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	<updated>2026-04-25T19:41:21Z</updated>
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		<id>http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=301735</id>
		<title>Graphics token</title>
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		<updated>2024-06-09T17:07:29Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: /* Layered Conditions */ added missing DISTURBED_DEAD syndrome class&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[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 &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
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 &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; 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]].&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. &lt;br /&gt;
&lt;br /&gt;
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for each caste.&lt;br /&gt;
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].&lt;br /&gt;
&lt;br /&gt;
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| 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]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all the basic &amp;quot;creature texture&amp;quot; types that can be used as additional conditions to various basic sprites.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_ENFORCE}} || Displayed if the unit is law enforcement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAX_ESCORT}} || Displayed if the unit escorts a tax collector (unused).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Displayed if the creature is raised from the dead using an I_EFFECT:ANIMATE interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GHOST}} || Displayed if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURER}} || Displayed if the creature is an adventurer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Displayed for corpses.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic creature sprite types ===&lt;br /&gt;
&lt;br /&gt;
An individual sprite can be of any of the following classes. If &amp;quot;accepts secondary&amp;quot; is &amp;quot;yes&amp;quot;, it can also have an extra condition tacked on at the end.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIST_ICON}} || The default icon for this creature in lists, such as [[Arena]] mode or overall training.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EGG}} || The sprite for a clutch of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SKELETON}} || The sprite for a rotten corpse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SKELETON_WITH_SKULL}} || The sprite for a rotten corpse that can have a [[totem]] made from it.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Layered Conditions ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_SET}} ||&lt;br /&gt;
* condition&lt;br /&gt;
| Creature&amp;lt;br&amp;gt;Graphics&lt;br /&gt;
| 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}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LS_PALETTE}}{{version|50.13}} ||&lt;br /&gt;
*  name&lt;br /&gt;
|| Layer&amp;lt;br&amp;gt;Set&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LS_PALETTE_FILE}}{{version|50.13}} ||&lt;br /&gt;
* file name&lt;br /&gt;
| Palette&lt;br /&gt;
| The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;tt&amp;gt;/graphics/images&amp;lt;/tt&amp;gt; folder of the mod, such as &amp;lt;tt&amp;gt;images/portraits/dwarf_portrait_body_palette.png&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LS_PALETTE_DEFAULT}}{{version|50.13}} ||&lt;br /&gt;
* integer &lt;br /&gt;
| Palette&lt;br /&gt;
| 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}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LG_CONDITION_BP}}{{version|50.13}} ||&lt;br /&gt;
*  selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*  category, type, or token&lt;br /&gt;
|| Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
|| 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}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Explicitly marks the end of a layer group, which allows layers after to not belong to any layer group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;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. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CASTE}} ||&lt;br /&gt;
* caste name(s)&lt;br /&gt;
|| General&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token#Profession Categories|profession category token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| 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 &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; and thus apply to doctors, military, etc..&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* identifier&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer among layers with a CONDITION_RANDOM_PART_INDEX with the same identifier. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
is the third possible random head out of four total options. One of these random conditions each will be put into a set of four different sprites to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || || General&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || || General&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || || General&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* [[Syndrome#SYN_CLASS|SYN_CLASS]]&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* DISTURBED_DEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER|g}} group must also include a {{token|TISSUE_MIN_LENGTH|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_QUALITY}}{{version|50.13}} ||&lt;br /&gt;
* integer&lt;br /&gt;
| Armor&amp;lt;br&amp;gt;Wieldables{{verify}}&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|USE_PALETTE}}{{version|50.13}} ||&lt;br /&gt;
* layer set palette&lt;br /&gt;
* row&lt;br /&gt;
| General&lt;br /&gt;
|| Colors the layer using that row of the layer-set-specific {{token|LS_PALETTE|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|USE_STANDARD_PALETTE_FROM_ITEM}}{{version|50.13}} || || Armor&amp;lt;br&amp;gt;Wieldables{{verify}}&lt;br /&gt;
|| 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}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_BP}}{{version|50.13}} ||&lt;br /&gt;
*  selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*  category, type, or token&lt;br /&gt;
| Body&lt;br /&gt;
|| Defines a body part graphic using standard [[body token]] selection criteria. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BP_APPEARANCE_MODIFIER_RANGE}}{{version|50.13}} ||&lt;br /&gt;
*  QUALITY&lt;br /&gt;
*  minimum&lt;br /&gt;
*  maximum&lt;br /&gt;
| Body&lt;br /&gt;
|| Checks if current {{token|CONDITION_BP|g}}'s {{token|BP_APPEARANCE_MODIFIER|c}} falls within the chosen range.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BP_PRESENT}}{{version|50.13}} || || Body&lt;br /&gt;
|| 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}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BP_SCARRED}}{{version|50.13}} || || Body&lt;br /&gt;
|| Checks if the current {{token|CONDITION_BP|g}} is scarred. Seems to also require {{token|BP_PRESENT|g}} to avoid illogical results. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin Conditions ===&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || The default graphic for this vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Item graphics currently do not support LARGE_IMAGE.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOULDER_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROUGH_GEM_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BARS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID or item ID&lt;br /&gt;
| Defines tile graphics variants to use for BAR items by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FOOD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for FOOD items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for CHEESE items by material. Unused in vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ARMOR_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GLOVES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HELM_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for HELM items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PANTS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOY_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics for TOY items.  Material ID in this case is one of STONE, WOOD, METAL, or GLASS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for SIEGEAMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for AMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for WEAPON items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ADD_TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_STONE}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_GLASS}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that have hives installed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that are ready to be harvested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}&lt;br /&gt;
| &lt;br /&gt;
* Shape ID&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for shaped items; currently used for dice.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics are defined in &amp;lt;code&amp;gt;[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
Tokens that accept variants have 5 of them:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:1]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:2]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:3]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:4]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:5]&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
   [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=293005</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=293005"/>
		<updated>2023-04-22T01:35:57Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: /* Layered Conditions */ Fixed broken links to other graphics tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[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 &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
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 &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; 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]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. &lt;br /&gt;
&lt;br /&gt;
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for each caste.&lt;br /&gt;
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].&lt;br /&gt;
&lt;br /&gt;
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Graphics for a 3x2 rectangle that is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Conditions ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} if there is no {{token|BABY|g}} token defined for that creature's graphics, or only for the child state if there are baby graphics defined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}} || Yes || Will only be displayed if the creature is a {{token|BABY|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Layered Conditions ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_SET}} ||&lt;br /&gt;
* condition&lt;br /&gt;
| Creature&amp;lt;br&amp;gt;Graphics&lt;br /&gt;
| Begins defining a layer set for a creature's graphics.  Valid values of ''condition'' are DEFAULT, CORPSE, and ANIMATED.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Begins defining a layer group. Only the first layer in a layer group with all its conditions satisfied will be rendered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Explicitly marks the end of a layer group, which allows layers after to not belong to any layer group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;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. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CASTE}} ||&lt;br /&gt;
* caste name(s)&lt;br /&gt;
|| General&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token#Profession Categories|profession category token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| 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 &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; and thus apply to doctors, military, etc..&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* body part&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || General ||&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* [[Syndrome#SYN_CLASS|SYN_CLASS]]&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER|g}} group must also include a {{token|TISSUE_MIN_LENGTH|g}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin Conditions ===&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Item graphics currently do not support LARGE_IMAGE.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOULDER_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROUGH_GEM_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BARS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID or item ID&lt;br /&gt;
| Defines tile graphics variants to use for BAR items by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FOOD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for FOOD items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ARMOR_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GLOVES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HELM_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for HELM items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PANTS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOY_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics for TOY items.  Material ID in this case is one of STONE, WOOD, METAL, or GLASS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for SIEGEAMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for AMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for WEAPON items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ADD_TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_STONE}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_GLASS}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that have hives installed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that are ready to be harvested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}&lt;br /&gt;
| &lt;br /&gt;
* Shape ID&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for shaped items; currently used for dice.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics are defined in &amp;lt;code&amp;gt;[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
Tokens that accept variants have 5 of them:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:1]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:2]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:3]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:4]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:5]&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
   [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=292976</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=292976"/>
		<updated>2023-04-18T01:04:30Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: /* Layered Conditions */ fixed some outdated or inaccurate statements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[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 &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
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 &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; 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]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. &lt;br /&gt;
&lt;br /&gt;
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for each caste.&lt;br /&gt;
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].&lt;br /&gt;
&lt;br /&gt;
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Graphics for a 3x2 rectangle that is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Conditions ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} if there is no {{token|BABY|g}} token defined for that creature's graphics, or only for the child state if there are baby graphics defined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}} || Yes || Will only be displayed if the creature is a {{token|BABY|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Layered Conditions ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_SET}} ||&lt;br /&gt;
