creature cannot be caught by fishing.  
Line 1,829: Line 2,261:
 
|-  
 
|-  
 
| VERMIN_NOROAM  
 
| VERMIN_NOROAM  
 +
| Caste
 
|   
 
|   
 
| The creature will not be observed randomly roaming about the map.  
 
| The creature will not be observed randomly roaming about the map.  
Line 1,834: Line 2,267:
 
|-  
 
|-  
 
| VERMIN_NOTRAP  
 
| VERMIN_NOTRAP  
 +
| Caste
 
|   
 
|   
 
| 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.
 
| 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.
Line 1,839: Line 2,273:
 
|-  
 
|-  
 
| VERMIN_ROTTER  
 
| VERMIN_ROTTER  
 +
| Creature
 
|   
 
|   
 
| 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.
 
| 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.
Line 1,844: Line 2,279:
 
|-  
 
|-  
 
| VERMIN_SOIL  
 
| VERMIN_SOIL  
 +
| Creature
 
|   
 
|   
 
| The creature randomly appears near dirt or mud.
 
| The creature randomly appears near dirt or mud.
Line 1,849: Line 2,285:
 
|-  
 
|-  
 
| VERMIN_SOIL_COLONY  
 
| VERMIN_SOIL_COLONY  
 +
| Creature
 
|   
 
|   
 
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
 
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
Line 1,854: Line 2,291:
 
|-  
 
|-  
 
| VERMINHUNTER  
 
| VERMINHUNTER  
 +
| Caste
 
|   
 
|   
 
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
 
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
Line 1,859: Line 2,297:
 
|-  
 
|-  
 
| VESPERTINE  
 
| VESPERTINE  
 +
| Caste
 
|   
 
|   
 
| Sets if the creature is active in evening.
 
| Sets if the creature is active in evening.
Line 1,864: Line 2,303:
 
|-
 
|-
 
| VIEWRANGE
 
| VIEWRANGE
 +
| Caste
 
| value
 
| 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.
 
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.
Line 1,876: Line 2,316:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 +
 
 
|-  
 
|-  
 
| WAGON_PULLER  
 
| WAGON_PULLER  
 +
| Caste
 
|   
 
|   
 
| Allows the creature to pull caravan wagons.  
 
| Allows the creature to pull caravan wagons.  
Line 1,885: Line 2,328:
 
|-  
 
|-  
 
| WEBBER  
 
| WEBBER  
 +
| Caste
 
|  
 
|  
 
* [[material token]]
 
* [[material token]]
Line 1,891: Line 2,335:
 
|-  
 
|-  
 
| WEBIMMUNE  
 
| WEBIMMUNE  
 +
| Caste
 
|   
 
|   
 
| The creature will not get caught in thick webs.
 
| The creature will not get caught in thick webs.
Line 1,899: Line 2,344:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
  
 
|-  
 
|-  
 
| ATTACK_SKILL  
 
| ATTACK_SKILL  
 +
| Caste
 
|  
 
|  
 
*skill used ([[Skill token]])
 
*skill used ([[Skill token]])
Line 1,910: Line 2,357:
 
|-  
 
|-  
 
| ATTACK_VERB  
 
| ATTACK_VERB  
 +
| Caste
 
| 2nd person:3rd person  
 
| 2nd person:3rd person  
 
| descriptive text for the attack
 
| descriptive text for the attack
Line 1,915: Line 2,363:
 
|-  
 
|-  
 
| ATTACK_CONTACT_PERC  
 
| ATTACK_CONTACT_PERC  
 +
| Caste
 
|  
 
|  
 
*% value  
 
*% value  
Line 1,921: Line 2,370:
 
|-  
 
|-  
 
| ATTACK_PENETRATION_PERC  
 
| ATTACK_PENETRATION_PERC  
 +
| Caste
 
|  
 
|  
 
*% value  
 
*% value  
Line 1,927: Line 2,377:
 
|-  
 
|-  
 
| ATTACK_PRIORITY  
 
| ATTACK_PRIORITY  
 +
| Caste
 
|  
 
|  
 
*MAIN or SECOND  
 
*MAIN or SECOND  
Line 1,933: Line 2,384:
 
|-
 
|-
 
| ATTACK_VELOCITY_MODIFIER
 
| ATTACK_VELOCITY_MODIFIER
 +
| Caste
 
| number
 
| 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").
 
