creature_standard [OBJECT:CREATURE] [CREATURE:DWARF] [NAME:dwarf:dwarves:dwarven] [CREATURE_TILE:1][COLOR:3:0:0] Many of the following tags are actually caste-level tags (in this case, male and female), but because there are no differences between the castes for these tags in a dwarf, you can add them earlier. Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste. [GENPOWER:3] [INTELLIGENT] [TRANCES] [BENIGN] [CANOPENDOORS] [PREFSTRING:beards] [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE] Next we use body detail plans (which have their own raw file) to streamline the addition of some of the common materials, tissues and their relationships with each other. [BODY_DETAIL_PLAN:STANDARD_MATERIALS] [BODY_DETAIL_PLAN:STANDARD_TISSUES] [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] [BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS] Eyebrows and eyelashes are manually added here. [TISSUE:EYEBROW:EYEBROW_TEMPLATE] [TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE] [TISSUE:EYELASH:EYELASH_TEMPLATE] [TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT] Then back to some more body detail plans. [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES] [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS] [BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS] [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS] [BODY_DETAIL_PLAN:HUMANOID_RELSIZES] Tendons and ligaments are currently very abstract, but adding these flags will let wounds occur that damage them. [TENDONS][LIGAMENTS] These tags establish the growth phases of the creature's life. The format is (BODY_SIZE|||). [BODY_SIZE:0:0:100] [BODY_SIZE:1:168:1500] [BODY_SIZE:12:0:6000] These body modifiers give individual dwarves different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring. [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110] In order to set properties for body parts, first you select them. In this case, we select all body parts of category EYE, then we add a few modifiers to them. [SET_BP_GROUP:BY_CATEGORY:EYE] [BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200] [BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200] These are as before. [STOUT] [MAXAGE:150:170] [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON] [ATTACKFLAG_WITH] [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE] [ATTACKFLAG_CANLATCH] [BABY:1] Here, GENERAL_BABY_NAME is at the creature level, and BABYNAME is at the caste level. These names could be gender-specific but aren't right now. [GENERAL_BABY_NAME:dwarven baby:dwarven babies] [BABYNAME:dwarven baby:dwarven babies] [CHILD:12] [GENERAL_CHILD_NAME:dwarven child:dwarven children] [CHILDNAME:dwarven baby:dwarven babies] [EQUIPS] [CAVE_ADAPT] [DIURNAL] This is the new format for making specific unit names for a creature. Any unit token can be used. If you want to add a caste-specific profession name, use CASTE_PROFESSION_NAME instead, once the caste has been declared. [PROFESSION_NAME:CRAFTSMAN:craftsdwarf:craftsdwarves] [PROFESSION_NAME:FISHERMAN:fisherdwarf:fisherdwarves] [PROFESSION_NAME:HAMMERMAN:hammerdwarf:hammerdwarves] [PROFESSION_NAME:SPEARMAN:speardwarf:speardwarves] [PROFESSION_NAME:CROSSBOWMAN:marksdwarf:marksdwarves] [PROFESSION_NAME:AXEMAN:axedwarf:axedwarves] [PROFESSION_NAME:SWORDSMAN:swordsdwarf:swordsdwarves] [PROFESSION_NAME:MACEMAN:macedwarf:macedwarves] [PROFESSION_NAME:PIKEMAN:pikedwarf:pikedwarves] [PROFESSION_NAME:BOWMAN:bowdwarf:bowdwarves] [SPEECH:dwarf.txt] [HOMEOTHERM:10067] [LAYERING:50] [ALCOHOL_DEPENDENT] [SWIMS_LEARNED][SWIM_SPEED:2500] [PERSONALITY:IMMODERATION:0:55:100] [PERSONALITY:VULNERABILITY:0:45:100] [PERSONALITY:STRAIGHTFORWARDNESS:0:55:100] Now we'll declare the specific castes. [CASTE:FEMALE] The gender tag lets it know how breeding works. [FEMALE] [MULTIPLE_LITTER_RARE] To add beards, put square brackets around the following: BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS [CASTE:MALE] [MALE] [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS] This command lets you select all of the castes again. [SELECT_CASTE:ALL] Now we'll select all of the hair tissue layers we can find so that we can add colorations to them. Even if the castes have different tissue layers, it'll find the layers and establish modifiers for each of the castes properly. [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR] [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS] [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS] [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE] [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS] [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW] [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH] A color modifier takes a list of color patterns (every color is associated to a monotone color pattern of its color, so you can also use color tokens) and frequencies. I haven't filled out this list yet... [TL_COLOR_MODIFIER:BLACK:1:BROWN:1] [TL_COLOR_MODIFIER:GRAY:1] This gives the start and finish time in | for the color change to occur [TLCM_TIMING:ROOT:80:0:130:0] [TL_COLOR_MODIFIER:WHITE:1] [TLCM_TIMING:ROOT:130:0:150:0] Now we'll select the eyebrows and eyelashes and give them variable lengths. [SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW] [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150] [SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH] [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150] All of the other hair is selected and started at length zero. It's fine to group them all together like this -- the creature can still accomodate different lengths once hair cutting/styling goes in. I used one modifier here because the growth rates and starting length are all the same. [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR] [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS] [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS] [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE] [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS] [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0] Here we set the growth rate. This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of the dwarf's life (early beards!) for as long as the dwarf is alive. The format is (APP_MOD_RATE||||||||) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely. [APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END] Here all of the skin is selected and various colors are listed. [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN] [TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1] Now we do the eyes, using the somewhat clunky eye color patterns. [SET_TL_GROUP:BY_CATEGORY:EYE:EYE] [TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]