* condition&lt;br /&gt;
| Creature&amp;lt;br&amp;gt;Graphics&lt;br /&gt;
| Begins defining a layer set for a creature's graphics.  Valid values of ''condition'' are DEFAULT, CORPSE, and ANIMATED.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Begins defining a layer group. Only the first layer in a layer group with all its conditions satisfied will be rendered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Explicitly marks the end of a layer group, which allows layers after to not belong to any layer group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;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. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CASTE}} ||&lt;br /&gt;
* caste name(s)&lt;br /&gt;
|| General&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; where copper can be replaced with any weapons-grade metal. General [[material token]]s are '''not''' functional. {{token|CONDITION_MATERIAL_FLAG}} is a better option for any material condition other than metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token#Profession Categories|profession category token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| 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 &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; and thus apply to doctors, military, etc..&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* body part&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || General ||&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* [[Syndrome#SYN_CLASS|SYN_CLASS]]&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin Conditions ===&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Item graphics currently do not support LARGE_IMAGE.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOULDER_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROUGH_GEM_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BARS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID or item ID&lt;br /&gt;
| Defines tile graphics variants to use for BAR items by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FOOD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for FOOD items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ARMOR_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GLOVES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HELM_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for HELM items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PANTS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOY_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics for TOY items.  Material ID in this case is one of STONE, WOOD, METAL, or GLASS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for SIEGEAMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for AMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for WEAPON items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ADD_TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_STONE}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_GLASS}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that have hives installed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that are ready to be harvested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}&lt;br /&gt;
| &lt;br /&gt;
* Shape ID&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for shaped items; currently used for dice.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics are defined in &amp;lt;code&amp;gt;[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
Tokens that accept variants have 5 of them:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:1]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:2]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:3]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:4]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:5]&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
   [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=292917</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=292917"/>
		<updated>2023-04-16T22:42:11Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Undo revision 292845 by 73.76.252.138 (talk) Ghost syndrome class is incorrect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[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 &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
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 &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; 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]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. &lt;br /&gt;
&lt;br /&gt;
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for each caste.&lt;br /&gt;
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].&lt;br /&gt;
&lt;br /&gt;
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Graphics for a 3x2 rectangle that is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Conditions ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} if there is no {{token|BABY|g}} token defined for that creature's graphics, or only for the child state if there are baby graphics defined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}} || Yes || Will only be displayed if the creature is a {{token|BABY|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Layered Conditions ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_SET}} ||&lt;br /&gt;
* condition&lt;br /&gt;
| Creature&amp;lt;br&amp;gt;Graphics&lt;br /&gt;
| Begins defining a layer set for a creature's graphics.  Valid values of ''condition'' are DEFAULT, CORPSE, and ANIMATED.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Begins defining a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| marks the end of a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;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. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CASTE}} ||&lt;br /&gt;
* caste name(s)&lt;br /&gt;
|| General&lt;br /&gt;
|| Checks if the creature's caste exactly matches the given caste name.{{version|50.05}} Can use any amount of castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token#Profession Categories|profession category token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| 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 &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; and thus apply to doctors, military, etc..&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* body part&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || General ||&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* [[Syndrome#SYN_CLASS|SYN_CLASS]]&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin Conditions ===&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Item graphics currently do not support LARGE_IMAGE.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOULDER_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROUGH_GEM_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BARS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID or item ID&lt;br /&gt;
| Defines tile graphics variants to use for BAR items by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FOOD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for FOOD items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ARMOR_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GLOVES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HELM_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for HELM items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PANTS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOY_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics for TOY items.  Material ID in this case is one of STONE, WOOD, METAL, or GLASS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for SIEGEAMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for AMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for WEAPON items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ADD_TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_STONE}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_GLASS}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that have hives installed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that are ready to be harvested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}&lt;br /&gt;
| &lt;br /&gt;
* Shape ID&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for shaped items; currently used for dice.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics are defined in &amp;lt;code&amp;gt;[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
Tokens that accept variants have 5 of them:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:1]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:2]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:3]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:4]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:5]&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
   [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=292901</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=292901"/>
		<updated>2023-04-15T19:45:44Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: /* Basic Conditions */ Added baby condition for simple graphics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[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 &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
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 &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; 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]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. &lt;br /&gt;
&lt;br /&gt;
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for each caste.&lt;br /&gt;
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].&lt;br /&gt;
&lt;br /&gt;
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Graphics for a 3x2 rectangle that is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Conditions ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} if there is no {{token|BABY|g}} token defined for that creature's graphics, or only for the child state if there are baby graphics defined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}} || Yes || Will only be displayed if the creature is a {{token|BABY|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Layered Conditions ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_SET}} ||&lt;br /&gt;
* condition&lt;br /&gt;
| Creature&amp;lt;br&amp;gt;Graphics&lt;br /&gt;
| Begins defining a layer set for a creature's graphics.  Valid values of ''condition'' are DEFAULT, CORPSE, and ANIMATED.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Begins defining a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| marks the end of a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;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. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CASTE}} ||&lt;br /&gt;
* caste name(s)&lt;br /&gt;
|| General&lt;br /&gt;
|| Checks if the creature's caste exactly matches the given caste name.{{version|50.05}} Can use any amount of castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token#Profession Categories|profession category token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| 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 &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; and thus apply to doctors, military, etc..&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* body part&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || General ||&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* [[Syndrome#SYN_CLASS|SYN_CLASS]]&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
* GHOST&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin Conditions ===&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Item graphics currently do not support LARGE_IMAGE.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOULDER_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROUGH_GEM_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BARS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID or item ID&lt;br /&gt;
| Defines tile graphics variants to use for BAR items by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FOOD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for FOOD items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ARMOR_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GLOVES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HELM_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for HELM items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PANTS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOY_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics for TOY items.  Material ID in this case is one of STONE, WOOD, METAL, or GLASS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for SIEGEAMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for AMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for WEAPON items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ADD_TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_STONE}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_GLASS}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that have hives installed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that are ready to be harvested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}&lt;br /&gt;
| &lt;br /&gt;
* Shape ID&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for shaped items; currently used for dice.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics are defined in &amp;lt;code&amp;gt;[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
Tokens that accept variants have 5 of them:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:1]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:2]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:3]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:4]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:5]&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
   [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:Graphics&amp;diff=284570</id>
		<title>Talk:Graphics</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:Graphics&amp;diff=284570"/>
		<updated>2023-01-08T06:51:29Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: New section - This page's purpose in v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== This page's purpose in v50 ==&lt;br /&gt;
I think it would be good to change [[Graphics]] into a landing page with:&lt;br /&gt;
* a &amp;quot;for/see&amp;quot; to a Premium-related tokens + how-to page (maybe [[Graphics token]]).&lt;br /&gt;
* some &amp;quot;for/see&amp;quot;s to the Classic-related reference pages (like [[Graphic set]], [[Tileset]], repositories). &lt;br /&gt;
* a simple explaination of what base-game graphics are.&lt;br /&gt;
* how-to's for installing new graphics in both versions.&lt;br /&gt;
I think that would clean up this page while still making the Premium and Classic graphics information available to players and modders who find the page by clicking the first &amp;quot;graphics&amp;quot; result in the search bar.&lt;br /&gt;
&lt;br /&gt;
I've heard some complaints in the modding discords I'm in that [[Graphics token]] doesn't sound like a page that would have the extensive how-to's for premium graphics that are necessary. I had hoped that Graphics would be a more descriptive name for a tokens + how-to page (like [[Reaction]] or [[Syndrome]]), but I can see how a player may find this page by searching the wiki and only be interested in finding graphic/tile sets or installation instructions, so I see why this page should be more general and heavily link elsewhere.&lt;br /&gt;
--[[User:BarelyCreative|BarelyCreative]] ([[User talk:BarelyCreative|talk]]) 06:51, 8 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:BarelyCreative&amp;diff=284569</id>
		<title>User:BarelyCreative</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:BarelyCreative&amp;diff=284569"/>