| 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").
Line 1,938: Line 2,390:
 
|-  
 
|-  
 
| ATTACK_FLAG_CANLATCH  
 
| ATTACK_FLAG_CANLATCH  
 +
| Caste
 
|   
 
|   
 
| 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.
 
| 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.
Line 1,943: Line 2,396:
 
|-  
 
|-  
 
| ATTACK_FLAG_WITH  
 
| ATTACK_FLAG_WITH  
 +
| Caste
 
|   
 
|   
 
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
 
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
Line 1,948: Line 2,402:
 
|-  
 
|-  
 
| ATTACK_FLAG_EDGE  
 
| ATTACK_FLAG_EDGE  
 +
| Caste
 
|   
 
|   
 
| attack type
 
| attack type
Line 1,953: Line 2,408:
 
|-  
 
|-  
 
| SPECIALATTACK_INJECT_EXTRACT  
 
| SPECIALATTACK_INJECT_EXTRACT  
 +
| Caste
 
|  
 
|  
 
* [[material token]]
 
* [[material token]]
Line 1,958: Line 2,414:
 
*min:max
 
*min:max
 
| attack type addition that injects a material into the victim.
 
| attack type addition that injects a material into the victim.
 +
 +
|-
 +
| SPECIALATTACK_INTERACTION
 +
| Caste
 +
| ?
 +
| ?
  
 
|-
 
|-
 
| SPECIALATTACK_SUCK_BLOOD
 
| SPECIALATTACK_SUCK_BLOOD
 +
| Caste
 
| min:max
 
| min:max
 
| Successful attack draws out an amount of blood randomized between the min and max value.
 
| Successful attack draws out an amount of blood randomized between the min and max value.
Line 1,975: Line 2,438:
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
 +
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="20%" | Arguments
! width="60%" | Description
+
! width="50%" | Description
 
 
|-
 
| INSULATION
 
|
 
*value
 
| Tissue supplies the creature with heat insulation. Higher values result in more insulation.
 
  
 
|-  
 
|-  
 
| PLUS_TISSUE_LAYER  
 
| PLUS_TISSUE_LAYER  
 +
| Caste
 
|  
 
|  
 
*TISSUE
 
*TISSUE
Line 1,994: Line 2,453:
 
|-  
 
|-  
 
| PLUS_TL_GROUP  
 
| PLUS_TL_GROUP  
 +
| Caste
 
|  
 
|  
 
*TISSUE
 
*TISSUE
Line 2,003: Line 2,463:
 
|-
 
|-
 
| SELECT_TISSUE
 
| SELECT_TISSUE
 +
| Creature
 
|
 
|
 
*tissue token
 
*tissue token
Line 2,009: Line 2,470:
 
|-  
 
|-  
 
| SELECT_TISSUE_LAYER  
 
| SELECT_TISSUE_LAYER  
 +
| Caste
 
|  
 
|  
 
*TISSUE
 
*TISSUE
Line 2,018: Line 2,480:
 
|-
 
|-
 
| SET_LAYER_TISSUE
 
| SET_LAYER_TISSUE
 +
| Caste
 
|
 
|
 
| Sets a tissue layer to be made of a different tissue.
 
