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Editing Graphics token

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{{Quality|Unrated}}
 
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{{Modding}}
 
{{Modding}}
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}
 
  
 
The <code>[OBJECT:GRAPHICS]</code> [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam & Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.
 
The <code>[OBJECT:GRAPHICS]</code> [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam & Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.
  
== Creature Graphics ==
+
Making custom graphics requires multiple interacting files to function:
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the <code>[OBJECT:GRAPHICS]</code> type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].
+
# An 8bit RGBA (sometimes called 32bit) "imagename.png" in the <code>\<mod_id>\graphics\images</code> folder
 +
# A "tile_page_name.txt" in the <code>\<mod_id>\graphics</code> folder
 +
# A "graphics_type_name.txt" in the <code>\<mod_id>\graphics</code> folder
 +
 
 +
Mods can reuse any graphics loaded ahead of them (including vanilla) by using the same tile page token.
 +
 
 +
== Tile Page ==
 +
 
 +
Tile pages link image files to a tile page token so they can be referenced by the graphics file. Just like all other [[Raw file]]s, Tile Pages must be defined from within a properly named "tile_page_<name>.txt" file and follow:
  
=== Types ===
+
tile_page_<name>
{| {{prettytable}}
+
|- bgcolor="#dddddd"
+
[OBJECT:TILE_PAGE]
! Type
 
! Arguments
 
! Description
 
  
|-
+
After the object type is defined as above, any number of tile pages can be defined according to the format below.
| {{text anchor|CREATURE_GRAPHICS}}
 
|
 
* [[Creature token|creature id]]
 
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]].  
 
  
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].
+
  [TILE_PAGE:<tile page identifier>]
 +
      [FILE:images/imagename.png]
 +
      [TILE_DIM:<tile x dim>:<tile y dim>]
 +
      [PAGE_DIM_PIXELS:<page x dim>:<page y dim>]
  
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.
+
* ''tile page identifier'': The Internal ID being created for the image.
 +
* ''imagename.png'': The file name of the 8bit RGBA (sometimes called 32bit) in the <code>\graphics\images</code> folder of the mod.
 +
* ''tile x dim'': The width of each tile in pixels (usually 32).
 +
* ''tile y dim'': The height of each tile in pixels (usually 32).
 +
* ''page x dim'': The width of the image file in pixels.
 +
* ''page y dim'': The height of the image file in pixels.
  
|-
+
Known issues:
| {{text anchor|CREATURE_CASTE_GRAPHICS}}
+
* Currently it is only recommended to use <code>[TILE_DIM:32:32]</code> as only the upper left 32x32 pixels are displayed on tiles defined larger, and smaller tiles are displayed starting from the upper left of each in-game square (individually by tile with large graphics) rather than centered and bottom justified as might be expected.
|
+
* It is important that the <code>[PAGE_DIM_PIXELS:<x dim>:<y dim>]</code> matches the size of the referenced image exactly - as the game will stretch tile pages with a dimension larger than the actual image by inserting blank lines, and a tile page smaller than the image will cause a crash to desktop.
* [[Creature token|creature id]]
 
* [[Caste|Caste ID]]
 
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for each caste.
 
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].
 
  
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].
 
  
|-
+
== Creature Graphics ==
| {{text anchor|STATUE_CREATURE_GRAPHICS}}
+
 
|
+
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered).  All graphics files must begin with the file name, followed by the <code>[OBJECT:GRAPHICS]</code> token that tells the game that the file contains graphics definitions.
* [[Creature token|creature id]]
 
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.
 
  
|-
 
| {{text anchor|STATUE_CREATURE_CASTE_GRAPHICS}}
 
|
 
* [[Creature token|creature id]]
 
* [[Caste|Caste ID]]
 
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]] while specifying caste. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.
 
  
|-
+
=== Basic Graphics ===
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}
+
The most basic form of creature graphics is a single tile, defined below:
|
+
[CREATURE_GRAPHICS:<creature id>]
* [[Creature token|creature id]]
+
    [<condition>:<tile page identifier>:<x position>:<y position>:<color type>:<secondary condition>]
| Graphics for a 3x2 rectangle; for creatures, this is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]]. It's also, however, used for interface graphics, see [[graphics_interface.txt]].
 
  
|}
+
* ''[[#Condition|condition]]'': The condition the creature needs to be in for this image to be displayed. Use <code>DEFAULT</code> for generic graphics.
 +
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.
 +
* ''[[#Tile page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.
 +
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left&rarr;right).
 +
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top&rarr;bottom).
 +
* ''color type'': (optional) Frequently replaced with <code>AS_IS</code> in vanilla [[Raw|RAW]]s. ColorTypeEnum{{cite|DF language server|https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics.rs}}
 +
* ''[[#Condition|secondary condition]]'': (optional) An additional condition that must be satisfied for the image to be displayed.
  