		<updated>2023-01-08T06:48:06Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Created page with &amp;quot;Hi, I'm Barely Creative. I've been reading this wiki at least as much as I play the game since 2014 and am excited to finally contribute!  I enjoy making and helping with mods...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I'm Barely Creative. I've been reading this wiki at least as much as I play the game since 2014 and am excited to finally contribute!&lt;br /&gt;
&lt;br /&gt;
I enjoy making and helping with mods including a few creature and race mods I have on my [https://steamcommunity.com/profiles/76561198062481663/myworkshopfiles/?appid=975370 Steam workshop page].&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:BarelyCreative&amp;diff=284561</id>
		<title>User talk:BarelyCreative</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:BarelyCreative&amp;diff=284561"/>
		<updated>2023-01-08T06:12:44Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: /* Graphic set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Graphic set ==&lt;br /&gt;
&lt;br /&gt;
It is easy to get lost on this wiki, even after years here I still discover new dark corners I wasn't aware of ;) The way I see it, currently we have:&lt;br /&gt;
* [[Modding]] as general landing page.&lt;br /&gt;
* Beginners [[modding guide]]&lt;br /&gt;
* Various [[Token]] pages for in-depth parameter reference&lt;br /&gt;
* With various pages that provide more in-depth usage explanation like [[Reactions]].&lt;br /&gt;
&lt;br /&gt;
For graphics, I believe that currently [https://dwarffortresswiki.org/index.php?title=Graphics&amp;amp;type=revision&amp;amp;diff=284350&amp;amp;oldid=282626 this info] might be best suited to [[Graphic set]]. Unless you choose to consolidate stuff (Personally, I welcome experimentation though it is hard to do so here due to lack of feedback) --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:52, 7 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's fair, I definitely am still uncertain how that information should be displayed. It seems to me that because graphics tokens are only really useful as part of a multi-line set [[Reaction]] or [[Syndrome]] would the best examples to follow for a graphics page. Additionally, feedback from other modders after I had added all that information to the [https://dwarffortresswiki.org/index.php?title=Graphics_token&amp;amp;oldid=284218 previous Graphics Tokens] page was that they ignored the page because its title seemed to imply it wouldn't have any instructions. &lt;br /&gt;
:For this reason, I don't love the idea of linking to a page like [[Graphics token]] or [[Graphic set]], the latter of which I completely overlooked even while actively editing the wiki. Although I can see how my first try to resolve this made the pages more confusing rather than less.&lt;br /&gt;
&lt;br /&gt;
:I think it would be good to change [[Graphics]] into a landing page with:&lt;br /&gt;
:* a &amp;quot;for/see&amp;quot; to a Premium-related tokens + how-to page (maybe [[Graphics token]]).&lt;br /&gt;
:* some &amp;quot;for/see&amp;quot;s to the Classic-related reference pages (like [[Graphic set]], [[Tileset]]). &lt;br /&gt;
:* a simple explaination of what base-game graphics are.&lt;br /&gt;
:* how-to's for installing new graphics in both versions.&lt;br /&gt;
:I'll put that in the talk pages of both Graphics and Graphics token so I'm not making the decision unilaterally. --[[User:BarelyCreative|BarelyCreative]] ([[User talk:BarelyCreative|talk]]) 06:12, 8 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Squad&amp;diff=284402</id>
		<title>Squad</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Squad&amp;diff=284402"/>
		<updated>2023-01-07T08:43:09Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Fixing links, switching key templates to Menu icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
: ''For enemy squads, see [[ambush]] and/or [[siege]].''&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_army.jpg|thumb|300px|right|A dwarf squad ready to deliver permanent deaths.]]A '''squad''' is a group of [[military]] dwarves who share the same [[scheduling|schedule]] and active military orders. Squads are a fundamental part of your fortress' military &amp;amp;mdash; they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main game screen the '''squads''' menu is accessible through the {{Menu icon|q}} key and the '''[[burrow]]s''' menu is accessible through {{Menu icon|U}}. The squad menu and all its sub-menus are designed to be navigated almost exclusively with mouse rather than keys.&lt;br /&gt;
&lt;br /&gt;
For simple, ''very'' basic, unarmed and unarmored instructions on how to attack a creature, see [[attack]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Forming squads==&lt;br /&gt;
Before you do anything with your military, you must go into the {{Menu icon|n}} [[noble]]s screen and appoint a '''[[militia commander]]'''. Your fortress can only have one militia commander, who acts as the commander-in-chief of all squads. The militia commander also serves as the leader of your first squad.&lt;br /&gt;
&lt;br /&gt;
Each squad after the first will have its own [[militia captain]], who reports to the militia commander. Squad captains can be designated through the nobles screen, or by creating a new squad in the {{Menu icon|q}} squad menu and then assigning a dwarf to the first position of that squad.&lt;br /&gt;
&lt;br /&gt;
Once you have a militia commander appointed, when going to the squad menu you'll notice an option to &amp;quot;'''Create new squad.'''&amp;quot; When you click this button to create a squad, you may  be asked which militia captain should lead this new squad if you have appointed captains that are not currently leading one, other wise you will be asked which uniform to give the squad. The game creates three uniforms by default; if you aren't sure what to use, or if you want to customize their uniform, choose &amp;quot;'''No uniform'''&amp;quot;.  (See [[#Equipping soldiers|equipping soldiers]], below, for details.)&lt;br /&gt;
&lt;br /&gt;
Once the first squad has been created, you can then fill out the squad with any militarily-capable dwarves in your fort, of which no more than ten can be assigned to any one squad. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the assignment menu. Dwarves that are already in a military squad will have the name of that squad and their position within it listed in yellow text above their name, allowing you to skip over them if necessary. The assignment menu is found by clicking on the 'positions' bearded face icon above the squad name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nobles in squads ===&lt;br /&gt;
Here's a link to the DF forum, with old{{version|0.34.11}} but potentially still relevant speculation on which nobles should not be assigned to the military due to the importance of their civilian role:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipping soldiers==&lt;br /&gt;
In the squad menu, select one or more squads by clicking the checkbox next to their name, then click &amp;quot;'''Equip'''&amp;quot; to view a summary of their assigned equipment. Color-coded icons will show whether the squad has their equipment fully equipped (green basic symbol), assigned but not equipped (yellow with three dots), or missing (red with exclamation point). &amp;lt;!-- A picture would be very useful here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From this menu, uniforms can be created and saved using the &amp;quot;'''Add uniform'''&amp;quot; button or assigned to squads to overwrite their existing equipment with the &amp;quot;'''Assign uniform'''&amp;quot; button. Uniforms are essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad. You may wish to create new uniforms, and add or remove items from any uniform (even the standard ones). While using the &amp;quot;'''Add uniform'''&amp;quot; menu, uniforms are only ''created'' or ''modified'', not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the &amp;quot;'''Equip'''&amp;quot; menu, &amp;quot;'''Assign uniform'''&amp;quot; to open the choose uniform sub-menu and select one of your uniform templates to apply to all selected dwarves. Squads can be selected or deselected at any point in this process to change who you are assigning the uniform to without closing any of the sub-menus. Once you have all the squads selected whom you want to use the same uniform, you can click the uniform's name to apply it. The choose uniform sub-menu will close and the squads' previous uniform will be overwritten. You can also edit one position's uniform at a time by selecting the &amp;quot;'''Details'''&amp;quot; menu next to the position name. It is important to remember that this uniform is applied to that squad position rather that a particular dwarf. The uniform can be changed as discussed below and/or  saved as a new uniform by typing a name into the textbox at the top of the menu, pressing {{k|enter}} the clicking &amp;quot;'''Confirm and save uniform'''.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Details&amp;quot; or &amp;quot;Add uniform&amp;quot; sub-menus, you can select pieces of equipment to create a uniform with the equipment buttons - &amp;quot;'''New [[Armor#Upper_Body|bodywear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Headgear|headwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Lower_Body|legwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Hands|handwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Footwear|footwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Shield|shield]]'''&amp;quot;, and &amp;quot;'''New [[weapon]]'''&amp;quot;.  You can also specify the &amp;quot;'''Mat'''&amp;quot;erial and &amp;quot;'''Color'''&amp;quot; of the equipment by clicking one of these buttons next to it. Finally, there are two settings that can be toggled in the bottom left of the menu: &amp;quot;'''Uniform worn over clothing'''&amp;quot; and &amp;quot;'''Partial matches okay'''&amp;quot;.  These are both on  by default. &amp;quot;'''Over clothing'''&amp;quot; means the dwarf will do their best to wear their uniform in addition to their civilian [[clothing]]; if toggled, it becomes &amp;quot;'''Replace clothing'''&amp;quot;, and the dwarf will strip naked before donning their military gear. &amp;quot;'''Partial matches okay'''&amp;quot; means that if a dwarf cannot satisfy an equipment assignment, they'll substitute it with something close; if toggled to &amp;quot;'''Exact matches only'''&amp;quot;, they'll go that piece of equipment rather than making do with a substitute.&lt;br /&gt;
&lt;br /&gt;
To select a specific piece of equipment for an individual position (such as an artifact), select &amp;quot;'''specific _____'''&amp;quot; under that equipment type (e.g. &amp;quot;'''specific armor'''&amp;quot; in the Armor field); for your convenience, highest-value equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
You have the option to wear equipment over clothing or to replace clothing using the &amp;quot;'''Uniform worn over clothing'''&amp;quot; button on the equipment screen. Wearing armor over clothing can cause problems as some civilian clothing (caps, gloves, and shoes) will conflict with their military counterparts (helms, gauntlets, and boots).  Even though the '''Uniform''' menu will show that these items have been assigned to a solider, they will not actually be able to wear them.  To avoid this use the &amp;quot;'''Replace clothing'''&amp;quot; option.  As armor counts as clothing, dwarves will not get bad thoughts if only wearing armor as long as their feet, lower body, and upper body are covered.&lt;br /&gt;
&lt;br /&gt;
Currently{{version|0.50.04}} it is not possible to assign ammunition for ranged soldiers, only the default &amp;quot;'''Archer'''&amp;quot; uniform is assigned [[ammunition]] by default, so the only consistent way to make functional marksdwarf squads is to create a new squad using the default archer uniform from the start.{{bug|0012008}} The dwarves will decide for themselves what ammunition to use, so they may waste all the nice metal bolts training and end up fighting battles with only wooden bolts, although the AI is intended to favor worse ammo for training. Also note that [[quiver]]s must be available for marksdwarves to equip bolts/arrows. They are not assigned in the &amp;quot;'''Uniform'''&amp;quot; menu tab and are automatically retrieved by dwarves that require them.&lt;br /&gt;
&lt;br /&gt;
In previous versions soldiers who have more than one item to put on would not use distance to determine which of the remaining items will be equipped next. Therefore it was best to keep all dwarf-usable equipment within a small area, ideally near your [[barracks]]. The way dwarves equip gear has changed slightly{{version|0.50.01}}, so it is uncertain if this is still necessary.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;'''Equip'''&amp;quot;-&amp;quot;'''Details'''&amp;quot; menu can also be used to ''see'' what equipment has been assigned, without changing it. And the summary icons in the main &amp;quot;'''Equip'''&amp;quot; menu can show whether the status of your squads' equipment  For example, if your 9th and 10th squad members have a red pair icon with and exclamation point for their gauntlets, then you may want to make some more, and if the boots icon is yellow with three dots you may want to check that all the equipment is accessible and that the dwarf has enough space on their body to equip all their items (not missing limbs or wearing too many layers of clothes). Pressing &amp;quot;'''Details'''&amp;quot; lets you see ''precisely'' what items the dwarf has been assigned.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not share weapons and armor even if in the same squad and even if the equipment is currently unused by another squad-mate who is off duty. This means, for example, that you cannot have one set of armor for a squad of four dwarves who share guard duty one at a time. When one dwarf is relieved from duty, he may take off his armor (if set to wear civilian clothes) but the new dwarf going on duty will not then pick it up and wear it. Each dwarf in a squad needs his own uniform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Changing equipment===&lt;br /&gt;
Let's suppose you started with the &amp;quot;'''Leather armor'''&amp;quot; uniform and then smithed some metal armor, and now you want to change your squads to the metal armor. From the &amp;quot;'''Equip'''&amp;quot; menu, you can access the &amp;quot;'''Assign uniform'''&amp;quot; sub-menu, which will show the standard Leather, Metal, and Archer uniforms on the left (if you haven't deleted them). To change a full squad, select the squad using the checkbox to the right of their name, then select the uniform (metal) on the left, and it will be applied. Just hope you have enough metal armor and that Urist goes and picks it up!&lt;br /&gt;
&lt;br /&gt;
Equipment can also be changed on an individual level e.g. if you would like to add metal gear or artifacts as they are produced. This is done from the &amp;quot;'''Equip'''&amp;quot; menu by pressing the &amp;quot;'''Details'''&amp;quot; button to the right of a squad member's position, then changing &amp;quot;'''Mat'''&amp;quot;erial, &amp;quot;'''Color,'''&amp;quot; or even the type of equipment assigned. This must then be saved by clicking the &amp;quot;'''Confirm'''&amp;quot; button or by entering a name into the textbox and pressing &amp;quot;'''Confirm and save uniform.'''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dwarves will not always pick up their military equipment immediately.  An off-duty dwarf will sometimes prefer to perform one of his civilian jobs rather than putting on armor, and by default squads are assigned to wear civilian clothes when not on duty, so they will not equip their gear until an active order is assigned or the [[Scheduling#Routines|routine]] is changed to force equipping gear while off duty. Giving squads an [[#Orders|order]] will put them on duty and force them to gather their equipment with a bit more hustle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipping bone and shell armor===&lt;br /&gt;
