Creature token: различия между версиями

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Полный список известных токенов [[creature|существ]].
 
__NOTOC__
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==A==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
 
|-
| ADOPTS_OWNER
|
| Приручённое существо нельзя назначить кому-нибудь, вместо этого оно само автоматически выбирает себе хозяина. По-видимому, основные требования к назначению довольно просты; например, существо, скорее всего, выберет того хозяина, который любит существ данного вида.{{verify}}
 
|-
| ALCOHOL_DEPENDENT
|
| Существу требуется [[alcohol|алкоголь]] в течение (и по завершении) рабочего дня.
 
|-
| ALL_ACTIVE
|
| Устанавливается, если существо активно днём, ночью и в сумерках. По-видимому, отдельные значения из {{tt|DIURNAL|дневной}}/{{tt|NOCTURNAL|ночной}}/{{tt|CREPUSCULAR|сумеречный}} более предпочтительны.
 
|-
| ALTTILE
|
| Если установлено, это существо будет "мигать" между его {{tt|[TILE]|основным отображением тайла}} и {{tt|[ALTTILE]|альтернативным отображением тайла}}.
 
|-
| AMBUSHPREDATOR
|
| Вместо постоянного выслеживания добычи, существо с этим тегом будет выжидать перед нападением, пока добыча сама не войдёт в пределы нескольких тайлов.{{verify}}
 
|-
| AMPHIBIOUS
|
| Позволяет существу дышать как в [[water|воде]], так и вне её. Заключает в себе [AQUATIC].
 
|-
| APP_MOD_DESC_RANGE
|
* {{tt|Range|Диапазон}}
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Это сообщение с форума поясняет, как работает описание диапазонов]
 
|-
| APP_MOD_GENETIC_MODEL
|
* {{tt|Model|Модель}} (Согласуется с DOMINANT_MORE, DOMINANT_LESS и MIX)
| Задаёт [http://en.wikipedia.org/wiki/Genetic_model генетическую модель] для соответствующего(-их) {{tt|модификатора(-ов) внешнего вида|appearance modifier(s)}}. В настоящее время может делать что-нибудь очень важное (а может и нет — не известно).
 
|-
| APP_MOD_IMPORTANCE
|
* {{tt|number|число}}
| Определяет, насколько важен этот {{tt|модификатор внешнего вида|appearance modifier}}, для определения того, будет ли он показываться в описании существа (во время игры).{{verify}}
 
|-
| APP_MOD_NOUN
|
* {{tt|noun|существительное}}
* SINGULAR или PLURAL
| создает существительное для внешнего вида, а также находится ли оно в {{ttr|единственном|singular}} или {{ttr|множественном числе|plural}}
 
|-
| APP_MOD_RATE
|
* {{tt|Rate|Скорость}} (целое число)
* {{tt|Scale|Шкала}} ({{tt|DAILY|ежедневно}}, {{tt|YEARLY|ежегодно}})
* {{tt|min:max|минимум:максимум}} прироста
* {{tt|start year:start day|начальный год:начальный день}}
* {{tt|end year:end day|год окончания:день окончания}}
| настройка скорости роста модификатора. Последние два токена можно заменить на NO_END, чтобы увеличение продолжалось бесконечно.
 
|-
| APPLY_CREATURE_VARIATION
|
* {{tt|CV TEMPLATE NAME|Название Шаблона Изменений Существа}}
| Загружает заданный {{tt|Шаблон Изменений Существа|Creature Variation Template}}.
 
|-
| APPLY_CURRENT_CREATURE_VARIATION
|
| Применяются загруженные {{tt|Creature Variation|Изменения Существа}}
 
|-
| AQUATIC
|
| Позволяет существу дышать под водой, но заставляет его "тонуть" вне [[water|воды]].
 
|-
| ARENA_RESTRICTED
|
| Не отображается в списке [[arena mode|режима арены]]
 
|-
| ARTIFICIAL_HIVEABLE
|
| Можно содержать в искусственных [[hive|ульях]] при помощи [[beekeeper|пчеловодов]].
 
|-
| AT_PEACE_WITH_WILDLIFE
|
| Не нападает или не пугает диких животных.
 
|-
| ATTACK
|
* {{tt|token|токен}}
* {{tt|bodypart|часть тела}}
* {{tt|selection criteria|критерий отбора}}
* {{tt|location|положение}}
| Определяет наименование атаки и используемую часть тела. Смотрите [[#Attack Tokens|ниже]] допустимые подтокены
 
'''Пример:'''<br />
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br />
''{{tt|GORE|бодать}}'' : название атаки<br />
''BODYPART:BY_CATEGORY:HORN'' : рога используются для атаки (предполагая, что у существа есть хоть один)
 
|-
| ATTACK_TRIGGER
| {{tt|pop:exported wealth:created wealth|население:экспортированное богатство:созданное богатство}}
| Указывает, когда [[megabeast|мега-чудовище]] будет атаковать крепость.
 
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==B==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
|-
| BABY
| {{tt|integer|целое число}}
| Возраст, в котором существо считается [[child|ребёнком]].  По умолчанию равен нулю. Кто-нибудь может думать об этом, как о продолжительности стадии детства.
 
|-
| BABYNAME
| {{tt|singular:plural|единственное число:множественное число}}
| Задаёт новое имя для существа в состоянии ребёнка в пределах касты.  Для некастовых детских имён, смотри 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.
 
|-
| BEACH_FREQUENCY
|
| Встречается у [[Whale|китов]] и [[Sea nettle jellyfish|медуз]]. Регулирует частоту выбрасывания этих существ на берег.
 
|-
| BENIGN
|
| Определяет, может ли существо появляться на "{{tt|покорённых|tame}}" картах (включая [[elephant|слонов]]), которое будет в большинстве случаев избегать дварфов, хотя они могут преследовать и/или нападать на них, если те подошли слишком близко).
 
|-
| BIOME
|
* [[biome token]]
| Выберите [[Biome|биом]], в котором это существо может появляться.
 
|-
| BLOOD
|
* [[material token|токен материала]]
* {{tt|matter state|агрегатное состояние}} ({{tt|LIQUID|жидкость}}, {{tt|GAS|газ}}, {{tt|SOLID|твёрдое тело}})
| Указывает, из чего состоит кровь существа.
 
|-
| BODY
| {{tt|body parts|части тела}}
| Берёт части тела из файлов OBJECT:BODY (например, body_default.txt)
'''Пример:'''<br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
Это тело [[Purring maggot|урчащей личинки]]. Она состоит из тела с [[head|головой]], [[heart|сердцем]], [[guts|внутренностями]], [[brain|мозгом]] и [[mouth|ртом]]. Это всё, что нужно личинке.
 
|-
| BODY_APPEARANCE_MODIFIER
|
* {{tt|ATTRIBUTE|атрибут}}
* {{tt|lowest:lower:low:median:high:higher:highest|самый низкий:ниже:низкий:средний:высокий:выше:самый высокий}}
| Эти модификаторы тела дают отдельным существам различные характеристики. Как и в случае {{tt|HEIGHT|высоты}}, {{tt|BROADNESS|ширины}} и {{tt|LENGTH|длины}}, этот модификатор показывает изменение в процентах также {{tt|BODY_SIZE|размера тела}} отдельного существа.  Семь чисел, идущих потом, дают распределение размахов. Каждый интервал случается с равной вероятностью.
'''Пример:'''<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br />
''HEIGHT'' : обозначает, что изменяется именно высота <br />
''90:95:98:100:102:105:110'' : устанавливает интервал от самого низкого (90% средней высоты) до самого высого (110% средней высоты) параметра существа.
 