=== Conditions ===
+
When the condition {{token|DEFAULT|g}} is used, this graphic will be displayed for the creature in all conditions unless additional, more specific conditions are also defined.
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all the basic "creature texture" types that can be used as additional conditions to various basic sprites.
 
  
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
! Condition
 
! Description
 
|-
 
| {{text anchor|DEFAULT}} || The default condition that will be displayed unless overwritten by a more specific one below.
 
  
|-
+
==== Caste Graphics ====
| {{text anchor|LAW_ENFORCE}} || Displayed if the unit is law enforcement.
+
Creature caste graphics allow a simple alternative to [[#Layered Graphics:|Layered Graphics]] to represent males and females of a creature with different images.
 +
[CREATURE_CASTE_GRAPHICS:<creature id>:<caste id>]
 +
    [<condition>:<tile page identifier>:<x position>:<y position>:<color type>:<secondary condition>]
  
|-
+
* ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being specifically defined.
| {{text anchor|TAX_ESCORT}} || Displayed if the unit escorts a tax collector (unused).
 
  
|-
+
Creature caste graphics only accept <code>MALE</code> and <code>FEMALE</code> as caste id's even in custom creatures that have more than two castes.
| {{text anchor|ANIMATED}} || Displayed if the creature is raised from the dead using an I_EFFECT:ANIMATE interaction.
 
  
|-
 
| {{text anchor|GHOST}} || Displayed if the creature is a ghost.
 
  
|-
+
==== Large Graphics ====
| {{text anchor|ADVENTURER}} || Displayed if the creature is an adventurer.
+
The only difference between graphics for large creatures and small creatures is the addition of <code>LARGE_IMAGE</code> and additional coordinates to the line below:
 +
    [<condition>:<tile page identifier>:LARGE_IMAGE:<x1>:<y1>:<x2>:<y2>:<color type>:<secondary condition>]
  
|-
+
* ''LARGE_IMAGE'': This tag allows a rectangular image with multiple tiles to be defined by its upper left and lower right tiles. Valid for 1x1 - 3x2 tiles.
| {{text anchor|CORPSE}} || Displayed for corpses.
+
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.
 +
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.
 +
* ''x2'': The x position of the lower right tile.
 +
* ''y2'': The y position of the lower right tile.
  
|}
+
Large images and small images can be used within the same <code>CREATURE_GRAPHICS</code> or <code>CREATURE_CASTE_GRAPHICS</code> definition, and in fact it is often useful to include a single tile image to act as a {{token|LIST_ICON|g}} for menus.
  
=== Basic creature sprite types ===
 
  
An individual sprite can be of any of the following classes. If "accepts secondary" is "yes", it can also have an extra condition tacked on at the end.
+
==== Statue Graphics ====
 +
Statue graphics are the generic images placed on top of a pedestal whenever a creature is the primary subject of a statue. The image is implied to occupy multiple tiles, and all examples in vanilla are 1x2 vertical rectangles. Statue graphics are defined as below:
 +
[STATUE_CREATURE_GRAPHICS:<creature id>]
 +
        [DEFAULT:STATUES_LAYERED:<x1>:<y1>:<x2>:<y2>]
  
{| {{prettytable}}
+
* ''creature id'': The [[Creature token|Creature ID]] the graphics represent.
|- bgcolor="#dddddd"
+
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.
! Condition
+
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.
! Description
+
* ''x2'': The x position of the lower right tile.
|-
+
* ''y2'': The y position of the lower right tile.
| {{text_anchor|Basic Condition}} || Any of the [[Graphics token#Conditions|above conditions]] can be used on their own, as the default for that condition class.
 
  
|-
 
| {{text_anchor|Unit type}} || Any [[Unit type token]] can be used. You may also append a [[Graphics token#Conditions|basic condition as above]] to further specify.
 