| Sets a tissue layer to be made of a different tissue.
Line 2,023: Line 2,486:
 
|-  
 
|-  
 
| TISSUE_LAYER  
 
| TISSUE_LAYER  
 +
| Caste
 
|  
 
|  
 
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*BY_TYPE, BY_CATEGORY, BY_TOKEN
Line 2,033: Line 2,497:
 
|-  
 
|-  
 
| TISSUE_LAYER_OVER
 
| TISSUE_LAYER_OVER
 +
| Caste
 
|
 
|
 
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*BY_TYPE, BY_CATEGORY, BY_TOKEN
Line 2,042: Line 2,507:
 
|-  
 
|-  
 
| TISSUE_LAYER_UNDER  
 
| TISSUE_LAYER_UNDER  
 +
| Caste
 
|  
 
|  
 
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*BY_TYPE, BY_CATEGORY, BY_TOKEN
Line 2,053: Line 2,519:
 
|-  
 
|-  
 
| TISSUE_LAYER_APPEARANCE_MODIFIER  
 
| TISSUE_LAYER_APPEARANCE_MODIFIER  
 +
| Caste
 
|  
 
|  
 
*QUALITY
 
*QUALITY
 
*lowest:lower:low:median:high:higher:highest  
 
*lowest:lower:low:median:high:higher:highest  
 
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 
| 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_STYLE_UNIT  
 +
| Caste
 
|  
 
|  
 
*tissue
 
*tissue
 
*shaping  
 
*shaping  
 
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
 
| 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
 
| TL_CONNECTS
 +
| Caste
 
|
 
|
 
| Presumably gives the CONNECTS attribute to selected layers.
 
| Presumably gives the CONNECTS attribute to selected layers.
Line 2,089: Line 2,541:
 
|-
 
|-
 
| TL_HEALING_RATE
 
| TL_HEALING_RATE
 +
| Caste
 
|
 
|
 
| Presumably changes the HEALING_RATE of the selected tissue layers.
 
| Presumably changes the HEALING_RATE of the selected tissue layers.
Line 2,094: Line 2,547:
 
|-
 
|-
 
| TL_MAJOR_ARTERIES
 
| TL_MAJOR_ARTERIES
 +
| Caste
 
|
 
|
 
| Gives Major Artery attribute to selected layers.
 
| Gives Major Artery attribute to selected layers.
Line 2,099: Line 2,553:
 
|-
 
|-
 
| TL_PAIN_RECEPTORS
 
| TL_PAIN_RECEPTORS
 +
| Caste
 
|
 
|
 
| Seems to set new number of pain receptors for selected tissue layers.
 
| Seems to set new number of pain receptors for selected tissue layers.
Line 2,104: Line 2,559:
 
|-
 
|-
 
| TL_RELATIVE_THICKNESS
 
| TL_RELATIVE_THICKNESS
 +
| Caste
 
|
 
|
 
| Seems to set new relative thickness for selected tissue layers.
 
| Seems to set new relative thickness for selected tissue layers.
Line 2,109: Line 2,565:
 
|-
 
|-
 
| TL_VASCULAR
 
| TL_VASCULAR
 +
| Caste
 
|
 
|
 
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.
 
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.

Revision as of 03:12, 19 February 2012

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 Type Arguments Description
ADOPTS_OWNER Caste 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 Caste Creature needs alcohol to get through the working day.
ALL_ACTIVE Caste 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 Creature If set, the creature will blink between its [TILE] and its [ALTTILE].
AMBUSHPREDATOR Caste Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.[Verify]
AMPHIBIOUS Caste Allows a creature to breathe with or without water. Implies [AQUATIC].
APP_MOD_DESC_RANGE Caste
  • Range
Forum post describing how description ranges work
APP_MOD_GENETIC_MODEL Caste
  • 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 Caste
  • number
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify]
APP_MOD_NOUN Caste
  • noun
  • SINGULAR or PLURAL
creates a noun for the appearance and whether it is singular or plural
APP_MOD_RATE Caste
  • 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 Special
  • CV TEMPLATE NAME
Loads the Creature Variation Template specified.
APPLY_CURRENT_CREATURE_VARIATION Special Applies loaded Creature Variation
AQUATIC Caste Allows a creature to breathe underwater, but causes it to "drown" out of water.
ARENA_RESTRICTED Caste Does not appear in arena mode list
ARTIFICIAL_HIVEABLE Creature Can be kept in artificial hives by beekeepers.
AT_PEACE_WITH_WILDLIFE Caste Does not attack or frighten wildlife.
ATTACK Caste
  • 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 Caste pop:exported wealth:created wealth Specifies when a megabeast will attack the fortress.
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

B

Token Type Arguments Description
BABY Caste 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 Caste 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 Caste Whales and jellyfish have this. Controls the beaching frequency of the creature.
BENIGN Caste Determines whether creature can show up on "tame" maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).
BIOME Creature Select a Biome the creature may appear in.
BLOOD Caste Specifies what the creature's blood is made of.
BLOODSUCKER Caste ? ?
BODY Caste 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 Purring maggot. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.