|-
| BODY_DETAIL_PLAN
| {{tt|PlanName|ИмяСхемы}}, {{tt|PlanName:type:type:type:etc|ИмяСхемы:тип:тип:тип:и т.д.}}
| загружает схему строения тела из файлов OBJECT:BODY_DETAIL_PLAN, например, b_detail_plan_default.txt, где задаётся масса через USE_MATERIAL_TEMPLATE, масса изменяется RELSIZE, изменяется положение частей тела, и назначаются слои тканей тела. Слои тканей здесь задаются в порядке от кожи до костей.
'''Пример:'''<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
Так создаётся детализированное тело [[fox|лисы]], [[skin|покров]], [[fat|жир]], [[muscle|мускулы]], [[bones|кости]] и [[cartilage|хрящи]] которой взяты из {{ttr|vertebrate tissues|тканей позвоночного животного}}.<br />
[[Purring maggot|Личинке]] же потребуется только:<br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''
 
|-
| BODY_SIZE
| {{tt|years:days:size|годы:дни:размер}}
| Устанавливает размер тела в данный момент времени. Размер примерно равен среднему весу существа в граммах.
'''Пример:'''<br />
[BODY_SIZE:0:0:10000]<br />
[BODY_SIZE:1:168:50000]<br />
[BODY_SIZE:12:0:220000]<br />
Здесь описан размер [[minotaur|минотавра]]. При рождении его размер должен быть 10000 (~ 10 кг). Спустя 1 год и 168 дней он вырастет до 50000 (~ 50 кг). Повзрослев (в 12 лет), он весит около 220 кг.
 
|-
| BODYGLOSS
| {{tt|gloss|толкование}}
| Вместо текста для части тела используется другой текст. Берёт толкования из файлов OBJECT:BODY files (например, body_default.txt)
 
|-
| BONECARN
|
| Существо 'ест' кости. Питание костями повышает их [[happiness|счастье]], но может привести к смерти (от {{tt|удушения|suffocation}}) {{verify}}. Включает в себя CARNIVORE.
 
|-
| BP_APPEARANCE_MODIFIER
|
* {{tt|QUALITY|характерная черта}}
* {{tt|lowest:lower:low:median:high:higher:highest|самый низкий:ниже:низкий:средний:высокий:выше:самый высокий}}
| обеспечивает всю широту возможностей для характерных черт внешнего вида для выбранной BP group. Например: {{ttr|Eyes|Глаза}} ({{tt|CLOSE_SET|замкнутость}}, {{tt|DEEP_SET|глубина посадки}}, {{tt|ROUND_VS_NARROW|круглые или узкие}}, {{tt|LARGE_IRIS|большая радужная оболочка}}), {{ttr|Lips|Губы}} ({{tt|THICKNESS|толщина}}), {{ttr|Nose|Нос}} ({{tt|BROADNESS|ширина}}, {{tt|LENGTH|длина}}, {{tt|UPTURNED|вздёрнутый}}, {{tt|CONVEX|выпуклый}}), {{ttr|Ear|Ухо}} ({{tt|SPLAYED_OUT|заострённость}}, {{tt|HANGING_LOBES|свисание мочек}}, {{tt|BROADNESS|ширина}}, {{tt|HEIGHT|высота}}), {{ttr|Tooth|Зуб}} ({{tt|GAPS|промежутки}}), {{ttr|Skull|Череп}} ({{tt|HIGH_CHEEKBONES|высокие скулы}}, {{tt|BROAD_CHIN|широкий подбородок}}, {{tt|JUTTING_CHIN|выпирающий подбородок}}, {{tt|SQUARE_CHIN|квадратный подбородок}}), {{ttr|Neck|Шея}} ({{tt|DEEP_VOICE|низкий голос}}, {{tt|RASPY_VOICE|скрежещущий голос}}), {{ttr|Head|Голова}} ({{tt|BROADNESS|ширина}}, {{tt|HEIGHT|высота}})
|-
| BUILDINGDESTROYER
| 1 или 2
| Позволяет существу уничтожать [[furniture|предметы обстановки]] и [[building|постройки]].  При значении [1] в качестве цели выбираются в основном [[door|двери]], [[hatch|люки]], мебель и тому подобное.  При значении [2] в качестве цели выбирается всё, кроме построенного с помощью команд {{key|b}} + {{key|C}}.
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
{{заготовка}}
==C==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
 
|-
| CAN_LEARN
|
| Это существо получает [[skill|навыки]] и {{catlink|профессии}}. Обратите внимание, что этот токен не позволяет [[adventurer mode|приключенцу]] [[butchering|разделывать]] существо, поэтому не рекомендуется для нецивилизованных монстров. Приключенцы, лишённые такого токена могут распределять, но не увеличивать [[attribute|атрибуты]] и навыки, при этом распределённые навыки исчезнут при старте.
 
|-
| CAN_SPEAK
|
| Может разговаривать. Обратите внимание, что он не является необходимым для существо, чтобы получать социальные навыки. Если представитель цивилизации (например, [[pet|питомец]]) имеет этот токен, то ему понадобится есть и пить.{{verify}}
 
|-
| CANNOT_UNDEAD
|
| Не может превращаться в зомби или скелетообразную [[undead|нежить]]. Также предотвращает появление существа в виде призрака.
 
|-
| CANOPENDOORS
|
| Позволяет существу открывать [[door|двери]].
 
|-
| CARNIVORE
|
| Существо ест ''только'' мясо. Обратите внимание, что плотоядные виды не смогут пережить [[worldgen|генерацию мира]], если только у них нет {{tt|NO_EAT|не ест}}.
 
|-
| CASTE
|
* {{tt|name|название}}
| задаёт [[caste|касту]]
 
|-
| CASTE_ALTTILE
|
* {{tt|tile number|номер тайла}} или "{{tt|letter|буква}}"
| Заменяющий тайл, характерный для касты. Используется совместно с CASTE_TILE
 
|-
| CASTE_COLOR
|
* {{tt|fg|основной}}
* {{tt|bg|фоновый}}
* {{tt|brightness|яркость}}
| Цвет для тайла существа из этой касты.
 
|-
| CASTE_GLOWCOLOR
|
* {{tt|fg|основной}}
* {{tt|bg|фоновый}}
* {{tt|brightness|яркость}}
| {{ttr|GLOWTILE color|Цвет свечения тайла}} для касты.
 
|-
| CASTE_GLOWTILE
|
* {{tt|tile value|значение тайла}} или "{{tt|letter|буква}}"
| {{ttr|glowtile|свечение тайла}}, характерное для касты.
 
|-
| CASTE_NAME
| {{tt|singular|единственное число}}:{{tt|plural|множественное число}}:{{tt|adjective|прилагательное}}
| Название касты для существа в игре.
 
|-
| CASTE_PROFESSION_NAME
|
* {{tt|Profession|профессия}}
* {{tt|singular|единственное число}}
* {{tt|plural|множественное число}}
| заменяет название заданной профессии, характерной для касты.
 
|-
| CASTE_SOLDIER_ALTTILE
| '{{tt|character|символ}}' или {{tt|tile number|номер тайла}}
| Существа из этой касты, состоящие в [[military|войсках]] своей [[civilization|цивилизации]], будут мигать между используемым по умолчанию [[tile|тайлом]] и этим.
 
|-
| CASTE_SOLDIER_TILE
| '{{tt|character|символ}}' или {{tt|tile number|номер тайла}}
| Существа из этой касты, состоящие в [[military|войсках]] своей [[civilization|цивилизации]], взамен будут использовать этот [[tile|тайл]]
 
|-
| CASTE_SPEECH
| {{tt|speech file|файл речи}}?
| Возможно, характерная для касты привязка к токену {{tt|SPEECH|речь}}
 
|-
| CASTE_TILE
|
* {{tt|tile number|номер тайла}} или "{{tt|letter|буква}}"
| Тайл существа, характерный для касты.
 
|-
| CAVE_ADAPT
|
| Даёт существу бонус в [[cave|пещерах]]. Также приводит к [[Cave adaptation|привыканию к пещерам]].
 
|-
| CHANGE_BODY_SIZE_PERC
|
| Изменяет [[size|размер]] тела существа в процентах
 
|-
| CHILD
| integer
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
 
|-
| CHILDNAME
| singular:plural
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
 
|-
| CLUSTER_NUMBER
|
* min
* max
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean и river biome tokens to perform seasonal migrations.
e.g. [CLUSTER_NUMBER:1:3]
 
|-
|CLUTCH_SIZE
|
* min
* max
|Number of eggs laid in one sitting.
 
|-
| COLONY_EXTERNAL
|
| Caste hovers around colony.
 
|-
| COLOR
| foreground:background:brightness
| Color of the creature's tile.
 
|-
| COMMON_DOMESTIC
|
| Allows the creature to be brought with immigrants и when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT. In addition, the creature must be NATURAL rather than FANCIFUL
 
|-
| CONVERTED_SPOUSE
|
| Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER и NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex и convert them into castes with CONVERTED_SPOUSE.
 