One peculiarity for equipping [[bone]] and [[shell]] armor is that, for the purposes of '''uniform''' menus, bone is white and shell is dark green.  Further, they are not explicitly listed in the &amp;quot;'''Mat'''&amp;quot;erial of the &amp;quot;'''Uniform'''&amp;quot; sub-menu. A workaround for this problem is that bone and shell are the only materials of their respective colors that can be used to make armor by default.  So, to add bone or shell armor items to a preset uniform template, you need to add a specific type of armor (a helm, for instance) with the modifiers of &amp;quot;'''Color'''&amp;quot; as &amp;quot;'''white'''&amp;quot; or &amp;quot;'''dark green'''&amp;quot; (thus, e.g., a &amp;quot;'''white helm'''&amp;quot;). This workaround is ONLY effective if you also have no unique artifact armor made out of a white metal (such as an Aluminum Breastplate, Platinum Helm, or Silver Low Boot). It also requires that the armor template be for &amp;quot;'''Exact matches only'''&amp;quot; (not &amp;quot;'''Partial matches okay'''&amp;quot;) using the buttons at the bottom of the &amp;quot;Uniform&amp;quot; sub-menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipping leather shields===&lt;br /&gt;
[[Leather]] is not a selectable material in the &amp;quot;'''New shield'''&amp;quot; screen. However, its uniformly brown colour means that you can order dwarves to use only brown-coloured [[shield]]s and be reasonably confident that they will choose only leather shields. Leather and wood are quite similar as shield materials, but if your leatherworkers make better shields than your carpenters you may want to use their products instead. [[Highwood]] shields are also an option with this uniform setting, and will be chosen if their value is appropriately high.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
[[File:Squad menu v50 04.png|right]]&lt;br /&gt;
Getting your military to actually ''do'' something is the second step.  Squads receive '''passive orders''' through [[scheduling]], and you can give '''direct orders''' to '''attack''' one or more specific targets or to '''station''' at a specific location at will through the {{Menu icon|q}} squads menu.&lt;br /&gt;
&lt;br /&gt;
Passive orders are programming that a squad will follow in the absence of direct orders.  Passive orders are typically used for training and defense, while direct orders are used for taking the fight to the enemy. The main ''squads'' menu is predominantly used for direct orders, and the ''Schedule'' sub-menu is used for passive orders. This article will focus on active commands; for more information on passive orders, see [[scheduling]].&lt;br /&gt;
&lt;br /&gt;
A squad that is following a direct command is free to go wherever it is ordered to go, unhindered by any [[burrow]] restrictions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting squads/soldiers===&lt;br /&gt;
When needed, soldiers can be sent to do specific tasks to &amp;lt;strike&amp;gt;satiate the blood god&amp;lt;/strike&amp;gt; defend your fortress. Once these orders have been cancelled, your dwarves will return to their passive orders (if on duty), or their civilian lives (if off duty). Note, however, that your dwarves may continue to move towards their prior objective and mill about for some time afterwards. For this reason (and because canceling orders causes your dwarves to immediately drop any [[wear|worn-out]] clothing) it is best to order your dwarves back to a safe area '''before''' canceling their orders.&lt;br /&gt;
&lt;br /&gt;
In the {{Menu icon|q}} '''squad''' menu, you can click the checkboxes to the right of the squad names to select one or more squads to give orders to. To give orders to individual dwarves within a squad: click the third button (bearded dwarf face) on the squad to view the positions in the squad, click the checkbox next to one (or more) dwarf’s name, and then the order, equip, and schedule buttons will appear at the bottom of the menu and apply only to the selected dwarves.&lt;br /&gt;
&lt;br /&gt;
If a squad is off duty when you give them an order, they will switch to on-duty status before carrying out the order.  This may mean they need to pick up new equipment before they will carry out their orders, although they frequently will not pick up all of their assigned gear before giving up and moving toward the objective.&lt;br /&gt;
&lt;br /&gt;
There are five types of active orders that can be given to your dwarves: attack, station, patrol, burrow defense, or train, as well as cancel order. They are selected by clicking one of the six icons along the bottom of the '''squad''' menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attack order===&lt;br /&gt;
The '''attack order''', sometimes referred to as the '''kill command''', instructs your squad to pursue and attack one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze-addled minds that they are to kill your target or be killed in the attempt. An attack order can be used to chase a kobold thief or goblin snatcher who is running away with your precious loot, or it may very well be the last command your dwarves receive if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which squad will execute the kill command, click the sword icon to begin designating the Attack targets. You now have several options: by default (or by clicking the -&amp;gt; x icon in the bottom left) you will be in '''single select''' mode and can choose one or more individual targets by clicking on them. You can switch to '''box select''' mode by clicking the stamp icon in the bottom left of the attack menu and draw a selection area on the map. When you left click the box select, a new menu will appear with a list of possible targets inside the selection. To continue adding to your box selection, right click and designate more selections. Once you are happy with your targets from the single or box selections, you can click &amp;quot;'''Confirm'''&amp;quot; to issue the order and watch your dwarves happily run off to execute the order by executing the target, or &amp;quot;'''Cancel'''&amp;quot; to exit the menu without giving an attack order.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will attempt to move toward the target until they are within striking distance.  Ranged attackers will not do anything clever, like climbing up to the top of your archery tower - if you want them to fire from a specific position, use a station order instead. If they're already somewhere they can fire from safely, one can also cut off access to the intended targets and THEN issue a kill order. If they're stationed in an archery tower and ordered to kill something they can path to, they might charge the enemy even if they have a clear shot from their current position.&lt;br /&gt;
&lt;br /&gt;
This order will automatically be cancelled once the intended victim is killed. If the target is caught in a [[Trap#Cage_trap|cage trap]], though, your squad will stand over the cage waiting for new orders; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill command is cancelled.&lt;br /&gt;
&lt;br /&gt;
Dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result, it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target, there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.{{version|0.34.07}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Station order===&lt;br /&gt;
From the {{Menu icon|q}} squad menu, a '''station order''' (also known as a '''move''' order) is issued by selecting a squad, clicking the green arrow icon, and clicking a location on the map.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will select a random ([[path|reachable]]) point within 3 tiles of the spot you specify, somewhere in that 7x7 box, and will move directly to that point.  This can mean that, if they have a path, dwarves may obediently move to the &amp;quot;wrong&amp;quot; side of a wall or other barrier if those tiles are within the 7x7 box. Dwarves in the squad will stand there until you cancel the order, give a new order, or an enemy comes within sight. Also, if one is overcome by [[hunger]], [[thirst]], or [[exhaustion]], that dwarf will take care of their [[need]] and then return to their squad's current assignment.&lt;br /&gt;
&lt;br /&gt;
On-duty soldiers will pursue and attack any hostile targets they see, either en route to their station point, or after arriving.  Hostile targets may include certain wild animals that are deemed dangerous.  If the dwarf loses sight of the enemy, they will return to their chosen station point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Patrol route order===&lt;br /&gt;
The '''Patrol Route''' order assigns a squad to walk along a defined path of your choice continuously while the order is active. This can be used to spread the dwarves out and increase their [[ambush]]-spotting potential, or to move your marksdwarves in and out of combat, allowing them to relax and reload before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
A '''Patrol''' order is issued by clicking the third order icon from left in the {{Menu icon|q}} squad menu (the one with three red X's connected by a dotted line). Clicking this icon opens the '''route''' sub-menu where any existing route can be selected from the list, inspected, or deleted. If no desirable '''routes''' exist, a new one can be started by clicking &amp;quot;'''Create new route'''.&amp;quot; Because routes must be saved to be used and can be selected by other squads it is recommended to give the new route a descriptive name by typing in the textbox at the top of the sub-menu then pressing {{k|enter}}. Finally, you can begin clicking on the map to define which points you want the dwarves to walk to in order. It is important to remember that dwarves will not follow the displayed path exactly. Rather, they will path from their current location to a random point within 3 tiles of the spot you specify (the same rules as a station order) following the normal Fortress Mode [[Path|pathing rules]].{{verify}}&amp;lt;!--Do they ignore traffic cost, burrow restrictions etc..?--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Similar to the '''station''' order, on-duty soldiers will pursue and attack any hostile targets they see, prior to arriving at their station, or along their route. Hostile targets may include certain wild animals that are deemed dangerous. If the dwarf loses sight of the enemy, they will return to their patrol route.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Defend burrow order===&lt;br /&gt;
If you have '''[[burrow]]s''' defined through the {{Menu icon|U}} Burrows menu, you can order your soldiers to defend it. They will spread out around the zone and automatically attack any hostile creatures that enter the burrow or that they can see nearby. It is unknown if a soldier defending a burrow is limited to their line-of-sight or is simply aware that an enemy is present. This can be useful to set up a 'zone' defense that requires less intricate setup than creating multiple overlapping '''station''' or '''patrol''' orders.&lt;br /&gt;
&lt;br /&gt;
The '''Defend Burrow''' order is issued by clicking the 'shield' icon at the bottom of the {{Menu icon|q}} squad menu, then selecting the burrow you want your squad to defend and clicking &amp;quot;'''Confirm'''.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Train order===&lt;br /&gt;
Training is a necessary part of a successful military, but setting up a proper '''[[Scheduling|schedule]]''' can take more time than it is worth for a simple squad that just needs to train up quickly and get on duty. That's where the active '''Train''' order comes in. It allows you to quickly issue a continuous training order for any number of squads by selecting them in the {{Menu icon|q}} squads menu with the checkbox next to their name and clicking the 'training' axe icon. &lt;br /&gt;
&lt;br /&gt;
For your dwarves to train, a they must be assigned to train at a valid '''[[barracks]]'''. This can be done through the {{Menu icon|z}} zone menu by clicking the &amp;quot;'''Barracks'''&amp;quot; blue banner button to designate a barracks zone. To train at the barracks, a squad must be assigned to it from the zones menu by clicking the '''add squad''' - banner with a plus icon then clicking the '''training''' axe icon next to your squads' name to assign them to train there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cancelling orders===&lt;br /&gt;
Pressing the red circle with a line through it icon in the {{Menu icon|q}} squad screen will '''cancel''' the selected squads' active orders, sending them back to their civilian or pre-scheduled military lives. If a dwarf is actively engaged in combat when an order is cancelled, they may not immediately disengage subject to their [[Personality_trait#Facets|personality]]{{verify}}; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Order scheduling==&lt;br /&gt;
''Full article: [[Scheduling]]''&lt;br /&gt;
&lt;br /&gt;
From the {{Menu icon|q}} squad-&amp;quot;'''Schedule'''&amp;quot; menu you can activate any routines you have defined quite quickly by selecting the squads you wish to assign with the checkboxes to the right of their names then clicking on the routine you wish for the squad to follow. This will set the order schedule for the entire squad until you give them an [[#Orders|active order]] or change routines.&lt;br /&gt;
&lt;br /&gt;
To edit an existing routine or create a new one you need to visit the squad schedule menu. This can be done directly from the squad menu by clicking &amp;quot;'''Schedule'''&amp;quot; then &amp;quot;'''Clear'''&amp;quot;ing and &amp;quot;'''Edit'''&amp;quot;ing one of the visible routines, clicking &amp;quot;'''Add/edit routines''',&amp;quot; or alternatively editing months individually with &amp;quot;'''View monthly schedule'''.&amp;quot; The details of setting up an order schedule are described on the [[scheduling]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* Dwarves handle equipment conflicts poorly, often resulting in an ill-equipped military.{{bug|535}}&lt;br /&gt;
* Military dwarves may constantly perform &amp;quot;pickup equipment&amp;quot; jobs {{Bug|2687}}&lt;br /&gt;
* Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers).{{bug|1451}}&lt;br /&gt;
* Marksdwarves may not equip ammunition automatically.{{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to collect and wear their assigned equipment can be a challenge. Here are some known issues:&lt;br /&gt;
&lt;br /&gt;
*Dwarves take forever to pick up their assigned equipment&lt;br /&gt;
**Issuing a &amp;quot;station&amp;quot; order near your equipment dump should motivate dwarves to collect their equipment before reporting for duty. If they are still not fully equipped then check the problems listed below.&lt;br /&gt;
&lt;br /&gt;
*Some types of civilian clothing conflict with armor (caps and shoes are common culprits).{{bug|0010899}}&lt;br /&gt;
**Toggle &amp;quot;Replace clothing&amp;quot; to force dwarves to wear the assigned armor. (You can toggle it back after they are equipped and your dwarves will add back any non-conflicting clothing.)&lt;br /&gt;
&lt;br /&gt;
*Dwarves don't equip hands and/or feet completely.&lt;br /&gt;
**Remove duplicate assignments. A single &amp;quot;Metal footwear&amp;quot; entry will assign a *pair* of boots; dwarves with two entries are assigned two *pair*, which cause conflicts and prevent the second pair from being equipped by another dwarf. &lt;br /&gt;
**Dwarves will also not equip multiple layers of equipment on their hands and feet even if they should be compatible.&lt;br /&gt;
&lt;br /&gt;
*Dwarves drop their assigned equipment.&lt;br /&gt;
**Make sure they are ordered to wear their uniform when inactive, and disable all mining, hunting, and woodcutting labors (these labors conflict with military uniforms).&lt;br /&gt;
&lt;br /&gt;
*Dwarves keep complaining of &amp;quot;[[equipment mismatch]]&amp;quot;.&lt;br /&gt;
**This is an &amp;quot;informative&amp;quot; message that is frequently caused by dwarves attempting to swap their equipment for slightly better versions or finding their stored equipment temporarily inaccessible due to bugs with storage.{{bug|0038238}}&lt;br /&gt;
&lt;br /&gt;
*Dwarves have tattered clothing equipped.&lt;br /&gt;