  
|-
+
=== Layered Graphics ===
| {{text_anchor|Position}} || Any [[Position token]] can be used, such as MONARCH, BROKER etc. All position tokens are raw-defined; any modded positions can have their own graphics. You may also append a [[Graphics token#Conditions|basic condition as above]] to further specify.
+
Layered graphics are a method for displaying overlapping body parts, equipment, clothing, professions, hairstyles.. etc. They allow much more freedom in conditions than normal [[#Creature Graphics|Creature Graphics]], and they allow combinations of many graphical variations within the same creature to give your graphics more personality and display more information about the individuals. All layered graphics started as shown below:
 +
[CREATURE_GRAPHICS:<creature id>]
 +
[LAYER_SET:<condition>]
  
|-
+
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.
| {{text_anchor|LIST_ICON}} || The default icon for this creature in lists, such as [[Arena]] mode or overall training.
+
* ''[[#Condition|condition]]'': The condition the creature needs to be in for this set of layers to be displayed.
  
|-
+
Once you start defining a Layer Set, you can begin adding individual layers from the bottom up to create your final image. For example, if you want to draw a helmet being worn on a head, you would define the head layer first, then define the helmet layer. Layers are defined according to this format:
| {{text_anchor|EGG}} || The sprite for a clutch of eggs.
 
  
|-
+
[LAYER:<layer name>:<tile page id>:<x position>:<y position>:<color type>]
| {{text_anchor|SKELETON}} || The sprite for a rotten corpse.
 
  
|-
+
* ''layer name'': The internal name of the layer. Only one layer with the same name is displayed at a time.{{verify}}
| {{text_anchor|SKELETON_WITH_SKULL}} || The sprite for a rotten corpse that can have a [[totem]] made from it.
+
* ''[[#Tile page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.
 +
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left&rarr;right).
 +
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top&rarr;bottom).
 +
* ''LARGE_IMAGE:x1:y1:x2:y2'': (optional) Allows a multiple tile image to be displayed. Replaces <x position>:<y position>.
 +
* ''color type'': (optional) Frequently replaced with <code>AS_IS</code> in vanilla [[Raw|RAW]]s. ColorTypeEnum{{cite|DF language server|https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics.rs}}
  
|}
 
  
=== Layered Conditions ===
+
==== Layered Conditons ====
 
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.
 
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.
  
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|-
 
|-
| {{text_anchor|LAYER_SET}} ||
+
| {{text_anchor|LAYER_GROUP}} ||   || Layer<br>Group
* condition
+
| Begins defining a layer group. Current effect unknown.{{verify}}
| Creature<br>Graphics
 
| Begins defining a layer set for a creature's graphics.  Valid values of ''condition'' are DEFAULT, PORTRAIT{{version|50.13}}, or CORPSE. Valid values for basic conditions may not work.{{verify}}
 
 
 
|-
 
| {{text_anchor|LS_PALETTE}}{{version|50.13}} ||
 
*  name
 
|| Layer<br>Set
 
|| Begins defining a palette for the layer set. Its name can be referenced by {{token|USE_PALETTE|g}}. Unlike the palettes used to render all [[descriptor color token]]s, it can be of arbitrary length.
 
 
 
|-
 
| {{text_anchor|LS_PALETTE_FILE}}{{version|50.13}} ||
 
* file name
 
| Palette
 
| The file name of the 8bit RGBA (sometimes called 32bit) in the <tt>/graphics/images</tt> folder of the mod, such as <tt>images/portraits/dwarf_portrait_body_palette.png</tt>.
 
 
 
|-
 
| {{text_anchor|LS_PALETTE_DEFAULT}}{{version|50.13}} ||
 
* integer
 
| Palette
 
| Defines the default row of a layer set palette, conventionally 0. The exact color values on this row will be replaced on layer images with the colors in the same column, based on what row is passed as an argument to {{token|USE_PALETTE|g}}.
 