|-
| COOKABLE_LIVE
|
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
 
|-
| COPY_TAGS_FROM
|
* CREATURE NAME
| Copies tags from another specified creature.
 
|-
| CREATURE_CLASS
|
* classname
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.
 
|-
| CREATURE_SOLDIER_TILE
| 'character' или tile number
| Creatures active in their civilization's military will use this tile instead.
 
|-
| CREATURE_TILE
| 'character' или tile number
| The symbol of the creature in ASCII mode.
 
|-
| CREPUSCULAR
|
| Sets if the creature is active at twilight.
 
|-
| CURIOUSBEAST_EATER
|
| Allows a creature to steal и eat edible items from a site.
 
|-
| CURIOUSBEAST_GUZZLER
|
| Allows a creature to (very quickly) drink your alcohol. или spill the barrel to the ground. Also affects undead versions of the creature.
 
|-
| CURIOUSBEAST_ITEM
|
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.
 
|-
| CV_ADD_TAG
|
* TAG NAME
| Adds a tag. Used in conjunction with creature variation templates.
 
|-
| CV_REMOVE_TAG
|
* TAG NAME
| Removes a tag. Used in conjunction with creature variation templates.
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==D==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
 
|-
| DEMON
|
| Found on generated [[demon]]s; sets the creature as potential [[hell]] spawn
 
|-
| Описание
| text
| A brief description of the creature type.
 
|-
| DIE_WHEN_VERMIN_BITE
|
| Dies upon attacking. Used for bee stings.
 
|-
| DIFFICULTY
| integer
| Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, и the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.
 
|-
| DIURNAL
|
| Sets if the creature is active in day.
 
|-
| DOES_NOT_EXIST
|
| Creature does not actually exist; used for fanciful creatures.
 
|-
| DRAGONFIREBREATH
|
| Creature breathes fire in a cone.  
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==E==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
 
|-
| EGG_MATERIAL
|
* [[material token]]
* state (SOLID, LIQUID, или GAS)
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, и then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites или yolk, but they otherwise do not exist.
 
|-
| EGG_SIZE
|
* size
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.
 
|-
| EQUIPMENT_WAGON
|
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s и driven by a merchant.
 
|-
| EQUIPS
|
| Allows the creature to wear или wield items.
 
|-
| EVIL
|
| Determines whether creature can show up on "evil" maps
 
 
|-
| EXTRACT
|
* [[material token]]
| Defines a creature extract which can be obtained via [[small animal dissection]].
 
|-
| EXTRAVISION
|
| Creature can see regardless of whether it has working eyes.  
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==F==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
|-
| FANCIFUL
|
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons и other legendary creatures.
 
|-
| FEATURE_ATTACK_GROUP
|
| Found on subterranean animalmen.
 
|-
| FEATURE_BEAST
|
| Found on [[forgotten beast]]s.
 
|-
| FEMALE
|
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
 
|-
| FIREBREATH
|
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
 
|-
| FIREIMMUNE
|
| Иммунитет к обычному огню (не драконьему).
 
|-
| FIREIMMUNE_SUPER
|
| Существо имеет иммунитет к драконьему огню, включая обычный огонь (FIREIMMUNE).
 
|-
| FISHITEM
|
| Needs to be cleaned at a fishery
 
|-
| FIXED_TEMP
| temperature
| The natural heat generated by the creature.
 
|-
| FLEEQUICK
|
| Determines how soon a creature flees in a losing battle.
 
|-
| FLIER
|
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding — flying dwarves need a land path to exist between them и an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
 
|-
| FREQUENCY
|
* number, max 100
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] или [FREQUENCY:100]. Not to be confused with POP_RATIO
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==G==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
|-
| GENERAL_BABY_NAME
| singular:plural
| name at creature level
 
|-
| GENERAL_CHILD_NAME
| singular:plural
| name at creature level
 
|-
| GENERATED
|
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, и [[night creature]]s.
 
|-
| GETS_INFECTIONS_FROM_ROT
|
| Creature can get infections from necrotic tissue.
 
|-
| GETS_WOUND_INFECTIONS
|
| Creature's wounds can become infected.
 
|-
| GLOWCOLOR
|
* foreground
* background
* brightness
| The colour of the GLOWTILE of the creature.
 
|-
| GLOWTILE
| ascii character
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level — for caste-specific glow tiles, use CASTE_GLOWTILE instead.
 
|-
| GNAWER
| verb (gnawed)
| The creature chews on food barrels и bags.
 
|-
| GO_TO_END
|
| When using tags from an existing creature, inserts new tags at the end of the creature.
 
|-
| GO_TO_START
|
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
 
|-
| GO_TO_TAG
|
| When using tags from an existing creature, inserts new tags after the specified tag.
 
|-
| GOOD
|
| Determines whether creature can show up on "good" areas. Eg. unicorn.
 
|-
| GRASSTRAMPLE
| value
| Determines the percentage chance (or possibly wait time until next trample) of trampling и killing grass when a creature steps on it. Delete the tag to make the creature never trample grass.
 
|-
| GRAVITATE_BODY_SIZE
| target value
| Used in Creature Variants. This token changes the body size to the average of the old body size и the target value. Unknown how it interacts with growth stages.{{verify}}
 
|-
| GRAZER
|
* number
| Animals is a grazer. The higher the number, the less frequently it needs to eat in order to survive.
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==H==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
|-
| HABIT
| type:probability
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, и COLLECT_WEALTH. These may require the creature to have a lair to work properly.
 
|-
| HABIT_NUM
| number или TEST_ALL
| Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
 
|-
| HAS_NERVES
|
| This makes the creature susceptible to severed motor и sensory nerves when muscles are torn in limb, grasp и stance parts. Some butchering yields nervous tissue.
 
|-
| HASSHELL
|
| The creature has a shell. Seemingly no longer used — holdover from previous versions.
 
|-
| HIVE_PRODUCT
|
* number
* [[time]]
* [[item token]]s
| What product is harvested from [[Beekeeping industry|beekeeping]].
 
|-
| HOMEOTHERM
|
| Default 'NONE'. The creature's normal body [[temperature]]
 
|-
| HUNTS_VERMIN
|
| Creature hunts и kills nearby vermin.
 
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==I==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
 
|-
| IMMOBILE_LAND
|
| The creature is immobile while on land. Only works on AQUATIC creatures which can't breath on land.
 
|-
| IMMOLATE
|
| Will ignite, и potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.
 
|-
| INTELLIGENT
|
| Implies CAN_SPEAK и CAN_LEARN. CAN_LEARN probably means the creature gets skills — including social skills — и professions. Not recommended for uncivilized monsters.
 
|-
| ITEMCORPSE
* [[item token]]:subtype
* [[material token]]
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
 
|-
| ITEMCORPSE_QUALITY
|
| The quality of an item-type corpse left behind; 5 is masterpiece-level.  
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==L==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
|-
| LAIR
| type:probability
| Found on megabeasts, semimegabeasts, и night creatues. The creature will seek out sites of this type и take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, и LABYRINTH.
 
|-
| LAIR_CHARACTERISTIC
| characteristic:probability
| Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS.
 
|-
| LAIR_HUNTER
|
| This creature will actively hunt adventurers in its lair.
 
|-
| LAIR_HUNTER_SPEECH
| speech file
| What this creature says while hunting adventurers in its lair.
 
|-
| LARGE_PREDATOR
|
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush и attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
 
|-
| LARGE_ROAMING
|
| In Fortress Mode, spawns outdoors и is not a vermin creature.
 
|-
| LAYS_EGGS
|
| Creature lays eggs instead of giving birth to live young.
 
|-
| LAYS_UNUSUAL_EGGS
|
* [[item token]]
* [[material token]]
| Creature lays a particular item instead of regular eggs.
 
|-
| LIGAMENTS
|
* [[material token]]
* healing rate
| Defines the material и healing rate of ligaments.
 
|-
| LIGHT_GEN
|
| The creature will generate light, such as in adventurer mode at night.
 
|-
| LIKES_FIGHTING
|
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures — included modded dwarves.
 
|-
| LISP
|
| Creature multiplies 'S' when talking. Ex: "My name isss Recisssiz."  
 
|-
| LITTERSIZE
|
* minumum
* maximum
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
 
|-
| LOCKPICKER
|
| Lets a creature open doors that are set to forbidden in Fortress Mode.
 