**Assigned clothing will generally not be swapped for new replacements, leading to stress. Remove clothing (equipment made of cloth) from the dwarf's uniform, and optionally toggle &amp;quot;over clothing&amp;quot; to allow the dwarf to collect, wear, and replace civilian clothing automatically.&lt;br /&gt;
&lt;br /&gt;
*Dwarves don't pick up bolts.&lt;br /&gt;
**Make sure you have enough quivers and bolts. In previous version Hunters were assigned 100 bolts by default, which remained reserved whether you had any hunters or not. This number is no longer visible or editable,{{version|0.50.01}} so it may still be causing issues.&lt;br /&gt;
&lt;br /&gt;
*Dwarves have the wrong bolts stuck in inventory.&lt;br /&gt;
**Bolts cannot currently be assigned{{version|0.50.04}} for different uses (e.g. combat vs. training), and dwarves may not pick them up at all.{{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
*Dwarves move extremely slowly after equipping themselves.&lt;br /&gt;
**This is due the weight of the armor - most metal armor is heavy. The best way to prevent this is training the [[armor user]] skill, which reduces encumbrance penalties from worn armor, as even the strongest dwarves can be slowed by a full set of armor. [[barracks|Combat training]] will increase a dwarf's armor user skill and [[main:strength|strength]] (as will training [[Attribute#Attributes_trained_by_skills|some other skills]]). The increase in strength will allow them to carry more weight, but it is a very slow process.&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
[[ru:Squad]]&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Uniform&amp;diff=284399</id>
		<title>Uniform</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Uniform&amp;diff=284399"/>
		<updated>2023-01-07T08:19:15Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Fixed broken redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Squad#Equipping soldiers]]&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Graphics&amp;diff=284391</id>
		<title>Graphics</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Graphics&amp;diff=284391"/>
		<updated>2023-01-07T07:14:35Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Moved how to's and references to token page from Graphics token&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}{{av}}&lt;br /&gt;
:{{for/see|a list of all Premium graphics tokens and basic usage|[[Graphics token]]}}&lt;br /&gt;
:{{for/see|a repository of all Classic tilesets used in DF|[[Tileset repository]]}}&lt;br /&gt;
:{{for/see|details on creating Classic tilesets|[[Tileset repository]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The new graphics system in v50 is still being reverse engineered. It is a custom solution which appears to involve compositing graphics sets directly in C++ before texmapping them to SDL. This blitting approach is software rendered and so largely doesn't use hardware acceleration on graphics cards.  This system means that despite graphics sets supporting rudimentary animation, there is no traditional sprite mapping, which places extensive limits on the types of graphics that are possible.  While the number of user editable graphics sets has increased significantly in v50, many game elements are still hard coded graphics sets, or using a tileset over the older style graphics from classic DF.&lt;br /&gt;
&lt;br /&gt;
= Premium Graphics =&lt;br /&gt;
:{{for/see|a list of all Premium graphics tokens and basic usage|[[Graphics token]]}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; object defines the use of various tile-based graphics in the game. As of version 50.01, graphics [[token]]s have been greatly expanded to accommodate the release of the Steam &amp;amp; Itch premium version. This section is a basic description of how to define various types of graphics.&lt;br /&gt;
&lt;br /&gt;
Making custom graphics requires multiple interacting files to function:&lt;br /&gt;
# An 8bit RGBA (sometimes called 32bit) &amp;quot;imagename.png&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;tile_page_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;graphics_type_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
&lt;br /&gt;
Mods can reuse any graphics loaded ahead of them (including vanilla) by using the same tile page token.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tile Page ==&lt;br /&gt;
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 &amp;quot;tile_page_&amp;lt;name&amp;gt;.txt&amp;quot; file and follow:&lt;br /&gt;
&lt;br /&gt;
 tile_page_&amp;lt;name&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:TILE_PAGE]&lt;br /&gt;
&lt;br /&gt;
After the object type is defined as above, any number of tile pages can be defined according to the format below.&lt;br /&gt;
&lt;br /&gt;
   [TILE_PAGE:&amp;lt;tile page identifier&amp;gt;]&lt;br /&gt;
      [FILE:images/imagename.png]&lt;br /&gt;
      [TILE_DIM:&amp;lt;tile x dim&amp;gt;:&amp;lt;tile y dim&amp;gt;]&lt;br /&gt;
      [PAGE_DIM_PIXELS:&amp;lt;page x dim&amp;gt;:&amp;lt;page y dim&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''tile page identifier'': The Internal ID being created for the image.&lt;br /&gt;
* ''imagename.png'': The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;code&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder of the mod.&lt;br /&gt;
* ''tile x dim'': The width of each tile in pixels (usually 32).&lt;br /&gt;
* ''tile y dim'': The height of each tile in pixels (usually 32).&lt;br /&gt;
* ''page x dim'': The width of the image file in pixels.&lt;br /&gt;
* ''page y dim'': The height of the image file in pixels.&lt;br /&gt;
&lt;br /&gt;
Known issues:&lt;br /&gt;
* Currently it is only recommended to use &amp;lt;code&amp;gt;[TILE_DIM:32:32]&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
* It is important that the &amp;lt;code&amp;gt;[PAGE_DIM_PIXELS:&amp;lt;x dim&amp;gt;:&amp;lt;y dim&amp;gt;]&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
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 &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; token that tells the game that the file contains graphics definitions.&lt;br /&gt;
&lt;br /&gt;
=== Basic Graphics ===&lt;br /&gt;
The most basic form of creature graphics is a single tile, defined below:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[Graphics_token#Basic_Conditions|condition]]'': The condition the creature needs to be in for this image to be displayed. Use &amp;lt;code&amp;gt;DEFAULT&amp;lt;/code&amp;gt; for generic graphics.&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left&amp;amp;rarr;right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top&amp;amp;rarr;bottom).&lt;br /&gt;
* ''color type'': (optional) Uncertain function, frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; 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}}&lt;br /&gt;
* ''[[Graphics_token#Basic_Conditions|secondary condition]]'': (optional) An additional condition that must be satisfied for the image to be displayed.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
:'''Basic Conditions'''&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of the most common creature conditions tokens. Here is the full list of known creature condition tokens.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{token|DEFAULT|g}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CHILD|g}} || 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|ANIMATED|g}} || 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}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CORPSE|g}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|LIST_ICON|g}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Caste Graphics ===&lt;br /&gt;
Creature caste graphics allow a simple alternative to [[#Layered Graphics|Layered Graphics]] to represent males and females of a creature with different images.&lt;br /&gt;
 [CREATURE_CASTE_GRAPHICS:&amp;lt;creature id&amp;gt;:&amp;lt;caste id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being defined.&lt;br /&gt;
* All other parameters are identical to [[#Basic Graphics|basic graphics]].&lt;br /&gt;
&lt;br /&gt;
Creature caste graphics only accept &amp;lt;code&amp;gt;MALE&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FEMALE&amp;lt;/code&amp;gt; as caste id's even in creatures that have more than two castes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Large Graphics ===&lt;br /&gt;
The only difference between graphics for large creatures and small creatures is the addition of &amp;lt;code&amp;gt;LARGE_IMAGE&amp;lt;/code&amp;gt; and additional coordinates to the line below:&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:LARGE_IMAGE:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''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.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
* All other parameters are identical to [[#Basic Graphics|basic graphics]].&lt;br /&gt;
&lt;br /&gt;
Large images and small images can be used within the same &amp;lt;code&amp;gt;CREATURE_GRAPHICS&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;CREATURE_CASTE_GRAPHICS&amp;lt;/code&amp;gt; definition, and in fact it is often useful to include a single tile image to act as a {{token|LIST_ICON|g}} for menus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Statue Graphics ===&lt;br /&gt;
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:&lt;br /&gt;
 [STATUE_CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
        [DEFAULT:STATUES_LAYERED:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] the graphics represent.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layered Graphics ===&lt;br /&gt;
Layered graphics are a method for displaying overlapping body parts, equipment, clothing, professions, hairstyles.. etc. They allow much more freedom in conditions than normal [[#Basic Graphics|basic 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:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
 	[LAYER_SET:&amp;lt;condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.&lt;br /&gt;
* ''[[Graphics_token#Basic_Conditions|condition]]'': The condition the creature needs to be in for this set of layers to be displayed.&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 [LAYER:&amp;lt;layer name&amp;gt;:&amp;lt;tile page id&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;]&lt;br /&gt;
 	[&amp;lt;layer condition(s)&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''layer name'': The internal name of the layer. No known function at this time, but using a descriptive label is recommended.&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left&amp;amp;rarr;right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top&amp;amp;rarr;bottom).&lt;br /&gt;
* ''[[#Large Graphics|LARGE_IMAGE]]:x1:y1:x2:y2'': (optional) Allows a multiple tile image to be displayed. Replaces &amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;.&lt;br /&gt;
* ''color type'': (optional) Uncertain function, frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; 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}}&lt;br /&gt;
* ''[[Graphics_token#Layered_Conditions|layer condition(s)]]'': One or more conditional tokens that define under what conditions the layer is displayed and how it interacts with other layers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Beast Graphics ===&lt;br /&gt;
Forgotten beast graphics define layered graphics based on which body parts are present in each procedurally-generated forgotten beast.&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS_RECTANGLE:&amp;lt;tile page id&amp;gt;:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;:&amp;lt;beast body token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': Internal ID of the image defined in Tile Page.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': X position of the lower right tile.&lt;br /&gt;
* ''y2'': Y position of the lower right tile.&lt;br /&gt;
* ''beast body token'': The internal ID of generated forgotten beast body types and body parts.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;TILE_GRAPHICS_RECTANGLE&amp;lt;/code&amp;gt; token displays a large image with the upper left corner being defined by &amp;lt;x1&amp;gt;, &amp;lt;y1&amp;gt; and the lower right corner defined by &amp;lt;x2&amp;gt;, &amp;lt;y2&amp;gt;. The &amp;lt;beast body token&amp;gt; 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}}&lt;br /&gt;
&lt;br /&gt;
There is not currently a way to use procedurally defined graphics like this for non-{{token|FEATURE_BEAST|c}} creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== All creature tokens ===&lt;br /&gt;
For reference, all known creature graphics tokens are reproduced below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Basic Conditions'''&amp;lt;br&amp;gt;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.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{token|DEFAULT|g}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CHILD|g}} || 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|ANIMATED|g}} || 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}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CORPSE|g}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|TRAINED_HUNTER|g}} || Yes || Shown for hunting-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|TRAINED_WAR|g}} || Yes || Shown for war-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|LIST_ICON|g}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|SKELETON|g}} || Unknown || Decayed remains of the creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|SKELETON_WITH_SKULL|g}} || Unknown || Decayed remains of the creature with a skull.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Vermin Conditions'''&amp;lt;br&amp;gt;Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{token|VERMIN|g}} || Necessary for defining graphics that use the tokens below.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|VERMIN_ALT|g}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|SWARM_SMALL|g}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|SWARM_MEDIUM|g}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|SWARM_LARGE|g}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|LIGHT_VERMIN|g}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|LIGHT_VERMIN_ALT|g}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|LIGHT_SWARM_SMALL|g}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|LIGHT_SWARM_MEDIUM|g}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|LIGHT_SWARM_LARGE|g}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|REMAINS|g}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|HIVE|g}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Layered Conditions'''&amp;lt;br&amp;gt;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.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|LAYER_GROUP|g}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Begins defining a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|END_LAYER_GROUP|g}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| marks the end of a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CONDITION_ITEM_WORN|g}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;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. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|SHUT_OFF_IF_ITEM_PRESENT|g}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CONDITION_DYE|g}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CONDITION_NOT_DYED|g}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CONDITION_MATERIAL_FLAG|g}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CONDITION_MATERIAL_TYPE|g}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; 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|g}} is a better option for any material condition other than metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CONDITION_PROFESSION_CATEGORY|g}} ||&lt;br /&gt;
* [[Unit type token|profession token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| Checks the profession of the creature to act as a condition. Multiple profession tokens can be chained together.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CONDITION_RANDOM_PART_INDEX|g}} ||&lt;br /&gt;