BODY_APPEARANCE_MODIFIER Caste
  • 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:HEIGHT: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 Caste 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 fox, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.
A maggot would only need:
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]

BODY_SIZE Caste years:days:size sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials 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 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

BODYGLOSS Caste gloss Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
BONECARN Caste Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation)[Verify]. Implies CARNIVORE. Civilized creatures (ex. Kobolds) with this tag tend to die out during world generation.
BP_APPEARANCE_MODIFIER Caste
  • 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 Caste 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.
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

C

Token Type Arguments Description
CAN_DO_INTERACTION Caste ? ?
CAN_LEARN Caste 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 Caste 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 Caste Alias for NOT_LIVING
CANOPENDOORS Caste Allows the creature to open doors.
CARNIVORE Caste Creature only eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.
CASTE Creature
  • name
defines a caste
CASTE_ALTTILE Caste
  • tile number or "letter"
Caste-specific alternate tile. Expects CASTE_TILE
CASTE_COLOR Caste
  • fg
  • bg
  • brightness
Creature tile color of the caste.
CASTE_GLOWCOLOR Caste
  • fg
  • bg
  • brightness
GLOWTILE color of the caste.
CASTE_GLOWTILE Caste
  • tile value or "letter"
Caste-specific glowtile
CASTE_NAME Caste singular:plural:adjective The name of the caste of the creature in the game.
CASTE_PROFESSION_NAME Caste alters the name of the given profession, caste-specific
CASTE_SOLDIER_ALTTILE Caste '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 Caste 'character' or tile number Creatures of this caste active in their civilization's military will use this tile instead.
CASTE_SPEECH Caste speech file? Possibly a caste-specific instance of the SPEECH token
CASTE_TILE Caste
  • tile number or "letter"
Caste-specific creature tile.
CAVE_ADAPT Caste Gives the creature a bonus in caves. Also causes Cave adaptation.
CHANGE_BODY_SIZE_PERC Caste
CHILD Caste 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 Caste 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 Creature
  • 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 Caste
  • min
  • max
Number of eggs laid in one sitting.
COLONY_EXTERNAL Caste Caste hovers around colony.
COLOR Creature foreground:background:brightness Color of the creature's tile.
COMMON_DOMESTIC Caste 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 Caste 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 Caste Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
CRAZED Caste ? ?
COPY_TAGS_FROM Special
  • CREATURE NAME
Copies tags from another specified creature.
CREATURE_CLASS Caste
  • 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 Creature 'character' or tile number Creatures active in their civilization's military will use this tile instead.
CREATURE_TILE Creature 'character' or tile number The symbol of the creature in ASCII mode.
CREPUSCULAR Caste Sets if the creature is active at twilight.
CURIOUSBEAST_EATER Caste Allows a creature to steal and eat edible items from a site.
CURIOUSBEAST_GUZZLER Caste 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 Caste 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 Special
  • TAG NAME
Adds a tag. Used in conjunction with creature variation templates.
CV_REMOVE_TAG Special
  • TAG NAME
Removes a tag. Used in conjunction with creature variation templates.
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D

Token Type Arguments Description
DEMON Caste Found on generated demons. Cannot be specified in user-defined raws.
DESCRIPTION Caste text A brief description of the creature type.
DIE_WHEN_VERMIN_BITE Caste Dies upon attacking. Used for bee stings.
DIFFICULTY Caste 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 Caste Sets if the creature is active in day.
DIVE_HUNTS_VERMIN Caste ? ?
DOES_NOT_EXIST Creature Creature does not actually exist; used for fanciful creatures.
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E