|-
| LOOSE_CLUSTERS
|
| The creatures will scatter if they have this tag, или form tight packs if they don't.  
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==M==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
 
|-
| MAGICAL
|
| Unknown.
 
|-
| MAGMA_VISION
|
| Creature's able to see while covered in magma.
 
|-
| MALE
|
| The species или caste is all male.
 
|-
| MANNERISM_??
|
* occassionally body part
| Adds a possible mannerism to the creature's profile.
Refer to [[Creature mannerism token]]s
 
|-
| MATERIAL
|
* material id
| Begins defining a new material.{{verify}}
 
|-
| MATERIAL_BREATH_ATTACK
|
* [[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
|
| Sets if the creature is active in dawn.
 
|-
| MAXAGE
| min:max
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.
 
|-
| MEANDERER
|
| Gives a creature random movement.
 
|-
| MEGABEAST
|
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.
 
|-
|MENT_ATT_CAP_PERC
|
* ATTRIBUTE Token
* Cap %
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
 
|-
| MENT_ATT_RANGE
|
* ATTRIBUTE
* lowest:lower:low:median:high:higher:highest
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
 
|-
| MENT_ATT_RATES
|
* ATTRIBUTE Token
* cost to improve
* unused counter rate
* rust counter rate
* demotion counter rate
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
 
|-
| MILKABLE
|
* [[material token]]
* frequency
| Allows the creature to be milked.
 
|-
| MISCHIEVIOUS
|
| Will pull any levers it comes across. Also makes creature spawn invisible и with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."
 
|-
| MODVALUE
|
| Seemingly no longer used — holdover from previous versions.
 
|-
| MOUNT
|
| Creature may be used as a mount.
 
|-
| MOUNT_EXOTIC
|
| You need the Dungeon master noble to mount the creature.
 
|-
| MULTIPLE_LITTER_RARE
|
| Makes litters with more than one offspring rare.
 
|-
| MULTIPLY_VALUE
|
* Multiplier
| Multiplies value of materials.
 
|-
| MUNDANE
|
| Marks if the creature is an actual real-life creature. Only used for age-names at present, и determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==N==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
|-
| NAME
| singular:plural:adjective
| The generic name for any creature of this type — will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.
 
|-
| NATURAL
|
| Animal is considered to be natural.
 
|-
| NATURAL_SKILL
| skill:value
| The creature possesses this skill at this level inherently. It begins with this skill at this level, и the skill may never rust below this level. Requires CAN_LEARN или INTELLIGENT to function (changed in .25 или earlier that CAN_LEARN is no longer required).
 
|-
| NIGHT_CREATURE_BOGEYMAN
|
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, и will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.
 
|-
| NIGHT_CREATURE_HUNTER
|
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, и 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, и 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
|
| does not appear this season.
 
|-
| NO_DIZZINESS
|
| Creature cannot become dizzy
 
|-
| NO_DRINK
|
| Creature does not need to drink.
 
|-
| NO_EAT
|
| Creature does not need to eat.
 
|-
| NO_FEVERS
|
| Creature cannot suffer fevers
 
|-
| NO_GENDER
|
| Creature has no gender.
 
|-
| NO_SLEEP
|
| Creature does not need to sleep.
 
|-
| NO_SPRING
|
| does not appear this season.
 
|-
| NO_SUMMER
|
| does not appear this season.
 
|-
| NO_THOUGHT_CENTER_FOR_MOVEMENT
|
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.
 
|-
| NO_WINTER
|
| does not appear this season.
 
|-
| NOBONES
|
| Creature has no bones.
 
|-
| NOBREATHE
|
| Creature doesn't need to breathe или have [BREATHE] parts in body. Cannot drown или be strangled.
 
|-
| NOCTURNAL
|
| Sets if the creature is active in night.
 
|-
| NOEMOTION
|
| The creature has no emotions, и does not rage.
 
|-
| NOEXERT
|
| Creature can't become tired или over-exerted.
 
|-
| NOFEAR
|
| Creature doesn't feel fear и will never run away from battle.
 
|-
| NOMEAT
|
| Creature will not drop meat on butcher.
 
|-
| NONAUSEA
|
| Creature can't vomit.
 
|-
| NOPAIN
|
| Creature doesn't feel pain.
 
|-
| NOSKIN
|
| Creature will not drop skin on butcher.
 
|-
| NOSKULL
|
| Creature will not drop skull on butcher, rot, или decay of severed head.
 
|-
| NOSMELLYROT
|
| Does not produce miasma when rotting
 
|-
| NOSTUCKINS
|
| Weapons can't be stuck in creature.
 
|-
| NOSTUN
|
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode и stay drowsy. If this creature must eat и drink while playing, it WILL die.
 
|-
| NOT_BUTCHERABLE
|
| Cannot be butchered
 
|-
| NOTHOUGHT
|
| Creature doesn't think, или doesn't require a [BRAIN] body part.  
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==P==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
|-
| PACK_ANIMAL
|
| Allows the creature to be used as a pack animal. Currently only used by merchants.
 
|-
| PARALYZEIMMUNE
|
| The creature is immune to all paralyzing special attacks.
 
|-
| PATTERNFLIER
|
|
 
|-
| PEARL
|
| Creature will generate pearls.
 
|-
| PENETRATEPOWER
| value
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood и cloth objects roll a 0-9 и if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.
 
|-
| PERSONALITY
|
* ATTRIBUTE
* lowest:median:highest
| Determines the range и chance of personality traits. Standard is 0:50:100. See [[Personality_trait|Personality traits]] for more info.
 
|-
| PET
|
| Allows the creature to be tamed.
 
|-
| PET_EXOTIC
|
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming).
 
|-
| PETVALUE
| value
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War или Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.  
 
|-
| PETVALUE_DIVISOR
| value
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.
 
|-
|PHYS_ATT_CAP_PERC
|
* ATTRIBUTE Token
* Cap %
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).
 
|-
| PHYS_ATT_RANGE
|
* ATTRIBUTE
* lowest:lower:low:median:high:higher:highest
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
 
|-
| PHYS_ATT_RATES
|
* ATTRIBUTE Token
* cost to improve
* unused counter rate
* rust counter rate
* demotion counter rate
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, и ENDURANCE are 500:3:4:3, while RECUPERATION и DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
 
|-
| PLUS_BP_GROUP
|
* BY_TYPE, BY_CATEGORY, или BY_TOKEN
* body type, category, или token
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
 
|-
| PLUS_MATERIAL
|
* material
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
 
|-
| POP_RATIO
|
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
 
|-
| POPULATION_NUMBER
| min:max
| old guess: "The minimum/maximum numbers of how many of these creatures can show up on a map per year."<br>Toady: "Pop number is the number per square of the region, I think."
 
|-
| POWER
|
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
 
|-
| PREFSTRING
| string
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
 
|-
| PROFESSION_NAME
|
* Profession
* singular
* plural
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.
 
|-
| PRONE_TO_RAGE
| number
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat. As described in file_changes.txt, creatures with this token "follow its normal behavior, but flip out on occasion, higher rate = more flipping out".
 
|-
| PUS
|
* [[material token]]
* matter state (LIQUID, GAS, SOLID)
| Specifies what the creature's wounds will ooze when infected.
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==R==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
|-
| RELSIZE
|
* BY_CATEGORY, BY_TYPE, BY_TOKEN
* body category, type, или token
* Relsize
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
 
|-
| REMAINS
| singular:plural
| What creature's remains are called.
 
|-
| REMAINS_COLOR
|
| What color creature's remains are.
 
|-
| REMAINS_ON_VERMIN_BITE_DEATH
|
| Leaves remains when its attack causes it to die? Seems to go with DIE_WHEN_VERMIN_BITE.
 
|-
| REMAINS_UNDETERMINED
|
| Unknown.
 
|-
| REMOVE_MATERIAL
|
* material token
| Removes a material from a creature.
 
|-
| REMOVE_TISSUE
|
* material token
| Removes a tissue from a creature.
 
|-
| RETURNS_VERMIN_KILLS_TO_OWNER
|
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.
 