* body part&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CONDITION_HAUL_COUNT_MIN|g}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL|c}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CONDITION_HAUL_COUNT_MAX|g}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL|c}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CONDITION_CHILD|g}} ||   || General&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CONDITION_NOT_CHILD|g}} ||   || General&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CONDITION_GHOST|g}} ||   || General&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CONDITION_SYN_CLASS|g}} ||&lt;br /&gt;
* {{token|SYN_CLASS|syndrome}}&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Valid values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CONDITION_TISSUE_LAYER|g}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|TISSUE_MIN_LENGTH|g}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|TISSUE_MAX_LENGTH|g}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|TISSUE_MAY_HAVE_COLOR|g}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|TISSUE_MAY_HAVE_SHAPING|g}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|TISSUE_NOT_SHAPED|g}} || || Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|TISSUE_SWAP|g}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER|g}} group must also include a {{token|TISSUE_MIN_LENGTH|g}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Classic Graphics =&lt;br /&gt;
{{old}}&lt;br /&gt;
:{{for/see|a list of all tile characters used in DF|[[Tilesets]]}}&lt;br /&gt;
:{{for/see|a chart with the default ASCII characters|[[Main:Character table|Character table]]}}&lt;br /&gt;
:{{for/see|user-created creature tilesets|[[Main:Tileset repository|Tileset repository]]}}&lt;br /&gt;
:{{for/see|information about Graphic sets|[[Graphic set|Graphic set]]}}&lt;br /&gt;
:{{for/see|information on how tilesets get colored|[[color]]}}&lt;br /&gt;
=== General Information ===&lt;br /&gt;
Although commonly referred to as text or &amp;quot;ASCII&amp;quot;-graphics, classic DF uses a bitmap [[tilesets|tileset]]* with characters from the [[Main:Character table|IBM Code Page 437]], displayed with a foreground and background color picked from 16 predefined [[Color scheme|colors]]. Text files (and often hardcoded values) define the tile, and colors of all objects.&lt;br /&gt;
Both color scheme and tileset can be changed (see below), and definitions that are in text files can be modified. In addition, interface text can be displayed with a TrueType font and [[creatures]] (which normally are displayed as [[tilesets#list of creatures...|letters]]) can be assigned to separate tilesets called [[graphic set]]s. The main tileset is sometimes called &amp;quot;character tileset&amp;quot;, while the graphic sets are also referred to as &amp;quot;object tilesets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*except when using [[Technical_tricks#Video_Card_Options|PRINT_MODE:TEXT]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tileset ====&lt;br /&gt;
{{Main|Tilesets}}&lt;br /&gt;
The main tileset (also called 'character set' or just 'tileset') is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:character table|IBM Code Page 437]], which are used to display all objects, creatures, and UI elements in game. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. Creatures are displayed as [[Tilesets#Main_creature_tiles|colored letters]] (a white 'B' is a [[polar bear]], a brown 'd' a [[dog]], and a grey 'c' is a [[cat]]).&lt;br /&gt;
&lt;br /&gt;
As the tileset is limited to only 256 tiles, some objects share the same tile. Most notably, even with upper and lower case letters and 16 colors, a lot of creatures still look identical (goblin, goat, various gibbons, gremlin, goose, etc). The tile for bins, up/down stairs and the cursor are the same; bags use the same tile as the symbol for &amp;quot;male&amp;quot;; and the &amp;quot;female&amp;quot; symbol shares a graphic with amulets. Roads and large rivers on the world map, minecart tracks and walls all share the same tiles as well.&lt;br /&gt;
&lt;br /&gt;
Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded.&lt;br /&gt;
&lt;br /&gt;
That also can be used to categorize custom tilesets: Those that are made for and come bundled with modified raws/init files, and those that are made for and work with the default raws. Usually, the latter are more symbolic, or 'ASCII-like', while the former are often more pictographic, detailed or &amp;quot;pixel-arty&amp;quot;. These sometimes are also bundled with their own creature graphics.&lt;br /&gt;
Tilesets that are made for default raws have the advantage that you can use them immediately without any work for any new version that is released. With modified raws, you need to manually edit the new raws again, or wait for the maintainer to do that.&lt;br /&gt;
&lt;br /&gt;
==== Graphic set ====&lt;br /&gt;
{{Main|Graphic set}}&lt;br /&gt;
Graphic sets are additional tilesets used to give objects different graphics. As opposed to the main tileset, any number of tiles can be arranged in any grid configuration. Currently, DF only supports graphic sets for creatures. Every graphic set needs a corresponding text file that assigns a tile to a creature.&lt;br /&gt;
&lt;br /&gt;
==== Color ====&lt;br /&gt;
{{Main|Color}}&lt;br /&gt;
In general, a tileset has white tiles with a transparent background. White pixels show the foreground color, transparent pixels (magenta pixels for .bmp) the background color. Black pixels remain black. Shades of grey, partial transparency and even colored tiles can be used for various effects. Additionally, creature graphics can be set to be displayed in the colors they're drawn in.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game selects from 16 colors (the [[color scheme]]) to decide the color: which of the 16 colors the game uses depends on the [[Color#Color_values|color value]] or [[Color#Color_tokens|color token]] of the material/item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{further information|Mod|Tilesets|Graphic set|Color scheme}}&lt;br /&gt;
====Repositories====&lt;br /&gt;
Users of the Steam version can subscribe to mods on Steam Workshop. The wiki has repositories for [[Main:Tileset_repository|tilesets]], [[Graphics_set_repository|graphic sets]], and [[color scheme]]s. You will find more in the [http://www.bay12forums.com/smf/index.php?board=28.0 bay 12 graphics subforum] and on [http://dffd.wimbli.com/ DFFD]. Some graphic sets and tilesets are additionally maintained on [https://github.com/DFgraphics github].&lt;br /&gt;
Often, tileset creators offer preinstalled downloads or folders you just have to drop into your DF folder and overwrite files when prompted. They usually come with installation instructions either in a readme file or in their respective forum thread. In addition, there are various [[Utilities#Launchers|launcher]] applications that let you install and change graphics automatically.&lt;br /&gt;
&lt;br /&gt;
For manual installation of the various components, see here:&lt;br /&gt;
&lt;br /&gt;
====Tileset====&lt;br /&gt;
Put the tileset you want to use into the data/art/ folder. Open up [[init.txt]] (in data/init/) with a text editor and change the entries FONT, FULLFONT, GRAPHICS_FONT, and GRAPHICS_FULLFONT to the filename of your new tileset.&lt;br /&gt;
&lt;br /&gt;
====Creature Graphics====&lt;br /&gt;
Put the graphic set ''into a subfolder'' in raw/graphics and the corresponding text file directly in raw/graphics. If you have an active save you will have to put them into the raw folder of your save as well (data/save/&amp;lt;your region&amp;gt;/raw/graphics). Finally, set GRAPHICS to YES in data/init/[[init.txt]]&lt;br /&gt;
&lt;br /&gt;
====Color Scheme====&lt;br /&gt;
Replace colors.txt in data/init with your new colors.&lt;br /&gt;
&lt;br /&gt;
===True Type Font===&lt;br /&gt;
Replace font.ttf in data/art with your new font.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=284390</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=284390"/>
		<updated>2023-01-07T06:56:26Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Moved the graphics usage explanation to the graphics page. Simplified to just tokens.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[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 &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
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 &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; 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]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. &lt;br /&gt;
&lt;br /&gt;
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for {{token|MALE|c}} and {{token|FEMALE|c}} castes.&lt;br /&gt;
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].&lt;br /&gt;
&lt;br /&gt;
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Graphics for a 3x2 rectangle that is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Conditions ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layered Conditions ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Begins defining a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| marks the end of a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;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. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token|profession token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| Checks the profession of the creature to act as a condition. Multiple profession tokens can be chained together.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* body part&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || General ||&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* {{token|SYN_CLASS}}&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Valid values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vermin Conditions ===&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Scheduling&amp;diff=284383</id>
		<title>Scheduling</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Scheduling&amp;diff=284383"/>
		<updated>2023-01-07T05:53:42Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: /* Orders */  Fixed link to squads page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
No matter how much you micromanage your '''[[military]]''',  your '''[[squads]]''' won't be able to get stronger or protect you from ambushes without proper scheduling practices. With practice, you'll be able to set your '''[[soldier]]s''' to follow a complicated annual training regimen, patrol major trade routes, defend important areas, or any combination of these... all with a few clicks.&lt;br /&gt;
&lt;br /&gt;
The military is now controlled entirely through the squad menu, which can be accessed with the {{Menu icon|q}} key or with the banner icon in the bottom right of the main game screen. A squad must be selected by using the checkbox to the right of its name to edit its schedule, and the squad must be set to the desired routine by selecting it through the &amp;quot;Schedule&amp;quot; menu. From here, all schedulable training, defense, and patrol orders are configured within the &amp;quot;View monthly schedule&amp;quot; submenu by editing monthly orders.&lt;br /&gt;
&lt;br /&gt;
==Passive defense==&lt;br /&gt;
The scheduling system is a feature that is versatile but initially difficult to understand. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule selectable routine for a squad to follow, broken up by month, and different routines can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing.&lt;br /&gt;
&lt;br /&gt;
It is possible to give your squads different monthly schedules, create different routines which will cause squads to follow new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including routine names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trade route with a few easy clicks.&lt;br /&gt;
&lt;br /&gt;
There is a clear distinction between ''active'' orders and ''passive'' orders &amp;amp;mdash; the former is used for making unexpected orders to deal with a threat, the latter is a typical schedule that a dwarf will follow year-round and acts more as a defense method. The main ''squads'' menu is predominantly used for active commands, and the ''Schedule'' menu is used for passive commands. This article will focus on the '''passive''' commands you can leave your squads to follow.&lt;br /&gt;
&lt;br /&gt;
For more information on '''active''' commands, see '''[[Squads]]'''. &lt;br /&gt;
&lt;br /&gt;
===Routines===&lt;br /&gt;
The '''routine''' is a fundamental concept of passive military management. In each routine, you can program instructions for your military dwarves to follow. The game contains four routines by default &amp;amp;mdash; '''Off Duty,''' '''Staggered Training,''' '''Constant Training,''' and '''Ready'''. In '''Off Duty''', a squad is assigned no orders and civilian equipment. In '''Staggered Training''', a squad is assigned to train and wear military equipment in alternating blocks of 3 months each. In '''Constant Training''', a squad is assigned to train the entire year. Finally, in '''Ready''', a squad has no orders, but is assigned to wear military equipment the entire year. By default, your squads will all be set to '''Off Duty''' &amp;amp;mdash; in this state, they will tend to spend most of their idle time in the barracks doing individual combat drills, or in the case of some dwarves, only perform civilian work. You will need to add more routines if you want them to do anything more complicated than this.&lt;br /&gt;
&lt;br /&gt;
Individual squads can be set to a certain routine by selecting the squad in the squad menu, clicking &amp;quot;Schedule,&amp;quot; then clicking the appropriate routine. Squads can only be set to one routine at a time, so selecting one routine for a group removes them from the previous one.&lt;br /&gt;
&lt;br /&gt;
Note that civilians can not currently be assigned to orders based on military routines and may need to be directed to safety using a [[burrow]] if your fortress is [[siege|attacked]].&lt;br /&gt;
&lt;br /&gt;
====Making Routines====&lt;br /&gt;
&lt;br /&gt;
[[File:Squad schedule menu v5004.png|thumb|right|300px|'''Squad Schedules''' menu with four squads assigned to the default routines.]]&lt;br /&gt;
Each squad can be given multiple routines to follow for an entire year, broken up by month. Each squad has a monthly schedule for each routine; it can be swapped between these routines with the procedure outlined in the previous section. Without monthly schedules, routines would do nothing; without routines monthly schedules would be inefficient to switch between; the two functions co-exist and rely on each other. The monthly schedule screen can be accessed from the '''Schedule''' menu by clicking the &amp;quot;View monthly schedule&amp;quot; button. Alternatively, all monthly orders for a routine can be edited at once directly from the Schedule menu by clicking &amp;quot;Clear&amp;quot; to remove any existing orders and &amp;quot;Edit&amp;quot; to begin bulk editing.&lt;br /&gt;
&lt;br /&gt;
On the main monthly scheduling page you will see the name of the squad you are currently editing in the top left, a list of months down the left side and a list of routines for this squad the top edge. Scheduling is done separately for each month and routine; to begin editing click the &amp;quot;Edit&amp;quot; button on one of the months. If you have more routines than can be displayed along the top edge, a small yellow arrow button will appear next to the routine names to scroll between them. Scroll up and down to navigate the month list, and select any visible month to begin editing it. The orders for each month are displayed in green in the month's cell.&lt;br /&gt;
&lt;br /&gt;