 
 
|-
 
| {{text_anchor|LG_CONDITION_BP}}{{version|50.13}} ||
 
*  selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*  category, type, or token
 
|| Layer<br>Group
 
|| Allows the entire layer group (rather than an individual layer) to be switched on and off depending on the conditions of a body part. Should accept the same tokens {{token|CONDITION_BP|g}} does. {{verify}}
 
  
 
|-
 
|-
 
| {{text_anchor|END_LAYER_GROUP}} ||  || Layer<br>Group
 
| {{text_anchor|END_LAYER_GROUP}} ||  || Layer<br>Group
| Explicitly marks the end of a layer group, which allows layers after to not belong to any layer group.
+
| marks the end of a layer group. Current effect unknown.{{verify}}
  
 
|-
 
|-
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|| Armor<br>Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item.  
 
|| Armor<br>Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item.  
 
For example, a condition representing a right handed mitten or glove would be defined as:
 
For example, a condition representing a right handed mitten or glove would be defined as:
<code>[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_MITTENS]</code>
+
<code>[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]</code>
Also accepts the input <code>ANY_HELD</code> or <code>WIELD</code> (e.g. <code>WIELD:WEAPON:ANY</code>).
 
  
 
|-
 
|-
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* Item ID(s)
 
* Item ID(s)
 
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input <code>ANY_HELD</code> or <code>WIELD</code> (e.g. <code>WIELD:WEAPON:ANY</code>).
 
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input <code>ANY_HELD</code> or <code>WIELD</code> (e.g. <code>WIELD:WEAPON:ANY</code>).
 
|-
 
| {{text_anchor|CONDITION_CASTE}} ||
 
* caste name(s)
 
|| General
 
|| Displays this layer if the creature is this caste. Only one caste is accepted for each condition, but multiple caste conditions can be used in one layer and the layer will be displayed if any of them match.
 
  
 
|-
 
|-
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| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||
 
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||
 
* material token
 
* material token
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form <code>METAL:COPPER</code> where copper can be replaced with any weapons-grade metal. General [[material token]]s are '''not''' functional. {{token|CONDITION_MATERIAL_FLAG|g}} is a better option for any material condition other than metal.
+
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form <code>METAL:COPPER</code> where copper can be replaced with any weapons-grade metal. Initial testing has shown that some [[material token]]s are not functional. {{token|CONDITION_MATERIAL_FLAG}} is a better option for any material condition other than metal.
  
 
|-
 
|-
 
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||
 
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||
* [[Unit type token#Profession Categories|profession category token(s)]]
+
* [[Unit type token|profession token(s)]]
 
|| General
 
|| General
|| Checks the profession category of the creature to act as a condition. Multiple profession category tokens can be chained together. You can also use multiple of these tokens instead of listing them all in a single one, but this is functionally identical. Valid Profession tokens which are not categories will be ignored; values that do not match any existing Profession will be treated as <code>NONE</code> and thus apply to doctors, military, etc..
+
|| Checks the profession of the creature to act as a condition. Multiple profession tokens can be chained together.
  
 
|-
 
|-
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|-
 
|-
| {{text_anchor|CONDITION_CHILD}} || || General
+
| {{text_anchor|CONDITION_CHILD}} || General ||
 
|| Checks if the creature is a child or baby.
 
|| Checks if the creature is a child or baby.
  
 
|-
 
|-
| {{text_anchor|CONDITION_NOT_CHILD}} || || General
+
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||
 
|| Checks if the creature is an adult.
 
|| Checks if the creature is an adult.
  
 
|-
 
|-
| {{text_anchor|CONDITION_GHOST}} || || General
+
| {{text_anchor|CONDITION_GHOST}} || General ||
 
|| Checks if the creature is a ghost.
 
|| Checks if the creature is a ghost.
  
 
|-
 
|-
 
| {{text_anchor|CONDITION_SYN_CLASS}} ||
 
| {{text_anchor|CONDITION_SYN_CLASS}} ||
* [[Syndrome#SYN_CLASS|SYN_CLASS]]
+
* {{token|SYN_CLASS}}
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:
+
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Valid values include:
 
* ZOMBIE
 
* ZOMBIE
 
* NECROMANCER
 
* NECROMANCER
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* integer
 
* integer
 
|| Tissue
 
|| Tissue
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.
+
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.
  
 
|-
 
|-
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* integer
 
* integer
 
|| Tissue
 
|| Tissue
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.
+
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.
  
 
|-
 
|-
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* styling token
 
* styling token
 
|| Tissue
 
|| Tissue
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}
+
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}
  
 
|-
 
|-
 
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue
 
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.
+
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.
  
 
|-
 
|-
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This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.
 