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==S==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
|-
| SAVAGE
|
| Allows creature to show up on (and limits it to) "savage" maps.
 
|-
| SECRETION
|
* [[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
|
* caste name
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.
 
|-
| SELECT_CASTE
|
* caste name, или ALL
| selects a previously defined caste
 
|-
| SELECT_MATERIAL
|
* Material token
| Selects a locally defined material. Can be ALL.
 
|-
| SEMIMEGABEAST
|
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.
 
|-
| SET_BP_GROUP
|
* selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
* category, type, или token
| Begins a selection of body parts.
 
|-
| SET_TL_GROUP
|
* TISSUE
* BY_CATEGORY, BY_TYPE, BY_TOKEN
* Location — category, type, или token
* tissue
| begins a selection of tissue layers
 
|-
| SHEARABLE_TISSUE_LAYER
|
* tissue modifier
* required value
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).
 
|-
| SKILL_LEARN_RATE
| [[skill_token]]:percentage
| The rate at which this creature learns this skill. Requires CAN_LEARN или INTELLIGENT to function.
 
|-
| SKILL_LEARN_RATES
| percentage
| The rate at which this creature learns all skills. Requires CAN_LEARN или INTELLIGENT to function.
 
|-
| SKILL_RATE
| [[skill_token]]:percentage:value:value:value
| As SKILL_RATES for individual skills. Requires CAN_LEARN или INTELLIGENT to function.
 
|-
| SKILL_RATES
|
* % of improvement points you get
* unused counter rate
* rust counter rate
* demotion counter rate
| Affects skill gain и 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 или INTELLIGENT to function.
 
|-
| SKILL_RUST_RATE
| [[skill_token]]:value:value:value
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires CAN_LEARN или INTELLIGENT to function.
 
|-
| SKILL_RUST_RATES
| value:value:value
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires CAN_LEARN или INTELLIGENT to function.
 
|-
| SLOW_LEARNER
|
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres и giants; can be applied to civ или player races.
 
|-
| SMALL_REMAINS
|
| If a creature has this token, it'll leave "remains" instead of a corpse.
 
|-
| SOLDIER_ALTTILE
| 'character' или tile number
| If this creature is active in its civilization's military, it will blink between its default tile и this one.
 
|-
| SOUND
|
* Sound application (currently accepts ALERT или PEACEFUL_INTERMITTENT)
* Sound range (in tiles)
* Sound delay (lower values = sound is produced more often)
* VOCALIZATION или NONE (determines whether the sound requires breathing или not)
* First-person description
* Third-person description
* Description when out of sight
| Creature makes sounds periodically, which can be heard in Adventure mode.
 
|-
| SPECIFIC_FOOD
|
* PLANT или CREATURE
* Plant/creature ID
| Indicates that the creature is only capable of eating a particular type of food.
 
|-
| SPEECH
| speech file
| Boasting speeches relating to killing this creature. Examples include dwarf.txt и elf.txt in data\speech.
 
|-
| SPEECH_FEMALE
| speech file
| Boasting speeches relating to killing females of this creature.
 
|-
| SPEECH_MALE
| speech file
| Boasting speeches relating to killing males of this creature.
 
|-
| SPEED
| value
| Sets the creatures' movement и work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement и work rates from default. See [[Speed]] for more information.
 
|-
| SPHERE
|
* sphere name
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, и the creature's name.
 
|-
| SPOUSE_CONVERSION_TARGET
|
| This creature can be converted by a night creature with SPOUSE_CONVERTED.
 
|-
| SPOUSE_CONVERTER
|
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.
 
|-
| SWIM_SPEED
|
* speed
| How fast the creature swims. Typically 2500 (0.38 times the default speed).
 
|-
| SWIMS_INNATE
|
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
 
|-
| SWIMS_LEARNED
|
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.  
 
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==T==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
|-
| TENDONS
|
* [[material token]]
* healing rate
| Defines the material и healing rate of tendons.
 
|-
| THICKWEB
|
| The creature's webs can catch larger creatures.
 
|-
| TISSUE
| name
| Begins defining a tissue in the creature file.
 
|-
| TITAN
|
| Found on [[titan]]s.
 
|-
| TL_COLOR_MODIFIER
| COLOR:freq:COLOR:freq etc
| Creates a list of color patterns, giving each a frequency.
 
|-
| TLCM_GENETIC_MODEL
|
| tissue layer color modifier is passed to offspring genetically?
 
|-
| TLCM_IMPORTANCE
|
* number
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
 
|-
| TLCM_NOUN
|
* name
* SINGULAR или PLURAL
| names the tissue layer color modifier, и determines the noun
 
|-
| TLCM_TIMING
|
* ROOT
* start change window years:days:end change window years:days
| determines the point in the creature's life where the color change begins
 
|-
| TRADE_CAPACITY
|
| How much the creature can carry when used by merchants.
 
|-
| TRAINABLE
|
| Implies both [TRAINABLE_HUNTING] и [TRAINABLE_WAR].
 
|-
| TRAINABLE_HUNTING
|
| Can be trained as hunting beasts by way of kennels.
 
|-
| TRAINABLE_WAR
|
| Can be trained as war beasts by way of kennels.
 
|-
| TRANCES
|
| Allows the creature to go into martial trances.
 
|-
| TRAPAVOID
|
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
 
|-
| TRIGGERABLE_GROUP
| min:max
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
 
|-
| TSU_NOUN
|
* noun
* SINGULAR или PLURAL
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==U==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
 
|-
| UBIQUITOUS
|
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.
 
|-
| UNDERGROUND_DEPTH
|
* mindepth
* maxdepth
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 или 5 in the default raws. A single argument may be used instead of min и max. Dwarven civilizations will only export (via the embark screen или caravans) things that available at depth 1.
 
|-
| UNDERSWIM
|
| Creature swims under the water и can't be seen.{{verify}}
 
|-
| UNIQUE_DEMON
|
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld и take over civilizations during worldgen. Cannot be used for modder-defined creatures.
 
|-
| USE_CASTE
|
* new caste token
* old caste token
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up и placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
 
|-
| USE_MATERIAL
|
* new material token
* old material id
| Defines a new local creature material и populates it with all properties defined in the specified material. Old material id accepts any valid material id, including INORGANIC:X, CREATURE_MAT:C:X, LOCAL_CREATURE_MAT:X, и others (where X is a material id from that set, и C is a valid creature id).{{verify}}
 
|-
| USE_MATERIAL_TEMPLATE
|
* new material token
* material template
| Defines a new local creature material и populates it with all properties defined in the specified template.
 
|-
| USE_TISSUE
|
* new tissue token
* old tissue id
| Defines a new local creature tissue и populates it with all properties defined in the local tissue specified in the second argument.
 
|-
| USE_TISSUE_TEMPLATE
|
* new tissue token
* tissue template
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
 
|-
| UTTERANCES
|
| Changes the language of the creature into an unintelligible mess.
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==V==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
|-
| VEGETATION
|
| unknown
 
|-
| VERMIN_BITE
|
* chance of occurance{{verify}}
* verb (bitten, stung, etc)
* [[material token]]
| Vermin bites, и injects something.
 
|-
| VERMIN_EATER
|
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
 
|-
| VERMIN_FISH
|
| The vermin appears in water и will attempt to swim around.
 
|-
| VERMIN_GROUNDER
|
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
 
|-
| VERMIN_HATEABLE
|
| Some dwarves will hate the creature и get unhappy thoughts when around it.
 
|-
| VERMIN_MICRO
|
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.
 
|-
| VERMIN_NOFISH
|
| The creature cannot be caught by fishing.
 
|-
| VERMIN_NOROAM
|
| The creature will not be observed randomly roaming about the map.
 
|-
| VERMIN_NOTRAP
|
| The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
 
|-
| VERMIN_ROTTER
|
| Present on flies, knuckle worms, acorn flies, и blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, или both.
 
|-
| VERMIN_SOIL
|
| The creature randomly appears near dirt или mud.
 
|-
| VERMIN_SOIL_COLONY
|
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
 
|-
| VERMINHUNTER
|
| Implies AT_PEACE_WITH_WILDLIFE, RETURNS_VERMIN_KILLS_TO_OWNER, HUNTS_VERMIN, и ADOPTS_OWNER.
 
|-
| VESPERTINE
|
| Sets if the creature is active in evening.
 
|-
| VIEWRANGE
| value
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.
|}
 
<div align="center">
{{alphabetical TOC}}
</div>
 
==W==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
|-
| WAGON_PULLER
|
| Allows the creature to pull caravan wagons.
 
|-
| WEBBER
|
* [[material token]]
| Позволяет существу создавать паутину и определяет из чего получится паутина.
 