When you've decided which month to edit, click the &amp;quot;Edit&amp;quot; button to open the order menu. From here, you can use the four buttons at the bottom to quickly assign a new order.  From left to right, these buttons create a '''Station''', '''Patrol Route''', '''Defend Burrow''', or '''Train''' order. To create a '''Defend Burrow''' order, you will first need to set up the appropriate [[burrow]], but '''Patrol Route''' allows you to create and save routes directly through a sub-menu by clicking on the map, and '''Station''' simply requires clicking the map to select a station location. Unlike the others, '''Train''' does not require a location to be set within the monthly orders menu, but rather a valid '''[[barracks]]''' zone must be defined and the squad must be assigned to train in it. Unneeded orders can be deleted by clicking the &amp;quot;cancel&amp;quot; (red circle with a line through it) button next to each assigned order. When you have finished editing the orders, click &amp;quot;Done editing&amp;quot; to save them.&lt;br /&gt;
&lt;br /&gt;
Orders have soldier-based 'order criteria' that list how many soldiers in the squad the order will be assigned to at once. Using the '+' and '-' buttons next to &amp;quot;Minimum soldiers to follow new order&amp;quot; you can choose how many soldiers in the squad that the order will apply to at any one time. By default this number is ten. If you have it set to ten, the Squad will all follow it even if the squad does not have enough members, if you set it to one, only one soldier will be required to go at a time. You can also select specific positions within the squad by using the checkboxes next to each squad position to set those positions as 'preferred'. The order will then try to pick these dwarves to follow the orders if there are multiple off-duty dwarves to choose from. When you are done, click &amp;quot;Done editing&amp;quot; to save the order and return to the monthly schedule screen. If desired, multiple orders criteria can be set for each month. For example, a squad could be set to assign two soldiers to station in the tavern, four soldiers to patrol the entrance hallway, and three dwarves to train while leaving the other three dwarves idle.&lt;br /&gt;
&lt;br /&gt;
Note that the text displayed on each cell (like &amp;quot;Train&amp;quot;) can be completely customized text; it does '''NOT''' necessarily reflect the actual orders in the cell! When you are editing an order, you can click the text box or the feather quill icon next to it to edit the label and save it by pressing {{k|enter}}. If you do not change this name, or if you remove all orders for the month, the cell will automatically update with the current assigned orders. It is recommended to leave the name blank if you are only giving a single order, however, if you want to keep track of multiple orders per routine per month a descriptive name can be useful.&lt;br /&gt;
&lt;br /&gt;
To eliminate some of the tedium in scheduling many months, you can copy-paste orders from one cell to another by clicking the &amp;quot;Copy&amp;quot; and &amp;quot;Paste&amp;quot; buttons. Press &amp;quot;Copy&amp;quot; button in the cell you want to copy from, then go to the cells you want to paste to and press &amp;quot;Paste&amp;quot; in each one.&lt;br /&gt;
&lt;br /&gt;
===Orders===&lt;br /&gt;
:''If you were redirected here while looking for information on moving your squads to a certain point on command, you may be looking for the [[Squads#Squad#Station_order|squad movement]] section on the [[squads]] page. Multiple orders can be given to a squad by while editing monthly orders by selecting a new order from one of the bottom four buttons; this can be useful if you want part of a squad on patrol duty and another part training, or part of a squad training, and the other half stood down. Unneeded orders can be deleted by clicking the 'cancel' (red circle with a line through it) button next to each assigned order.&lt;br /&gt;
&lt;br /&gt;
The five types of scheduling orders are listed below:&lt;br /&gt;
&lt;br /&gt;
====Inactive / no order====&lt;br /&gt;
When dwarves have an empty spot in their schedule, dwarves with good [[discipline]] skill will visit the barracks and train themselves in their spare time - if you see a dwarf doing &amp;quot;Individual training&amp;quot; when they're free, that's what's happening. Technically this is not an order applicable in the monthly orders menu - it is a ''lack'' of an order. Training jobs that are not specifically ordered will be colored green in the {{Menu icon|u}}nits menu.&lt;br /&gt;
&lt;br /&gt;
====Train====&lt;br /&gt;
For your dwarves to train, a '''[[barracks]]''' must be designated. This can be done through using {{Menu icon|z}} to open the zone menu and the blue banner &amp;quot;Barracks&amp;quot; button to designate a barracks zone. To make use of the barracks zone, a squad must be assigned to it from the zones menu by clicking the 'banner with a plus' button then using the 'bed', 'axe', 'cabinet', and/or 'chest' button to define how exactly they this barracks. Many pieces of furniture are useful within a barracks, including [[bed]]s, [[armor stand]]s, [[weapon rack]]s, and [[container|containers]]. Dwarves within the squad aren't assigned any furniture in particular, so they'll just use whatever they feel like, similar to a dormitory{{verify}}&amp;lt;!--CONFIRM?--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
While being edited, barracks can be renamed with the 'quill' button, used for sleeping with the 'bed' button, training with the 'axe' button, individual equipment storage with the 'cabinet' button, and/or squad equipment storage with the 'chest' button. You can choose if a squad trains in one place and sleeps in another, or in multiple, and so on. Multiple squads can overlap with one barracks. The tooltips indicate that the individual equipment storage option will make dwarves store their assigned weapons and armor in the selected barracks, while the squad equipment storage option will cause them to store equipment designated for that squad such as ammunition when not in use.&lt;br /&gt;
&lt;br /&gt;
To get marksdwarves to train in any way other than bashing each other with their crossbows, they must have quivers, an [[archery target|archery range]], and ammunition. Archers will not fire bolts without a quiver to store them in (i.e. they will not hold a single stack in their hand). The archery range is set up for the squad via building an archery target and creating an &amp;quot;Archery Range&amp;quot; zone around it. Marksdwarves are capable of training more than archery, so if they are assigned a barracks to train at they may train without an archery range (although since this training raises archery skills much more slowly, many players attempt to avoid it). If you are having trouble getting marksdwarves to train, see the appropriate section of the [[Military F.A.Q.]] for more information.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad members will set up training demonstrations for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training.&lt;br /&gt;
&lt;br /&gt;
====Defend burrows====&lt;br /&gt;
After a [[burrow]] has been created in the {{Menu icon|U}} menu, you can order your dwarves to defend it. If an enemy enters the burrow (and is not hiding) the assigned squads will be alerted and attack it. It is unknown if a soldier defending a burrow is limited to his line-of-sight or is simply aware that an enemy is present.&lt;br /&gt;
&lt;br /&gt;
====Station====&lt;br /&gt;
Stations are defined from within the monthly order &amp;quot;Edit&amp;quot; menu. Simply adjust the number of soldiers you want following the order, click the 'Station' - green arrow button, and click a point on the map where you want a squad to stand to define the order.&lt;br /&gt;
&lt;br /&gt;
====Patrol Route====&lt;br /&gt;
Routes are made similarly to stations. Click the 'Patrol' - three red X button to open the route selection submenu, then either choose an existing route or define a new one by choosing &amp;quot;Create new route&amp;quot; then clicking at least two spots on the map and hitting &amp;quot;Confirm&amp;quot;. As you define the route, a preview of the path will appear to show which order the soldiers will through the points. This preview does not reflect the exact path they will take and only shows the shortest line between subsequent points. Existing routes can be viewed and edited from the select route menu by clicking the 'Inspect' magnifying glass button. Because patrol routes can be saved and used by multiple squads, it is highly recommended to name them as you define them by clicking the text box or quill icon, typing a descriptive name, and pressing {{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
Routes are very useful for Marksdwarves. They don't like to resupply their ammo when faced with an enemy.  If you have a route with two waypoints in the firing platform, and two bracketing the ammo supply, the dwarves will be able to find their ammo when empty{{verify}}&amp;lt;!--CONFIRM?--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Instructors and demonstrations===&lt;br /&gt;
Members of a squad with relatively high experience in a [[combat skill]] will lead the group during a [[training]] session. This can be in the form of a demonstration. Instructors gain [[teacher|teaching]] experience, while students gain [[student]] and [[concentration]] experience. Higher levels of these skills make demonstrations more effective&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=85279.0 source]&amp;lt;/sup&amp;gt;.  Observing demonstrations (with typically non-existent teacher/student/concentration skills) is not as effective as practicing and sparring. To encourage sparring, create at least half as many training orders each month as you have members in the squad with two soldiers minimum for each order (i.e. a squad of 10 hammerdwarves with 5 training orders requiring 2 soldiers each).&lt;br /&gt;
&lt;br /&gt;
===Individual combat drill===&lt;br /&gt;
Otherwise unoccupied soldiers often go to the barracks for individual combat drills regardless of the routine of their squad, if the squad to which the dwarf is assigned has any Training barracks available.  Dwarves assigned to an inactive squad will remain civilians, although off-duty soldiers with high discipline tend to ignore all civilian labors if training is an option. Because of this, if you want your 'reserve' squad to actually do civilian work when not needed to defend the fort, it's preferable to disable their barracks assignment.&lt;br /&gt;
&lt;br /&gt;
==Frequently asked questions==&lt;br /&gt;
''See [[Military F.A.Q.]]''&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
[[ru:Scheduling]]&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Graphics&amp;diff=284350</id>
		<title>Graphics</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Graphics&amp;diff=284350"/>
		<updated>2023-01-07T04:54:01Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Added premium graphics section with basic usage instructions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}{{av}}&lt;br /&gt;
:{{for/see|a list of all Premium graphics tokens and basic usage|[[Graphics token]]}}&lt;br /&gt;
:{{for/see|a repository of all Classic tilesets used in DF|[[Tileset repository]]}}&lt;br /&gt;
:{{for/see|details on creating Classic tilesets|[[Tileset repository]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The new graphics system in v50 is still being reverse engineered. It is a custom solution which appears to involve compositing graphics sets directly in C++ before texmapping them to SDL. This blitting approach is software rendered and so largely doesn't use hardware acceleration on graphics cards.  This system means that despite graphics sets supporting rudimentary animation, there is no traditional sprite mapping, which places extensive limits on the types of graphics that are possible.  While the number of user editable graphics sets has increased significantly in v50, many game elements are still hard coded graphics sets, or using a tileset over the older style graphics from classic DF.&lt;br /&gt;
&lt;br /&gt;
== Premium Graphics ==&lt;br /&gt;
:{{for/see|a list of all Premium graphics tokens and basic usage|[[Graphics token]]}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; object defines the use of various tile-based graphics in the game. As of version 50.01, graphics [[token]]s have been greatly expanded to accommodate the release of the Steam &amp;amp; Itch premium version. This section is a basic description of how to define various types of graphics.&lt;br /&gt;
&lt;br /&gt;
Making custom graphics requires multiple interacting files to function:&lt;br /&gt;
# An 8bit RGBA (sometimes called 32bit) &amp;quot;imagename.png&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;tile_page_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;graphics_type_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
&lt;br /&gt;
Mods can reuse any graphics loaded ahead of them (including vanilla) by using the same tile page token.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile Page ===&lt;br /&gt;
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 &amp;quot;tile_page_&amp;lt;name&amp;gt;.txt&amp;quot; file and follow:&lt;br /&gt;
&lt;br /&gt;
 tile_page_&amp;lt;name&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:TILE_PAGE]&lt;br /&gt;
&lt;br /&gt;
After the object type is defined as above, any number of tile pages can be defined according to the format below.&lt;br /&gt;
&lt;br /&gt;
   [TILE_PAGE:&amp;lt;tile page identifier&amp;gt;]&lt;br /&gt;
      [FILE:images/imagename.png]&lt;br /&gt;
      [TILE_DIM:&amp;lt;tile x dim&amp;gt;:&amp;lt;tile y dim&amp;gt;]&lt;br /&gt;
      [PAGE_DIM_PIXELS:&amp;lt;page x dim&amp;gt;:&amp;lt;page y dim&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''tile page identifier'': The Internal ID being created for the image.&lt;br /&gt;
* ''imagename.png'': The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;code&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder of the mod.&lt;br /&gt;
* ''tile x dim'': The width of each tile in pixels (usually 32).&lt;br /&gt;
* ''tile y dim'': The height of each tile in pixels (usually 32).&lt;br /&gt;
* ''page x dim'': The width of the image file in pixels.&lt;br /&gt;
* ''page y dim'': The height of the image file in pixels.&lt;br /&gt;
&lt;br /&gt;
Known issues:&lt;br /&gt;
* Currently it is only recommended to use &amp;lt;code&amp;gt;[TILE_DIM:32:32]&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
* It is important that the &amp;lt;code&amp;gt;[PAGE_DIM_PIXELS:&amp;lt;x dim&amp;gt;:&amp;lt;y dim&amp;gt;]&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Creature Graphics ===&lt;br /&gt;
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 &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; token that tells the game that the file contains graphics definitions.&lt;br /&gt;
&lt;br /&gt;
==== Basic Graphics ====&lt;br /&gt;
The most basic form of creature graphics is a single tile, defined below:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Condition|condition]]'': The condition the creature needs to be in for this image to be displayed. Use &amp;lt;code&amp;gt;DEFAULT&amp;lt;/code&amp;gt; for generic graphics.&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.&lt;br /&gt;
* ''[[#Tile page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left&amp;amp;rarr;right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top&amp;amp;rarr;bottom).&lt;br /&gt;
* ''color type'': (optional) Uncertain function, frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; 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}}&lt;br /&gt;
* ''[[#Condition|secondary condition]]'': (optional) An additional condition that must be satisfied for the image to be displayed.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Basic Conditions =====&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of the most common creature conditions tokens. Here is the full list of known [[#Conditions:Graphics Token|Creature Condition Tokens]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{token|DEFAULT|g}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CHILD|g}} || 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|ANIMATED|g}} || 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}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CORPSE|g}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|LIST_ICON|g}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Caste Graphics ====&lt;br /&gt;