Token Type Arguments Description
EBO_ITEM Caste ? ?
EBO_SHAPE Caste ? ?
EGG_MATERIAL Caste 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 Caste
  • size
Determines how long it takes for eggs to hatch[Verify]. The larger the number, the longer it takes.
EQUIPMENT_WAGON Creature 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 Caste Allows the creature to wear or wield items.
EVIL Creature Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.
EXTRA_BUTCHER_OBJECT Caste ? ?
EXTRACT Caste Defines a creature extract which can be obtained via small animal dissection.
EXTRAVISION Caste Creature can see regardless of whether it has working eyes.
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F

Token Type Arguments Description
FANCIFUL Creature 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]
FEATURE_ATTACK_GROUP Caste Found on subterranean animalmen.
FEATURE_BEAST Caste Found on forgotten beasts. Cannot be specified in user-defined raws.
FEMALE Caste Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
FIREIMMUNE Caste Renders a creature immune to being damaged by FIREBREATH's short range cone attack.
FIREIMMUNE_SUPER Caste The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.
FISHITEM Caste Needs to be cleaned at a fishery
FIXED_TEMP Caste temperature The natural heat generated by the creature.
FLEEQUICK Caste Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
FLIER Caste 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 Creature
  • 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 Type Arguments Description
GENERAL_BABY_NAME Creature singular:plural name at creature level
GENERAL_CHILD_NAME Creature singular:plural name at creature level
GENERAL_MATERIAL_FORCE_MULTIPLIER Caste ? ?
GENERATED Creature Found on procedurally generated creatures like Forgotten beasts, (biome name) titans, Demons, and night creatures. Cannot be specified in user-defined raws.
GETS_INFECTIONS_FROM_ROT Caste Creature can get infections from necrotic tissue.
GETS_WOUND_INFECTIONS Caste Creature's wounds can become infected.
GLOWCOLOR Creature
  • foreground
  • background
  • brightness
The colour of the GLOWTILE of the creature.
GLOWTILE Creature 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 Caste verb (gnawed) The creature chews on food barrels and bags.
GOBBLE_VERMIN_CLASS Caste ? ?
GOBBLE_VERMIN_CREATURE Caste ? ?
GO_TO_END Special When using tags from an existing creature, inserts new tags at the end of the creature.
GO_TO_START Special When using tags from an existing creature, inserts new tags at the beginning of the creature.
GO_TO_TAG Special When using tags from an existing creature, inserts new tags after the specified tag.
GOOD Creature Determines whether creature can show up on "good" areas. Eg. unicorn.
GRASSTRAMPLE Caste value The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.
GRAVITATE_BODY_SIZE Caste target value Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.
GRAZER Caste
  • 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 Type Arguments Description
HABIT Caste 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 Caste 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.".http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
HAS_NERVES Caste 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 Caste The creature has a shell. Seemingly no longer used - holdover from previous versions.
HIVE_PRODUCT Creature What product is harvested from beekeeping.
HOMEOTHERM Caste Default 'NONE'. The creature's normal body temperature
HUNTS_VERMIN Caste Creature hunts and kills nearby vermin.
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I

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

Token Type Arguments Description
LAIR Caste 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 Caste characteristic:probability Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
LAIR_HUNTER Caste This creature will actively hunt adventurers in its lair.
LAIR_HUNTER_SPEECH Caste speech file What this creature says while hunting adventurers in its lair.
LARGE_PREDATOR Caste 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 Creature In Fortress Mode, spawns outdoors and is not a vermin creature.
LAYS_EGGS Caste Creature lays eggs instead of giving birth to live young.
LAYS_UNUSUAL_EGGS Caste Creature lays a particular item instead of regular eggs.
LIGAMENTS Caste Defines the material and healing rate of ligaments.
LIGHT_GEN Caste The creature will generate light, such as in adventurer mode at night.
LIKES_FIGHTING Caste The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.
LISP Caste Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
LITTERSIZE Caste
  • minumum
  • maximum
Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
LOCKPICKER Caste Lets a creature open doors that are set to forbidden in Fortress Mode.
LOOSE_CLUSTERS Creature The creatures will scatter if they have this tag, or form tight packs if they don't.
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M