|-
| WEBIMMUNE
|
| The creature will not get caught in thick webs.
|}
 
==Attack Tokens==
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
 
|-
| ATTACK_SKILL
|
* skill used ([[Skill token]])
| defines the attack skill used
 
|-
| ATTACK_VERB
| 2nd person:3rd person
| descriptive text for the attack
 
|-
| ATTACK_CONTACT_PERC
|
* % value
| amount of available tissue used in attack
 
|-
| ATTACK_PENETRATION_PERC
|
* % value
| probably amount of material that makes contact when penetration is done
 
|-
| ATTACK_PRIORITY
|
* MAIN или SECOND
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
 
|-
| ATTACK_VELOCITY_MODIFIER
| number
| Modifies the attack velocity. Believed to be percent based (so 100 would be "normal"). May be on same scale as weapon velocity (where 1000 is "normal").
 
|-
| ATTACK_FLAG_CANLATCH
|
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.
 
|-
| ATTACK_FLAG_WITH
|
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
 
|-
| ATTACK_FLAG_EDGE
|
| attack type
 
|-
| SPECIALATTACK_INJECT_EXTRACT
|
* [[material token]]
* state (SOLID, LIQUID, GAS)
* min:max
| attack type addition that injects a material into the victim.
 
|-
| SPECIALATTACK_SUCK_BLOOD
| min:max
| Successful attack draws out an amount of blood randomized between the min и 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 и modifying tissue properties. (See also [[Tissue definition token]])
 
 
{| {{prettytable}}
|- bgcolor="#aaaaaa"
! width="20%" | Токен
! width="20%" | Аргументы
! width="60%" | Описание
 
|-
| INSULATION
|
* value
| Tissue supplies the creature with heat insulation. Higher values result in more insulation.
 
|-
| PLUS_TISSUE_LAYER
|
* TISSUE
* BY_CATEGORY, BY_TYPE, BY_TOKEN
* Location — category, type, или token
| Adds a tissue to those selected
 
|-
| PLUS_TL_GROUP
|
* TISSUE
* BY_CATEGORY, BY_TYPE, BY_TOKEN
* Location — category, type, или token
* tissue
| continues a selection of tissue layers
 
|-
| SELECT_TISSUE
|
* tissue token
| Selects a tissue for editing.
 
|-
| SELECT_TISSUE_LAYER
|
* TISSUE
* BY_CATEGORY, BY_TYPE, BY_TOKEN
* Location — category, type, или token | Selects a tissue at a location
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
| Selects a tissue layer for descriptor и cosmetic purposes.
 
|-
| SET_LAYER_TISSUE
|
| Sets a tissue layer to be made of a different tissue.
 
|-
| TISSUE_LAYER
|
* BY_TYPE, BY_CATEGORY, BY_TOKEN
* TYPE,CATEGORY, или 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 и CLEANS, requiring a further body part и a % of coverage/cleansing
 
|-
| TISSUE_LAYER_OVER
|
* BY_TYPE, BY_CATEGORY, BY_TOKEN
* TYPE,CATEGORY, или TOKEN
* TISSUE
* LOCATION
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
 
|-
| TISSUE_LAYER_UNDER
|
* BY_TYPE, BY_CATEGORY, BY_TOKEN
* TYPE,CATEGORY, или TOKEN
* TISSUE
| Adds the tissue layer under a given part.
For example an Iron Man has a gaseous poison within и this tissue (GAS is its name) has the token [TISSUE_LEAKS] и its state is GAS so when you puncture the iron outside и damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man
    [TISSUE:GAS]
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]
 
|-
| TISSUE_LAYER_APPEARANCE_MODIFIER
|
* QUALITY
* lowest:lower:low:median:high:higher:highest
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 
|-
| TISSUE_LEAKS
|
| The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.
 
|-
| TISSUE_MATERIAL
|
* VALUE (material)
* MATERIAL (material subtype)
| Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]
 
|-
| TISSUE_STYLE_UNIT
|
* tissue
* shaping
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
 
|-
| TL_COLOR_MODIFIER
| COLOR:freq:COLOR:freq etc
| Creates a list of color patterns, giving each a frequency.
 
|-
| TL_CONNECTS
|
| Presumably gives the CONNECTS attribute to selected layers.
 
|-
| TL_HEALING_RATE
|
| Presumably changes the HEALING_RATE of the selected tissue layers.
 
|-
| TL_MAJOR_ARTERIES
|
| Gives Major Artery attribute to selected layers.
 
|-
| TL_PAIN_RECEPTORS
|
| Seems to set new number of pain receptors for selected tissue layers.
 
|-
| TL_RELATIVE_THICKNESS
|
| Seems to set new relative thickness for selected tissue layers.
 
|-
| TL_VASCULAR
|
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.
 
|}
 
==See Also==
* [[Body detail plan token]]
* [[Body token]]
* [[Material definition token]]
* [[Syndrome|Синдромы]]
* [[Tissue definition token]]
 
[[Категория:Моддинг]]
[[Категория:Признаки]]
[[en:Creature token]]

Версия от 14:32, 11 сентября 2012


Полный список известных токенов существ.


Содержание: 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 вверх

A

Токен Аргументы Описание
ADOPTS_OWNER Приручённое существо нельзя назначить кому-нибудь, вместо этого оно само автоматически выбирает себе хозяина. По-видимому, основные требования к назначению довольно просты; например, существо, скорее всего, выберет того хозяина, который любит существ данного вида.Требует проверки
ALCOHOL_DEPENDENT Существу требуется алкоголь в течение (и по завершении) рабочего дня.
ALL_ACTIVE Устанавливается, если существо активно днём, ночью и в сумерках. По-видимому, отдельные значения из DIURNAL/NOCTURNAL/CREPUSCULAR более предпочтительны.
ALTTILE Если установлено, это существо будет "мигать" между его [TILE] и [ALTTILE].
AMBUSHPREDATOR Вместо постоянного выслеживания добычи, существо с этим тегом будет выжидать перед нападением, пока добыча сама не войдёт в пределы нескольких тайлов.Требует проверки
AMPHIBIOUS Позволяет существу дышать как в воде, так и вне её. Заключает в себе [AQUATIC].
APP_MOD_DESC_RANGE
  • Range
Это сообщение с форума поясняет, как работает описание диапазонов
APP_MOD_GENETIC_MODEL
  • Model (Согласуется с DOMINANT_MORE, DOMINANT_LESS и MIX)
Задаёт генетическую модель для соответствующего(-их) модификатора(-ов) внешнего вида. В настоящее время может делать что-нибудь очень важное (а может и нет — не известно).
APP_MOD_IMPORTANCE
  • number
Определяет, насколько важен этот модификатор внешнего вида, для определения того, будет ли он показываться в описании существа (во время игры).Требует проверки
APP_MOD_NOUN
  • noun
  • SINGULAR или PLURAL
создает существительное для внешнего вида, а также находится ли оно в singular или plural
APP_MOD_RATE
  • Rate (целое число)
  • Scale (DAILY, YEARLY)
  • min:max прироста
  • start year:start day
  • end year:end day
настройка скорости роста модификатора. Последние два токена можно заменить на NO_END, чтобы увеличение продолжалось бесконечно.
APPLY_CREATURE_VARIATION
  • CV TEMPLATE NAME
Загружает заданный Шаблон Изменений Существа.
APPLY_CURRENT_CREATURE_VARIATION Применяются загруженные Creature Variation
AQUATIC Позволяет существу дышать под водой, но заставляет его "тонуть" вне воды.
ARENA_RESTRICTED Не отображается в списке режима арены
ARTIFICIAL_HIVEABLE Можно содержать в искусственных ульях при помощи пчеловодов.
AT_PEACE_WITH_WILDLIFE Не нападает или не пугает диких животных.
ATTACK
  • token
  • bodypart
  • selection criteria
  • location
Определяет наименование атаки и используемую часть тела. Смотрите ниже допустимые подтокены

Пример:
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]
GORE : название атаки
BODYPART:BY_CATEGORY:HORN : рога используются для атаки (предполагая, что у существа есть хоть один)

ATTACK_TRIGGER pop:exported wealth:created wealth Указывает, когда мега-чудовище будет атаковать крепость.
Содержание: 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 вверх

B

Токен Аргументы Описание
BABY integer Возраст, в котором существо считается ребёнком. По умолчанию равен нулю. Кто-нибудь может думать об этом, как о продолжительности стадии детства.
BABYNAME singular:plural Задаёт новое имя для существа в состоянии ребёнка в пределах касты. Для некастовых детских имён, смотри 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.