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.
The current {{token|CONDITION_TISSUE_LAYER|g}} group must also include a {{token|TISSUE_MIN_LENGTH|g}}.
+
The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}.
  
|-
+
|}
| {{text_anchor|ITEM_QUALITY}}{{version|50.13}} ||
 
* integer
 
| Armor<br>Wieldables{{verify}}
 
|| Checks the current {{token|CONDITION_ITEM_WORN|g}}'s [[quality]]. 0 is base quality, 5 is masterwork.  See [CONDITION_MATERIAL_FLAG:IS_CRAFTED_ARTIFACT] for [[artifact]]-quality items.
 
  
|-
 
| {{text_anchor|USE_PALETTE}}{{version|50.13}} ||
 
* layer set palette
 
* row
 
| General
 
|| Colors the layer using that row of the layer-set-specific {{token|LS_PALETTE|g}}.
 
  
|-
+
=== Forgotten Beast Graphics ===
| {{text_anchor|USE_STANDARD_PALETTE_FROM_ITEM}}{{version|50.13}} || || Armor<br>Wieldables{{verify}}
+
Forgotten beast graphics define layered graphics based on which body parts are present in each procedurally-generated forgotten beast.
|| Uses the default palette to render the layer based on the [[Material definition token#STATE_COLOR|color]] of the current {{token|CONDITION_ITEM_WORN|g}}.
 
  
|-
+
    [TILE_GRAPHICS_RECTANGLE:<tile page id>:<x1>:<y1>:<x2>:<y2>:<beast body token>]
| {{text_anchor|CONDITION_BP}}{{version|50.13}} ||
 
*  selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*  category, type, or token
 
| Body
 
|| Defines a body part graphic using standard [[body token]] selection criteria.
 
  
|-
+
* ''[[#Tile Page|tile page identifier]]'': Internal ID of the image defined in Tile Page.
| {{text_anchor|BP_APPEARANCE_MODIFIER_RANGE}}{{version|50.13}} ||
+
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.
* QUALITY
+
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.
* minimum
+
* ''x2'': X position of the lower right tile.
* maximum
+
* ''y2'': Y position of the lower right tile.
| Body
+
* ''beast body token'': The internal ID of generated forgotten beast body types and body parts.
|| Checks if current {{token|CONDITION_BP|g}}'s {{token|BP_APPEARANCE_MODIFIER|c}} falls within the chosen range.
 
  
|-
+
The <code>TILE_GRAPHICS_RECTANGLE</code> token displays a large image with the upper left corner being defined by <x1>, <y1> and the lower right corner defined by <x2>, <y2>. The <beast body token> is a conditional token that causes the graphics for each layer to be displayed only when the forgotten beast has that particular body type or part.{{verify}}
| {{text_anchor|BP_PRESENT}}{{version|50.13}} || || Body
 
|| Checks if the current {{token|CONDITION_BP|g}} is present and not destroyed, pulped, or severed. Can also be applied to {{token|LG_CONDITION_BP|g}}.
 
  
|-
+
There is not currently a way to use procedurally defined graphics like this for non-{{token|FEATURE_BEAST|c}} creatures.{{verify}}
| {{text_anchor|BP_SCARRED}}{{version|50.13}} || || Body
 
|| Checks if the current {{token|CONDITION_BP|g}} is scarred. Seems to also require {{token|BP_PRESENT|g}} to avoid illogical results. {{verify}}
 
  
|}
 
  
=== Vermin Conditions ===
+
=== Conditions ===
Special Conditions for {{token|VERMIN|c}} creature graphics:
+
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all conditions that can be used for creature graphics that accept a ''condition'' token.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
|- bgcolor="#dddddd"
 
! Condition
 
! Condition
 +
! Accepts<br>Secondary
 
! Description
 
! Description
 
|-
 
|-
| {{text anchor|VERMIN}} || The default graphic for this vermin.
+
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.
 
 
|-
 
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.
 
