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Editing Graphics token
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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. | ||
− | + | Making custom graphics requires multiple interacting files to function: | |
− | + | # 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: | ||
− | + | tile_page_<name> | |
− | + | ||
− | + | [OBJECT:TILE_PAGE] | |
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− | + | After the object type is defined as above, any number of tile pages can be defined according to the format below. | |
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− | + | [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>] | ||
− | + | * ''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: | |
− | + | * 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. | |
− | * [ | ||
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− | + | == 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. | |
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− | + | === Basic Graphics === | |
− | + | The most basic form of creature graphics is a single tile, defined below: | |
− | + | [CREATURE_GRAPHICS:<creature id>] | |
− | + | [<condition>:<tile page identifier>:<x position>:<y position>:<color type>:<secondary condition>] | |
− | |||
− | |} | + | * ''[[#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→right). | ||
+ | * ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→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. | ||
− | + | 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. | |
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− | + | ==== Caste Graphics ==== | |
− | | | + | 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. |
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− | + | 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. | |
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− | + | ==== Large Graphics ==== | |
− | + | 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. | |
− | + | * ''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. |
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− | + | ==== 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>] | ||
− | + | * ''creature id'': The [[Creature token|Creature ID]] the graphics represent. | |
− | + | * ''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. | |
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− | + | === Layered Graphics === | |
− | + | 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. |
− | | | + | * ''[[#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: | |
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− | + | [LAYER:<layer name>:<tile page id>:<x position>:<y position>:<color type>] | |
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− | + | * ''layer name'': The internal name of the layer. Only one layer with the same name is displayed at a time.{{verify}} | |
− | + | * ''[[#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→right). | ||
+ | * ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→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}} | ||
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− | === Layered | + | ==== 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| | + | | {{text_anchor|LAYER_GROUP}} || || Layer<br>Group |
− | + | | Begins defining a layer group. Current effect unknown.{{verify}} | |
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− | || Layer<br> | ||
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| {{text_anchor|END_LAYER_GROUP}} || || Layer<br>Group | | {{text_anchor|END_LAYER_GROUP}} || || Layer<br>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: | + | <code>[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]</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>). | ||
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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. | + | || 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 | + | * [[Unit type token|profession token(s)]] |
|| General | || General | ||
− | || Checks the profession | + | || 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}} || || | + | | {{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}} || || | + | | {{text_anchor|CONDITION_NOT_CHILD}} || General || |
|| Checks if the creature is an adult. | || Checks if the creature is an adult. | ||
|- | |- | ||
− | | {{text_anchor|CONDITION_GHOST}} || || | + | | {{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}} || | ||
− | * | + | * {{token|SYN_CLASS}} |
− | || Syndrome || Changes graphics based on any syndromes the creature is affected by. | + | || 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 | + | || 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 | + | || 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 | + | || 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}} |
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| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue | | {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue | ||
− | || Checks the current {{token|CONDITION_TISSUE_LAYER | + | || 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 | + | The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}. |
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− | + | === Forgotten Beast Graphics === | |
− | + | Forgotten beast graphics define layered graphics based on which body parts are present in each procedurally-generated forgotten beast. | |
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− | + | [TILE_GRAPHICS_RECTANGLE:<tile page id>:<x1>:<y1>:<x2>:<y2>:<beast body token>] | |
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− | | | + | * ''[[#Tile Page|tile page identifier]]'': Internal ID of the image defined in Tile Page. |
− | + | * ''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'': X position of the lower right tile. |
− | * | + | * ''y2'': Y position of the lower right tile. |
− | + | * ''beast body token'': The internal ID of generated forgotten beast body types and body parts. | |
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− | + | 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}} | |
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− | + | There is not currently a way to use procedurally defined graphics like this for non-{{token|FEATURE_BEAST|c}} creatures.{{verify}} | |
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− | === | + | === Conditions === |
− | + | 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| | + | | {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below. |
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− | | {{text anchor| | + | | {{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| | + | | {{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}}. |
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− | | {{text anchor| | + | | {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies. |
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− | | {{text anchor| | + | | {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature. |
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− | | {{text anchor| | + | | {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature. |
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− | | {{text anchor| | + | | {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/ |
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− | | {{text anchor| | + | | {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}} |
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− | | {{text anchor| | + | | {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}} |
|} | |} | ||
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+ | Special Conditions for {{token|VERMIN|c}} creature graphics: | ||
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#dddddd" | |- bgcolor="#dddddd" | ||
− | ! | + | ! Condition |
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! Description | ! Description | ||
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− | | {{ | + | | {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}} |
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− | | {{ | + | | {{text anchor|VERMIN_ALT}} || Image cycles every 1 second. |
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− | | {{ | + | | {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups. |
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− | | {{ | + | | {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups. |
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− | | {{ | + | | {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups. |
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− | | {{ | + | | {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}. |
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− | | {{ | + | | {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc. |
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− | | {{ | + | | {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc in small groups. |
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− | | {{ | + | | {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc in large groups. |
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− | | {{ | + | | {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. |
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− | | {{ | + | | {{text anchor|REMAINS}} || Vermin corpses. |
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− | | {{ | + | | {{text anchor|HIVE}} || Vermin hives. |
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|} | |} | ||
− | == | + | == Item Graphics == |
− | + | Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. | |
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==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]] | ||