BEACH_FREQUENCY Встречается у китов и медуз. Регулирует частоту выбрасывания этих существ на берег.
BENIGN Определяет, может ли существо появляться на "покорённых" картах (включая слонов), которое будет в большинстве случаев избегать дварфов, хотя они могут преследовать и/или нападать на них, если те подошли слишком близко).
BIOME Выберите биом, в котором это существо может появляться.
BLOOD Указывает, из чего состоит кровь существа.
BODY body parts Берёт части тела из файлов OBJECT:BODY (например, body_default.txt)

Пример:
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH]
Это тело урчащей личинки. Она состоит из тела с головой, сердцем, внутренностями, мозгом и ртом. Это всё, что нужно личинке.

BODY_APPEARANCE_MODIFIER
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest
Эти модификаторы тела дают отдельным существам различные характеристики. Как и в случае HEIGHT, BROADNESS и LENGTH, этот модификатор показывает изменение в процентах также BODY_SIZE отдельного существа. Семь чисел, идущих потом, дают распределение размахов. Каждый интервал случается с равной вероятностью.

Пример:
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
HEIGHT : обозначает, что изменяется именно высота
90:95:98:100:102:105:110 : устанавливает интервал от самого низкого (90% средней высоты) до самого высого (110% средней высоты) параметра существа.

BODY_DETAIL_PLAN PlanName, PlanName:type:type:type:etc загружает схему строения тела из файлов OBJECT:BODY_DETAIL_PLAN, например, b_detail_plan_default.txt, где задаётся масса через USE_MATERIAL_TEMPLATE, масса изменяется RELSIZE, изменяется положение частей тела, и назначаются слои тканей тела. Слои тканей здесь задаются в порядке от кожи до костей.

Пример:
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
Так создаётся детализированное тело лисы, покров, жир, мускулы, кости и хрящи которой взяты из тканей позвоночного животного.
Личинке же потребуется только:
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]

BODY_SIZE years:days:size Устанавливает размер тела в данный момент времени. Размер примерно равен среднему весу существа в граммах.

Пример:
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:12:0:220000]
Здесь описан размер минотавра. При рождении его размер должен быть 10000 (~ 10 кг). Спустя 1 год и 168 дней он вырастет до 50000 (~ 50 кг). Повзрослев (в 12 лет), он весит около 220 кг.

BODYGLOSS gloss Вместо текста для части тела используется другой текст. Берёт толкования из файлов OBJECT:BODY files (например, body_default.txt)
BONECARN Существо 'ест' кости. Питание костями повышает их счастье, но может привести к смерти (от удушения)Требует проверки. Включает в себя CARNIVORE.
BP_APPEARANCE_MODIFIER
  • QUALITY
  • lowest:lower:low:median:high:higher:highest
обеспечивает всю широту возможностей для характерных черт внешнего вида для выбранной BP group. Например: Глаза (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS), Губы (THICKNESS), Нос (BROADNESS, LENGTH, UPTURNED, CONVEX), Ухо (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Зуб (GAPS), Череп (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING_CHIN, SQUARE_CHIN), Шея (DEEP_VOICE, RASPY_VOICE), Голова (BROADNESS, HEIGHT)
BUILDINGDESTROYER 1 или 2 Позволяет существу уничтожать предметы обстановки и постройки. При значении [1] в качестве цели выбираются в основном двери, люки, мебель и тому подобное. При значении [2] в качестве цели выбирается всё, кроме построенного с помощью команд b + C.
Содержание: 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 вверх
Данная статья помечена как не оконченная.
Вы можете прочитать эту статью на английском или помочь проекту её переводом.

C

Токен Аргументы Описание
CAN_LEARN Это существо получает навыки и профессии. Обратите внимание, что этот токен не позволяет приключенцу разделывать существо, поэтому не рекомендуется для нецивилизованных монстров. Приключенцы, лишённые такого токена могут распределять, но не увеличивать атрибуты и навыки, при этом распределённые навыки исчезнут при старте.
CAN_SPEAK Может разговаривать. Обратите внимание, что он не является необходимым для существо, чтобы получать социальные навыки. Если представитель цивилизации (например, питомец) имеет этот токен, то ему понадобится есть и пить.Требует проверки
CANNOT_UNDEAD Не может превращаться в зомби или скелетообразную нежить. Также предотвращает появление существа в виде призрака.
CANOPENDOORS Позволяет существу открывать двери.
CARNIVORE Существо ест только мясо. Обратите внимание, что плотоядные виды не смогут пережить генерацию мира, если только у них нет NO_EAT.
CASTE
  • name
задаёт касту
CASTE_ALTTILE
  • tile number или "letter"
Заменяющий тайл, характерный для касты. Используется совместно с CASTE_TILE
CASTE_COLOR
  • fg
  • bg
  • brightness
Цвет для тайла существа из этой касты.
CASTE_GLOWCOLOR
  • fg
  • bg
  • brightness
Цвет свечения тайла для касты.
CASTE_GLOWTILE
  • tile value или "letter"
свечение тайла, характерное для касты.
CASTE_NAME singular:plural:adjective Название касты для существа в игре.
CASTE_PROFESSION_NAME
  • Profession
  • singular
  • plural
заменяет название заданной профессии, характерной для касты.
CASTE_SOLDIER_ALTTILE 'character' или tile number Существа из этой касты, состоящие в войсках своей цивилизации, будут мигать между используемым по умолчанию тайлом и этим.
CASTE_SOLDIER_TILE 'character' или tile number Существа из этой касты, состоящие в войсках своей цивилизации, взамен будут использовать этот тайл
CASTE_SPEECH speech file? Возможно, характерная для касты привязка к токену SPEECH
CASTE_TILE
  • tile number или "letter"
Тайл существа, характерный для касты.
CAVE_ADAPT Даёт существу бонус в пещерах. Также приводит к привыканию к пещерам.
CHANGE_BODY_SIZE_PERC Изменяет размер тела существа в процентах
CHILD integer age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
CHILDNAME singular:plural Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
CLUSTER_NUMBER
  • min
  • max
The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean и river biome tokens to perform seasonal migrations.

e.g. [CLUSTER_NUMBER:1:3]

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

D

Токен Аргументы Описание
DEMON Found on generated demons; sets the creature as potential hell spawn
Описание text A brief description of the creature type.
DIE_WHEN_VERMIN_BITE Dies upon attacking. Used for bee stings.
DIFFICULTY integer Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, и the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.
DIURNAL Sets if the creature is active in day.
DOES_NOT_EXIST Creature does not actually exist; used for fanciful creatures.
DRAGONFIREBREATH Creature breathes fire in a cone.
Содержание: 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 вверх

E

Токен Аргументы Описание
EGG_MATERIAL Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, и then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites или yolk, but they otherwise do not exist.
EGG_SIZE
  • size
Determines how long it takes for eggs to hatchТребует проверки. The larger the number, the longer it takes.
EQUIPMENT_WAGON Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s и driven by a merchant.
EQUIPS Allows the creature to wear или wield items.
EVIL Determines whether creature can show up on "evil" maps


EXTRACT Defines a creature extract which can be obtained via small animal dissection.
EXTRAVISION Creature can see regardless of whether it has working eyes.
Содержание: 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 вверх

F

Токен Аргументы Описание
FANCIFUL Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons и other legendary creatures.
FEATURE_ATTACK_GROUP Found on subterranean animalmen.
FEATURE_BEAST Found on forgotten beasts.
FEMALE Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
FIREBREATH The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).
FIREIMMUNE Иммунитет к обычному огню (не драконьему).
FIREIMMUNE_SUPER Существо имеет иммунитет к драконьему огню, включая обычный огонь (FIREIMMUNE).
FISHITEM Needs to be cleaned at a fishery
FIXED_TEMP temperature The natural heat generated by the creature.
FLEEQUICK Determines how soon a creature flees in a losing battle.
FLIER Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding — flying dwarves need a land path to exist between them и an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
FREQUENCY
  • number, max 100
Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] или [FREQUENCY:100]. Not to be confused with POP_RATIO
Содержание: 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 вверх