  
 
|-
 
|-
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.
+
| {{text anchor|CHILD}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} and is younger than one of those ages.
  
 
|-
 
|-
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.
+
| {{text anchor|ANIMATED}} || Yes || Displayed if the creature is raised from the dead, although it is not known how this is decided. Raised status is not related to having a syndrome with the class from {{token|CONDITION_SYN_CLASS|g}} or from having {{token|NOT_LIVING|c}}/{{token|OPPOSED_TO_LIFE|c}}.
  
 
|-
 
|-
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.
+
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.
  
 
|-
 
|-
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.
+
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.
  
 
|-
 
|-
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.
+
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.
  
 
|-
 
|-
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.
+
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/
 
 
|-
 
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.
 
 
 
|-
 
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.
 
  
 
|-
 
|-
| {{text anchor|REMAINS}} || Vermin corpses.
+
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}
  
 
|-
 
|-
| {{text anchor|HIVE}} || Vermin hives.
+
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}
 
|}
 
|}
  
== Item Graphics ==
 
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. Descriptions of the token functions is provisional.
 
 
Item graphics currently do not support LARGE_IMAGE.
 
  
 +
Special Conditions for {{token|VERMIN|c}} creature graphics:
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
|- bgcolor="#dddddd"
! Token
+
! Condition
! Arguments
 
 
! Description
 
! Description
 
 
|-
 
|-
| {{text_anchor|TILE_GRAPHICS}}
+
| {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}}
|
 
* Tile page ID
 
* x index
 
* y index
 
* Item ID
 
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}
 
  
 
|-
 
|-
| {{text_anchor|BOULDER_GRAPHICS}}
+
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.
|
 
* Tile page ID
 
* x index
 
* y index
 
* Material ID
 
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.
 
  
 
|-
 
|-
| {{text_anchor|ROUGH_GEM_GRAPHICS}}
+
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.
|
 
* Tile page ID
 
* x index
 
* y index
 
* Material ID
 
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.
 
  
 
|-
 
|-
| {{text_anchor|BARS_GRAPHICS}}
+
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.
|  
 
* Tile page ID
 
* x index
 
* y index
 
* Material ID or item ID
 
| Defines tile graphics variants to use for BAR items by material.
 
  
 
|-
 
|-
| {{text_anchor|FOOD_GRAPHICS}}
+
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.
|  
 
* Tile page ID
 
* x index
 
* y index
 
* Item ID
 
| Defines tile graphics for FOOD items.
 
  
 
|-
 
|-
| {{text_anchor|CHEESE_GRAPHICS}}
+
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.
|  
 
* Tile page ID
 
* x index
 
* y index
 
* Material ID
 
| Defines tile graphics variants to use for CHEESE items by material. Unused in vanilla raws.
 
  
 
|-
 
|-
| {{text_anchor|ARMOR_GRAPHICS}}
+
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.
|  
 
* Tile page ID
 
* x index
 
* y index
 
* Item ID
 
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.
 
  
 
|-
 
|-
| {{text_anchor|GLOVES_GRAPHICS}}
+
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc in small groups.
|  
 
* Tile page ID
 
* x index
 
* y index
 
* Item ID
 
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.
 
  
 
|-
 
|-
| {{text_anchor|HELM_GRAPHICS}}
+
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc in large groups.
|  
 
* Tile page ID
 
* x index
 
* y index
 
* Item ID
 
| Defines tile graphics for HELM items; this is for items not being worn by a creature.
 
  
 
|-
 
|-
| {{text_anchor|PANTS_GRAPHICS}}
+
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.
|  
 
* Tile page ID
 
* x index
 
* y index
 
* Item ID
 
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.
 
  
 
|-
 
|-
| {{text_anchor|SHOES_GRAPHICS}}
+
| {{text anchor|REMAINS}} || Vermin corpses.
|  
 
* Tile page ID
 
* x index
 
* y index
 
* Item ID
 
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.
 
  
 
|-
 
|-
| {{text_anchor|SHOES_GRAPHICS_METAL}}
+
| {{text anchor|HIVE}} || Vermin hives.
|
 
* Tile page ID
 
* x index
 
* y index
 
* Item ID
 
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.
 
 
 
|-
 
| {{text_anchor|SHIELD_GRAPHICS}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
* Item ID
 
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.
 
 
 
|-
 
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
* Item ID
 
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.
 
 
 
|-
 
| {{text_anchor|TOY_GRAPHICS}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
* Item ID
 
* Material ID
 
| Defines tile graphics for TOY items.  Material ID in this case is one of STONE, WOOD, METAL, or GLASS.
 