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

Refer to Creature mannerism tokens

MATERIAL Creature
  • material id
Begins defining a new material.[Verify]
MATERIAL_FORCE_MULTIPLIER Caste ? ?
MATUTINAL Caste Sets if the creature is active in dawn.
MAXAGE Caste 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 Caste Gives a creature random movement.
MEGABEAST Caste Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.
MENT_ATT_CAP_PERC Caste
  • 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 Caste
  • 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 Caste
  • 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 Caste Allows the creature to be milked.
MISCHIEVIOUS Caste Alias for MISCHIEVOUS
MISCHIEVOUS Caste 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 Caste Seemingly no longer used - holdover from previous versions.
MOUNT Caste Creature may be used as a mount.
MOUNT_EXOTIC Caste You need the Dungeon master noble to mount the creature.
MULTIPLE_LITTER_RARE Caste Makes litters with more than one offspring rare.
MUNDANE Creature 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 Type Arguments Description
NAME Creature 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 Caste Alias for NATURAL_ANIMAL
NATURAL_ANIMAL Caste Animal is considered to be natural.
NATURAL_SKILL Caste 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 Caste 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 Caste 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(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). 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 Caste does not appear this season.
NO_CONNECTIONS_FOR_MOVEMENT Caste ? ?
NO_DIZZINESS Caste Creature cannot become dizzy
NO_DRINK Caste Creature does not need to drink.
NO_EAT Caste Creature does not need to eat.
NO_FEVERS Caste Creature cannot suffer fevers
NO_GENDER Caste Creature has no gender.
NO_PHYS_ATT_GAIN Caste ? ?
NO_PHYS_ATT_RUST Caste ? ?
NO_SLEEP Caste Creature does not need to sleep.
NO_SPRING Caste does not appear this season.
NO_SUMMER Caste does not appear this season.
NO_THOUGHT_CENTER_FOR_MOVEMENT Caste Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.
NO_WINTER Caste does not appear this season.
NOBONES Caste Creature has no bones.
NOBREATHE Caste Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.
NOCTURNAL Caste Sets if the creature is active in night.
NOEMOTION Caste The creature has no emotions, and does not rage.
NOEXERT Caste Creature can't become tired or over-exerted.
NOFEAR Caste Creature doesn't feel fear and will never run away from battle.
NOMEAT Caste Creature will not drop meat on butcher.
NONAUSEA Caste Creature can't vomit.
NOPAIN Caste Creature doesn't feel pain.
NOSKIN Caste Creature will not drop skin on butcher.
NOSKULL Caste Creature will not drop skull on butcher, rot, or decay of severed head.
NOSMELLYROT Caste Does not produce miasma when rotting
NOSTUCKINS Caste Weapons can't be stuck in creature.
NOSTUN Caste 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 Caste Cannot be butchered
NOT_LIVING Caste ? Cannot be raised from the dead. Also prevents ghosts of that creature appearing.
NOTHOUGHT Caste Creature doesn't think, or doesn't require a [BRAIN] body part.
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O

Token Type Arguments Description
OPPOSED_TO_LIFE Caste ? ?
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P

Token Type Arguments Description
PACK_ANIMAL Caste 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.
PARALYZEIMMUNE Caste The creature is immune to all paralyzing special attacks.
PATTERNFLIER Caste
PEARL Caste Creature will generate pearls.
PENETRATEPOWER Caste 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 Caste
  • ATTRIBUTE
  • lowest:median:highest
Determines the range and chance of personality traits. Standard is 0:50:100. See Personality trait for more info.
PET Caste Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.
PET_EXOTIC Caste You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming).
PETVALUE Caste 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 Caste 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 Caste
  • 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 Caste
  • 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 Caste
  • 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 Caste
  • 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 Creature
  • material
Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
POP_RATIO Caste Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
POPULATION_NUMBER Creature 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 Caste Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
PREFSTRING Creature 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 Creature 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 Caste 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 Caste Specifies what the creature's wounds will ooze when infected.
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R