G

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

H

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

I

Токен Аргументы Описание
IMMOBILE_LAND The creature is immobile while on land. Only works on AQUATIC creatures which can't breath on land.
IMMOLATE Will ignite, и potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.
INTELLIGENT Implies CAN_SPEAK и CAN_LEARN. CAN_LEARN probably means the creature gets skills — including social skills — и professions. Not recommended for uncivilized monsters.
ITEMCORPSE Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
ITEMCORPSE_QUALITY The quality of an item-type corpse left behind; 5 is masterpiece-level.
Содержание: 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 вверх

L

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

M

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

Refer to Creature mannerism tokens

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

N

Токен Аргументы Описание
NAME singular:plural:adjective The generic name for any creature of this type — will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.
NATURAL Animal is considered to be natural.
NATURAL_SKILL skill:value The creature possesses this skill at this level inherently. It begins with this skill at this level, и the skill may never rust below this level. Requires CAN_LEARN или INTELLIGENT to function (changed in .25 или earlier that CAN_LEARN is no longer required).
NIGHT_CREATURE_BOGEYMAN Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, и will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.
NIGHT_CREATURE_HUNTER If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, и 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, и 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 does not appear this season.
NO_DIZZINESS Creature cannot become dizzy
NO_DRINK Creature does not need to drink.
NO_EAT Creature does not need to eat.
NO_FEVERS Creature cannot suffer fevers
NO_GENDER Creature has no gender.
NO_SLEEP Creature does not need to sleep.
NO_SPRING does not appear this season.
NO_SUMMER does not appear this season.
NO_THOUGHT_CENTER_FOR_MOVEMENT Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.
NO_WINTER does not appear this season.
NOBONES Creature has no bones.
NOBREATHE Creature doesn't need to breathe или have [BREATHE] parts in body. Cannot drown или be strangled.
NOCTURNAL Sets if the creature is active in night.
NOEMOTION The creature has no emotions, и does not rage.
NOEXERT Creature can't become tired или over-exerted.
NOFEAR Creature doesn't feel fear и will never run away from battle.
NOMEAT Creature will not drop meat on butcher.
NONAUSEA Creature can't vomit.
NOPAIN Creature doesn't feel pain.
NOSKIN Creature will not drop skin on butcher.
NOSKULL Creature will not drop skull on butcher, rot, или decay of severed head.
NOSMELLYROT Does not produce miasma when rotting
NOSTUCKINS Weapons can't be stuck in creature.
NOSTUN Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode и stay drowsy. If this creature must eat и drink while playing, it WILL die.
NOT_BUTCHERABLE Cannot be butchered
NOTHOUGHT Creature doesn't think, или doesn't require a [BRAIN] body part.
Содержание: 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 вверх

P

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

R

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

S

Токен Аргументы Описание
SAVAGE Allows creature to show up on (and limits it to) "savage" maps.
SECRETION
  • 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
  • caste name
adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.
SELECT_CASTE
  • caste name, или ALL
selects a previously defined caste
SELECT_MATERIAL
  • Material token
Selects a locally defined material. Can be ALL.
SEMIMEGABEAST Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.
SET_BP_GROUP
  • selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
  • category, type, или token
Begins a selection of body parts.
SET_TL_GROUP
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location — category, type, или token
  • tissue
begins a selection of tissue layers
SHEARABLE_TISSUE_LAYER
  • tissue modifier
  • required value
Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).
SKILL_LEARN_RATE skill_token:percentage The rate at which this creature learns this skill. Requires CAN_LEARN или INTELLIGENT to function.
SKILL_LEARN_RATES percentage The rate at which this creature learns all skills. Requires CAN_LEARN или INTELLIGENT to function.
SKILL_RATE skill_token:percentage:value:value:value As SKILL_RATES for individual skills. Requires CAN_LEARN или INTELLIGENT to function.
SKILL_RATES
  • % of improvement points you get
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Affects skill gain и 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 или INTELLIGENT to function.

SKILL_RUST_RATE skill_token:value:value:value The rate at which this skill decays. Lower values cause the skill to decay faster. Requires CAN_LEARN или INTELLIGENT to function.
SKILL_RUST_RATES value:value:value The rate at which all skills decay. Lower values cause the skills to decay faster. Requires CAN_LEARN или INTELLIGENT to function.
SLOW_LEARNER Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres и giants; can be applied to civ или player races.
SMALL_REMAINS If a creature has this token, it'll leave "remains" instead of a corpse.
SOLDIER_ALTTILE 'character' или tile number If this creature is active in its civilization's military, it will blink between its default tile и this one.
SOUND
  • Sound application (currently accepts ALERT или PEACEFUL_INTERMITTENT)
  • Sound range (in tiles)
  • Sound delay (lower values = sound is produced more often)
  • VOCALIZATION или NONE (determines whether the sound requires breathing или not)
  • First-person description
  • Third-person description
  • Description when out of sight
Creature makes sounds periodically, which can be heard in Adventure mode.
SPECIFIC_FOOD
  • PLANT или CREATURE
  • Plant/creature ID
Indicates that the creature is only capable of eating a particular type of food.
SPEECH speech file Boasting speeches relating to killing this creature. Examples include dwarf.txt и elf.txt in data\speech.
SPEECH_FEMALE speech file Boasting speeches relating to killing females of this creature.
SPEECH_MALE speech file Boasting speeches relating to killing males of this creature.
SPEED value Sets the creatures' movement и work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement и work rates from default. See Speed for more information.
SPHERE
  • sphere name
Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, и the creature's name.
SPOUSE_CONVERSION_TARGET This creature can be converted by a night creature with SPOUSE_CONVERTED.
SPOUSE_CONVERTER Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.
SWIM_SPEED
  • speed
How fast the creature swims. Typically 2500 (0.38 times the default speed).
SWIMS_INNATE The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.
SWIMS_LEARNED The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.
Содержание: 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 вверх

T

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

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

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

U

Токен Аргументы Описание
UBIQUITOUS Creature will occur in every region with the correct biome. Does not apply to evil/good tags.
UNDERGROUND_DEPTH
  • mindepth
  • maxdepth
Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 или 5 in the default raws. A single argument may be used instead of min и max. Dwarven civilizations will only export (via the embark screen или caravans) things that available at depth 1.
UNDERSWIM Creature swims under the water и can't be seen.Требует проверки
UNIQUE_DEMON Typically found on generated demons; causes the game to create a single named instance of the demon which will emerge from the underworld и take over civilizations during worldgen. Cannot be used for modder-defined creatures.
USE_CASTE
  • new caste token
  • old caste token
Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up и placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
USE_MATERIAL
  • new material token
  • old material id
Defines a new local creature material и populates it with all properties defined in the specified material. Old material id accepts any valid material id, including INORGANIC:X, CREATURE_MAT:C:X, LOCAL_CREATURE_MAT:X, и others (where X is a material id from that set, и C is a valid creature id).Требует проверки
USE_MATERIAL_TEMPLATE
  • new material token
  • material template
Defines a new local creature material и populates it with all properties defined in the specified template.
USE_TISSUE
  • new tissue token
  • old tissue id
Defines a new local creature tissue и populates it with all properties defined in the local tissue specified in the second argument.
USE_TISSUE_TEMPLATE
  • new tissue token
  • tissue template
Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.
UTTERANCES Changes the language of the creature into an unintelligible mess.
Содержание: 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 вверх

V

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

W

Токен Аргументы Описание
WAGON_PULLER Allows the creature to pull caravan wagons.
WEBBER Позволяет существу создавать паутину и определяет из чего получится паутина.
WEBIMMUNE The creature will not get caught in thick webs.

Attack Tokens

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


Токен Аргументы Описание
INSULATION
  • value
Tissue supplies the creature with heat insulation. Higher values result in more insulation.
PLUS_TISSUE_LAYER
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location — category, type, или token
Adds a tissue to those selected
PLUS_TL_GROUP
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location — category, type, или token
  • tissue
continues a selection of tissue layers
SELECT_TISSUE
  • tissue token
Selects a tissue for editing.
SELECT_TISSUE_LAYER
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location — category, type, или token | Selects a tissue at a location
  • (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
Selects a tissue layer for descriptor и cosmetic purposes.
SET_LAYER_TISSUE Sets a tissue layer to be made of a different tissue.
TISSUE_LAYER
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, или 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 и CLEANS, requiring a further body part и a % of coverage/cleansing

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

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

   [TISSUE:GAS]

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

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

See Also