 
 
|-
 
| {{text_anchor|TRAPCOMP_GRAPHICS}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
* Item ID
 
| Defines tile graphics for TRAPCOMP items.
 
 
 
|-
 
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.
 
 
 
|-
 
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines tile graphics for installed upright spike traps. These comprise two-tile graphics: # is replaced with the number of spikes, 1-10; X is replaced with T (for top graphic tile) or B (bottom graphic tile). This follows the tile graphics definition of either MENACINGSPIKE or SPEAR.
 
 
 
|-
 
| {{text_anchor|SIEGEAMMO_GRAPHICS}}
 
|
 
* Item ID
 
| Begins defining graphics for SIEGEAMMO items.
 
 
 
|-
 
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.
 
 
 
|-
 
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Wooden variant of above.
 
 
 
|-
 
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.
 
 
 
|-
 
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Wood variant of above.
 
 
 
|-
 
| {{text_anchor|AMMO_GRAPHICS}}
 
|
 
* Item ID
 
| Begins defining graphics for AMMO items.
 
 
 
|-
 
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.
 
 
 
|-
 
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Wooden variant of above.
 
 
 
|-
 
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.
 
 
 
|-
 
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Wood variant of above.
 
 
 
|-
 
| {{text_anchor|WEAPON_GRAPHICS}}
 
|
 
* Item ID
 
| Begins defining graphics for WEAPON items.
 
 
 
|-
 
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.
 
 
 
|-
 
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.
 
 
 
|-
 
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.
 
 
 
|-
 
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.
 
 
 
|-
 
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.
 
 
 
|-
 
| {{text_anchor|TOOL_GRAPHICS}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
* Item ID
 
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.
 
 
 
|-
 
| {{text_anchor|ADD_TOOL_GRAPHICS}}
 
|
 
* Item ID
 
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.
 
 
 
|-
 
| {{text_anchor|TOOL_GRAPHICS_WOOD}}
 
|
 
* Variant index
 
* Tile page ID
 
* x index
 
* y index
 
| Defines additonal variant graphics for wooden TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).
 
 
 
|-
 
| {{text_anchor|TOOL_GRAPHICS_STONE}}
 
|
 
* Variant index
 
* Tile page ID
 
* x index
 
* y index
 
| Defines additonal variant graphics for stone TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).
 
 
 
|-
 
| {{text_anchor|TOOL_GRAPHICS_METAL}}
 
|
 
* Variant index
 
* Tile page ID
 
* x index
 
* y index
 
| Defines additonal variant graphics for metal TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).
 
 
 
|-
 
| {{text_anchor|TOOL_GRAPHICS_GLASS}}
 
|
 
* Variant index
 
* Tile page ID
 
* x index
 
* y index
 
| Defines additonal variant graphics for glass TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).
 
 
 
|-
 
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.
 
 
 
|-
 
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.
 
 
 
|-
 
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.
 
 
 
|-
 
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.
 
 
 
|-
 
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.
 
 
 
|-
 
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.
 
 
 
|-
 
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.
 
|-
 
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines the built item graphics for HIVE items.
 
 
 
|-
 
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}
 
|  
 
* Tile page ID
 
* x index
 
* y index
 
| Defines the built item graphics for HIVE items that have hives installed.
 
 
 
|-
 
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
| Defines the built item graphics for HIVE items that are ready to be harvested.
 
 
 
|-
 
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}
 
|
 
* Shape ID
 
* Tile page ID
 
* x index
 
* y index
 
| Defines graphics for shaped items; currently used for dice.
 
 
 
 
|}
 
|}
  
== World Map Graphics ==
+
== Item Graphics ==
World map graphics are defined in <code>[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt</code>
+
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out.
Tokens that accept variants have 5 of them:
 
 
 
    [TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:1]
 
    [TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:2]
 
    [TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:3]
 
    [TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:4]
 
    [TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:5]
 
 
 
Otherwise:
 
  
  [TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>]
 
  
 
==See Also==
 
==See Also==
 +
*[[Palette token]]
 +
*[[Body detail plan token]]
 +
*[[Body token]]
 
*[[Creature token]]
 
*[[Creature token]]
 +
*[[Material definition token]]
 
*[[Syndrome]]
 
*[[Syndrome]]
 +
*[[Tissue definition token]]
 
*[[Creature examples]]
 
*[[Creature examples]]
  

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