Token Type Arguments Description
RELSIZE Caste
  • 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 Caste singular:plural What creature's remains are called.
REMAINS_COLOR Caste What color creature's remains are.
REMAINS_ON_VERMIN_BITE_DEATH Caste Leaves remains when its attack causes it to die? Seems to go with DIE_WHEN_VERMIN_BITE.
REMAINS_UNDETERMINED Caste Unknown.
REMOVE_MATERIAL Creature
  • material token
Removes a material from a creature.
REMOVE_TISSUE Creature
  • material token
Removes a tissue from a creature.
RETRACT_INTO_BP Caste ? ?
RETURNS_VERMIN_KILLS_TO_OWNER Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.
ROOT_AROUND Caste ? ?
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S

Token Type Arguments Description
SAVAGE Creature Allows creature to show up on (and limits it to) "savage" maps.
SECRETION Caste
  • material token
  • 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 Creature
  • caste name
adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.
SELECT_CASTE Creature
  • caste name, or ALL
selects a previously defined caste
SELECT_MATERIAL Creature
  • Material token
Selects a locally defined material. Can be ALL.
SEMIMEGABEAST Caste 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.
SET_BP_GROUP Caste
  • selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
  • category, type, or token
Begins a selection of body parts.
SET_TL_GROUP Caste
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
begins a selection of tissue layers
SHEARABLE_TISSUE_LAYER Caste
  • 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 Caste skill_token:percentage The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_LEARN_RATES Caste percentage The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_RATE Caste skill_token:percentage:value:value:value As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_RATES Caste
  • % 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 Caste 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.
SKILL_RUST_RATES Caste 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 Caste 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 Caste If a creature has this token, it'll leave "remains" instead of a corpse.
SOLDIER_ALTTILE Creature '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 Caste
  • 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 Caste
  • PLANT or CREATURE
  • Plant/creature ID
Indicates that the creature is only capable of eating a particular type of food.
SPEECH Creature speech file Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
SPEECH_FEMALE Creature speech file Boasting speeches relating to killing females of this creature.
SPEECH_MALE Creature speech file Boasting speeches relating to killing males of this creature.
SPEED Caste 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.
SPHERE Creature
  • 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 Caste This creature can be converted by a night creature with SPOUSE_CONVERTED.
SPOUSE_CONVERTER Caste 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.
SUPERNATURAL Caste ? ?
SWIM_SPEED Caste
  • speed
How fast the creature swims. Typically 2500 (0.38 times the default speed).
SWIMS_INNATE Caste 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 Caste The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.
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T

Token Type Arguments Description
TENDONS Caste Defines the material and healing rate of tendons.
THICKWEB Caste The creature's webs can catch larger creatures.
TISSUE Creature name Begins defining a tissue in the creature file.
TITAN Caste Found on titans. Cannot be specified in user-defined raws.
TL_COLOR_MODIFIER Caste COLOR:freq:COLOR:freq etc Creates a list of color patterns, giving each a frequency.
TLCM_GENETIC_MODEL Caste tissue layer color modifier is passed to offspring genetically?
TLCM_IMPORTANCE Caste
  • 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 Caste
  • name
  • SINGULAR or PLURAL
names the tissue layer color modifier, and determines the noun
TLCM_TIMING Caste
  • 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 Caste How much the creature can carry when used by merchants.
TRAINABLE Caste Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
TRAINABLE_HUNTING Caste Can be trained as hunting beasts by way of kennels.
TRAINABLE_WAR Caste Can be trained as war beasts by way of kennels.
TRANCES Caste Allows the creature to go into martial trances.
TRAPAVOID Caste The creature is immune to traps. Probably every procedurally generated megabeast has this.
TRIGGERABLE_GROUP Creature min:max A large swarm of vermin can be disturbed, usually in Adventure mode.[Verify]
TSU_NOUN Caste
  • 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 Type Arguments Description
UBIQUITOUS Creature Creature will occur in every region with the correct biome. Does not apply to evil/good tags.
UNDERGROUND_DEPTH Creature
  • 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 Caste Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.
UNIQUE_DEMON Caste Typically found on generated demons; 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 specified in user-defined raws.
USE_CASTE Creature
  • 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 Creature
  • new material ID
  • old material ID
Defines a new local creature material and populates it with all properties defined in the specified local creature material.
USE_MATERIAL_TEMPLATE Creature
  • new material token
  • material template
Defines a new local creature material and populates it with all properties defined in the specified template.
USE_TISSUE Creature
  • 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 Creature
  • new tissue token
  • tissue template
Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.
UTTERANCES Caste Changes the language of the creature into an unintelligible mess.
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V

