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Editing Graphics

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* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.
 
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.
* ''[[Graphics_token#LAYER_SET|condition]]'': The condition the creature needs to be in for this set of layers to be displayed.
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* ''[[Graphics_token#Basic_Conditions|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:
 
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 condition(s)>]
 
  [<layer condition(s)>]
  
* ''layer name'': The internal name of the layer. Does not need to be unique. No known function at this time, but using a descriptive label is recommended.  
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* ''layer name'': The internal name of the layer. No known function at this time, but using a descriptive label is recommended.
 
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.
 
* ''[[#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).
 
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left→right).
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====Portraits====
 
====Portraits====
  
96x96 portraits{{version|50.13}} are shown in [[Adventure mode]] and when viewing a creature's sheet. They use the same tokens as layered graphics to display a more detailed view of a creature.
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96x96 portraits{{version|51.01}} are shown in [[Adventure mode]] and when viewing a creature's sheet. They use the same tokens as layered graphics to display a more detailed view of a creature.
  
 
A single-layer portrait can be added to a [CREATURE_GRAPHICS] entry with this format:
 
A single-layer portrait can be added to a [CREATURE_GRAPHICS] entry with this format:
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These values can be validated by checking the RAW vanilla file <code>[DF Installion]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt</code>
 
These values can be validated by checking the RAW vanilla file <code>[DF Installion]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt</code>
 
== Palettes ==
 
[[File:palettes_v50.png|right]]
 
 
Palettes are used by [[graphics]] to render colorized objects. This is usually based on [[Material definition token#STATE_COLOR|material colors]], though arbitrary palettes{{version|50.13}} can be created and applied with {{token|USE_PALETTE|g}}.
 
 
    [PALETTE:<palette identifier>]
 
        [FILE:images/imagename.png]
 
        [PALETTE_DEFAULT:<row>] this is the one used in the images themselves
 
        [PALETTE_COLOR:<color>:<row>]
 
 
* ''name'': The Internal ID being created for the image. DEFAULT is used by most objects and requires a PALETTE_COLOR entry for each [[Descriptor color token|raw-defined color]] that exists.
 
* ''imagename.png'': The file name of the 8bit RGBA (sometimes called 32bit) in the <code>\graphics\images</code> folder of the mod.
 
* ''row'': The y position of the graphic to be displayed in pixels counting from 0 (top→bottom). It is customary to place the default palette at 0.
 
* ''color'': A [[Color#Color tokens|color]] token.
 
 
The PALETTE_DEFAULT row is what colors are used to draw the internal graphics (which are loaded by a tile page). It isn't shown in-game, but the exact RGB values are replaced by the row specified by <code>[PALETTE_COLOR]</code> or {{token|USE_PALETTE|g}}.
 
  
 
= Classic Graphics =
 
= Classic Graphics =

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