Token Type Arguments Description
VEGETATION Caste unknown
VERMIN_BITE Caste Vermin bites, and injects something.
VERMIN_EATER Creature The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
VERMIN_FISH Creature The vermin appears in water and will attempt to swim around.
VERMIN_GROUNDER Creature 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 Caste Some dwarves will hate the creature and get unhappy thoughts when around it.
VERMIN_MICRO Caste 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 Caste The creature cannot be caught by fishing.
VERMIN_NOROAM Caste The creature will not be observed randomly roaming about the map.
VERMIN_NOTRAP Caste 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 Creature 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 Creature The creature randomly appears near dirt or mud.
VERMIN_SOIL_COLONY Creature The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
VERMINHUNTER Caste Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
VESPERTINE Caste Sets if the creature is active in evening.
VIEWRANGE Caste 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 Type Arguments Description
WAGON_PULLER Caste Allows the creature to pull caravan wagons.
WEBBER Caste Allows the creature to create webs, and defines what the webs are made of.
WEBIMMUNE Caste The creature will not get caught in thick webs.

Attack Tokens

Token Type Arguments Description
ATTACK_SKILL Caste defines the attack skill used
ATTACK_VERB Caste 2nd person:3rd person descriptive text for the attack
ATTACK_CONTACT_PERC Caste
  • % value
amount of available tissue used in attack, or possibly percent chance the attack makes contact
ATTACK_PENETRATION_PERC Caste
  • % 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)
ATTACK_PRIORITY Caste
  • MAIN or SECOND
use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
ATTACK_VELOCITY_MODIFIER Caste 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 Caste 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 Caste In adventure mode, displays the name of the body part used by an attack when announcing the attack.
ATTACK_FLAG_EDGE Caste attack type
SPECIALATTACK_INJECT_EXTRACT Caste attack type addition that injects a material into the victim.
SPECIALATTACK_INTERACTION Caste ? ?
SPECIALATTACK_SUCK_BLOOD Caste 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 Tissue definition token)


Token Type Arguments Description
PLUS_TISSUE_LAYER Caste
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
Adds a tissue to those selected
PLUS_TL_GROUP Caste
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
continues a selection of tissue layers
SELECT_TISSUE Creature
  • tissue token
Selects a tissue for editing.
SELECT_TISSUE_LAYER Caste
  • 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 Caste Sets a tissue layer to be made of a different tissue.
TISSUE_LAYER Caste
  • 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 Caste
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
  • LOCATION
Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
TISSUE_LAYER_UNDER Caste
  • 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 Caste
  • QUALITY
  • lowest:lower:low:median:high:higher:highest
sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
TISSUE_STYLE_UNIT Caste
  • tissue
  • shaping
sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
TL_CONNECTS Caste Presumably gives the CONNECTS attribute to selected layers.
TL_HEALING_RATE Caste Presumably changes the HEALING_RATE of the selected tissue layers.
TL_MAJOR_ARTERIES Caste Gives Major Artery attribute to selected layers.
TL_PAIN_RECEPTORS Caste Seems to set new number of pain receptors for selected tissue layers.
TL_RELATIVE_THICKNESS Caste Seems to set new relative thickness for selected tissue layers.
TL_VASCULAR Caste Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.

See Also