Creature caste graphics allow a simple alternative to [[#Layered Graphics|Layered Graphics]] to represent males and females of a creature with different images.&lt;br /&gt;
 [CREATURE_CASTE_GRAPHICS:&amp;lt;creature id&amp;gt;:&amp;lt;caste id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being defined.&lt;br /&gt;
* All other parameters are identical to [[#Basic Graphics|basic graphics]].&lt;br /&gt;
&lt;br /&gt;
Creature caste graphics only accept &amp;lt;code&amp;gt;MALE&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FEMALE&amp;lt;/code&amp;gt; as caste id's even in creatures that have more than two castes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Large Graphics ====&lt;br /&gt;
The only difference between graphics for large creatures and small creatures is the addition of &amp;lt;code&amp;gt;LARGE_IMAGE&amp;lt;/code&amp;gt; and additional coordinates to the line below:&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:LARGE_IMAGE:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''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.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
* All other parameters are identical to [[#Basic Graphics|basic graphics]].&lt;br /&gt;
&lt;br /&gt;
Large images and small images can be used within the same &amp;lt;code&amp;gt;CREATURE_GRAPHICS&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;CREATURE_CASTE_GRAPHICS&amp;lt;/code&amp;gt; definition, and in fact it is often useful to include a single tile image to act as a {{token|LIST_ICON|g}} for menus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Statue Graphics ====&lt;br /&gt;
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:&lt;br /&gt;
 [STATUE_CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
        [DEFAULT:STATUES_LAYERED:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] the graphics represent.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Layered Graphics ====&lt;br /&gt;
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:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
 	[LAYER_SET:&amp;lt;condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.&lt;br /&gt;
* ''[[#Condition|condition]]'': The condition the creature needs to be in for this set of layers to be displayed.&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 [LAYER:&amp;lt;layer name&amp;gt;:&amp;lt;tile page id&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;]&lt;br /&gt;
 	[&amp;lt;layer condition(s)&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''layer name'': The internal name of the layer. No known function at this time, but using a descriptive label is recommended.&lt;br /&gt;
* ''[[#Tile page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left&amp;amp;rarr;right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top&amp;amp;rarr;bottom).&lt;br /&gt;
* ''[[#Large Graphics|LARGE_IMAGE]]:x1:y1:x2:y2'': (optional) Allows a multiple tile image to be displayed. Replaces &amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;.&lt;br /&gt;
* ''color type'': (optional) Uncertain function, frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; 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}}&lt;br /&gt;
* ''[[#Layered Conditons:Grahpics token|layer condition(s)]]'': One or more conditional tokens that define under what conditions the layer is displayed and how it interacts with other layers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Beast Graphics ====&lt;br /&gt;
Forgotten beast graphics define layered graphics based on which body parts are present in each procedurally-generated forgotten beast.&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS_RECTANGLE:&amp;lt;tile page id&amp;gt;:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;:&amp;lt;beast body token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': Internal ID of the image defined in Tile Page.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': X position of the lower right tile.&lt;br /&gt;
* ''y2'': Y position of the lower right tile.&lt;br /&gt;
* ''beast body token'': The internal ID of generated forgotten beast body types and body parts.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;TILE_GRAPHICS_RECTANGLE&amp;lt;/code&amp;gt; token displays a large image with the upper left corner being defined by &amp;lt;x1&amp;gt;, &amp;lt;y1&amp;gt; and the lower right corner defined by &amp;lt;x2&amp;gt;, &amp;lt;y2&amp;gt;. The &amp;lt;beast body token&amp;gt; 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}}&lt;br /&gt;
&lt;br /&gt;
There is not currently a way to use procedurally defined graphics like this for non-{{token|FEATURE_BEAST|c}} creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Item Graphics ===&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Classic Graphics ==&lt;br /&gt;
{{old}}&lt;br /&gt;
:{{for/see|a list of all tile characters used in DF|[[Tilesets]]}}&lt;br /&gt;
:{{for/see|a chart with the default ASCII characters|[[Main:Character table|Character table]]}}&lt;br /&gt;
:{{for/see|user-created creature tilesets|[[Main:Tileset repository|Tileset repository]]}}&lt;br /&gt;
:{{for/see|information about Graphic sets|[[Graphic set|Graphic set]]}}&lt;br /&gt;
:{{for/see|information on how tilesets get colored|[[color]]}}&lt;br /&gt;
=== General Information ===&lt;br /&gt;
Although commonly referred to as text or &amp;quot;ASCII&amp;quot;-graphics, classic DF uses a bitmap [[tilesets|tileset]]* with characters from the [[Main:Character table|IBM Code Page 437]], displayed with a foreground and background color picked from 16 predefined [[Color scheme|colors]]. Text files (and often hardcoded values) define the tile, and colors of all objects.&lt;br /&gt;
Both color scheme and tileset can be changed (see below), and definitions that are in text files can be modified. In addition, interface text can be displayed with a TrueType font and [[creatures]] (which normally are displayed as [[tilesets#list of creatures...|letters]]) can be assigned to separate tilesets called [[graphic set]]s. The main tileset is sometimes called &amp;quot;character tileset&amp;quot;, while the graphic sets are also referred to as &amp;quot;object tilesets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*except when using [[Technical_tricks#Video_Card_Options|PRINT_MODE:TEXT]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tileset ====&lt;br /&gt;
{{Main|Tilesets}}&lt;br /&gt;
The main tileset (also called 'character set' or just 'tileset') is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:character table|IBM Code Page 437]], which are used to display all objects, creatures, and UI elements in game. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. Creatures are displayed as [[Tilesets#Main_creature_tiles|colored letters]] (a white 'B' is a [[polar bear]], a brown 'd' a [[dog]], and a grey 'c' is a [[cat]]).&lt;br /&gt;
&lt;br /&gt;
As the tileset is limited to only 256 tiles, some objects share the same tile. Most notably, even with upper and lower case letters and 16 colors, a lot of creatures still look identical (goblin, goat, various gibbons, gremlin, goose, etc). The tile for bins, up/down stairs and the cursor are the same; bags use the same tile as the symbol for &amp;quot;male&amp;quot;; and the &amp;quot;female&amp;quot; symbol shares a graphic with amulets. Roads and large rivers on the world map, minecart tracks and walls all share the same tiles as well.&lt;br /&gt;
&lt;br /&gt;
Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded.&lt;br /&gt;
&lt;br /&gt;
That also can be used to categorize custom tilesets: Those that are made for and come bundled with modified raws/init files, and those that are made for and work with the default raws. Usually, the latter are more symbolic, or 'ASCII-like', while the former are often more pictographic, detailed or &amp;quot;pixel-arty&amp;quot;. These sometimes are also bundled with their own creature graphics.&lt;br /&gt;
Tilesets that are made for default raws have the advantage that you can use them immediately without any work for any new version that is released. With modified raws, you need to manually edit the new raws again, or wait for the maintainer to do that.&lt;br /&gt;
&lt;br /&gt;
==== Graphic set ====&lt;br /&gt;
{{Main|Graphic set}}&lt;br /&gt;
Graphic sets are additional tilesets used to give objects different graphics. As opposed to the main tileset, any number of tiles can be arranged in any grid configuration. Currently, DF only supports graphic sets for creatures. Every graphic set needs a corresponding text file that assigns a tile to a creature.&lt;br /&gt;
&lt;br /&gt;
==== Color ====&lt;br /&gt;
{{Main|Color}}&lt;br /&gt;
In general, a tileset has white tiles with a transparent background. White pixels show the foreground color, transparent pixels (magenta pixels for .bmp) the background color. Black pixels remain black. Shades of grey, partial transparency and even colored tiles can be used for various effects. Additionally, creature graphics can be set to be displayed in the colors they're drawn in.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game selects from 16 colors (the [[color scheme]]) to decide the color: which of the 16 colors the game uses depends on the [[Color#Color_values|color value]] or [[Color#Color_tokens|color token]] of the material/item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{further information|Mod|Tilesets|Graphic set|Color scheme}}&lt;br /&gt;
====Repositories====&lt;br /&gt;
Users of the Steam version can subscribe to mods on Steam Workshop. The wiki has repositories for [[Main:Tileset_repository|tilesets]], [[Graphics_set_repository|graphic sets]], and [[color scheme]]s. You will find more in the [http://www.bay12forums.com/smf/index.php?board=28.0 bay 12 graphics subforum] and on [http://dffd.wimbli.com/ DFFD]. Some graphic sets and tilesets are additionally maintained on [https://github.com/DFgraphics github].&lt;br /&gt;
Often, tileset creators offer preinstalled downloads or folders you just have to drop into your DF folder and overwrite files when prompted. They usually come with installation instructions either in a readme file or in their respective forum thread. In addition, there are various [[Utilities#Launchers|launcher]] applications that let you install and change graphics automatically.&lt;br /&gt;
&lt;br /&gt;
For manual installation of the various components, see here:&lt;br /&gt;
&lt;br /&gt;
====Tileset====&lt;br /&gt;
Put the tileset you want to use into the data/art/ folder. Open up [[init.txt]] (in data/init/) with a text editor and change the entries FONT, FULLFONT, GRAPHICS_FONT, and GRAPHICS_FULLFONT to the filename of your new tileset.&lt;br /&gt;
&lt;br /&gt;
====Creature Graphics====&lt;br /&gt;
Put the graphic set ''into a subfolder'' in raw/graphics and the corresponding text file directly in raw/graphics. If you have an active save you will have to put them into the raw folder of your save as well (data/save/&amp;lt;your region&amp;gt;/raw/graphics). Finally, set GRAPHICS to YES in data/init/[[init.txt]]&lt;br /&gt;
&lt;br /&gt;
====Color Scheme====&lt;br /&gt;
Replace colors.txt in data/init with your new colors.&lt;br /&gt;
&lt;br /&gt;
===True Type Font===&lt;br /&gt;
Replace font.ttf in data/art with your new font.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=284280</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=284280"/>
		<updated>2023-01-07T00:28:39Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: /* Layered Conditons */ Added additional known conditions for shutoff and material flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[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 &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
Making custom graphics requires multiple interacting files to function:&lt;br /&gt;
# An 8bit RGBA (sometimes called 32bit) &amp;quot;imagename.png&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;tile_page_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;graphics_type_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
&lt;br /&gt;
Mods can reuse any graphics loaded ahead of them (including vanilla) by using the same tile page token.&lt;br /&gt;
&lt;br /&gt;
== Tile Page ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;tile_page_&amp;lt;name&amp;gt;.txt&amp;quot; file and follow:&lt;br /&gt;
&lt;br /&gt;
 tile_page_&amp;lt;name&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:TILE_PAGE]&lt;br /&gt;
&lt;br /&gt;
After the object type is defined as above, any number of tile pages can be defined according to the format below.&lt;br /&gt;
&lt;br /&gt;
   [TILE_PAGE:&amp;lt;tile page identifier&amp;gt;]&lt;br /&gt;
      [FILE:images/imagename.png]&lt;br /&gt;
      [TILE_DIM:&amp;lt;tile x dim&amp;gt;:&amp;lt;tile y dim&amp;gt;]&lt;br /&gt;
      [PAGE_DIM_PIXELS:&amp;lt;page x dim&amp;gt;:&amp;lt;page y dim&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''tile page identifier'': The Internal ID being created for the image.&lt;br /&gt;
* ''imagename.png'': The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;code&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder of the mod.&lt;br /&gt;
* ''tile x dim'': The width of each tile in pixels (usually 32).&lt;br /&gt;
* ''tile y dim'': The height of each tile in pixels (usually 32).&lt;br /&gt;
* ''page x dim'': The width of the image file in pixels.&lt;br /&gt;
* ''page y dim'': The height of the image file in pixels.&lt;br /&gt;
&lt;br /&gt;
Known issues:&lt;br /&gt;
* Currently it is only recommended to use &amp;lt;code&amp;gt;[TILE_DIM:32:32]&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
* It is important that the &amp;lt;code&amp;gt;[PAGE_DIM_PIXELS:&amp;lt;x dim&amp;gt;:&amp;lt;y dim&amp;gt;]&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; token that tells the game that the file contains graphics definitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Graphics ===&lt;br /&gt;
The most basic form of creature graphics is a single tile, defined below:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Condition|condition]]'': The condition the creature needs to be in for this image to be displayed. Use &amp;lt;code&amp;gt;DEFAULT&amp;lt;/code&amp;gt; for generic graphics.&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.&lt;br /&gt;
* ''[[#Tile page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left&amp;amp;rarr;right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top&amp;amp;rarr;bottom).&lt;br /&gt;
* ''color type'': (optional) Frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; 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}}&lt;br /&gt;
* ''[[#Condition|secondary condition]]'': (optional) An additional condition that must be satisfied for the image to be displayed.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Caste Graphics ====&lt;br /&gt;
Creature caste graphics allow a simple alternative to [[#Layered Graphics:|Layered Graphics]] to represent males and females of a creature with different images.&lt;br /&gt;
 [CREATURE_CASTE_GRAPHICS:&amp;lt;creature id&amp;gt;:&amp;lt;caste id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being specifically defined.&lt;br /&gt;
&lt;br /&gt;
Creature caste graphics only accept &amp;lt;code&amp;gt;MALE&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FEMALE&amp;lt;/code&amp;gt; as caste id's even in custom creatures that have more than two castes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Large Graphics ====&lt;br /&gt;
The only difference between graphics for large creatures and small creatures is the addition of &amp;lt;code&amp;gt;LARGE_IMAGE&amp;lt;/code&amp;gt; and additional coordinates to the line below:&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:LARGE_IMAGE:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''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.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
&lt;br /&gt;
Large images and small images can be used within the same &amp;lt;code&amp;gt;CREATURE_GRAPHICS&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;CREATURE_CASTE_GRAPHICS&amp;lt;/code&amp;gt; definition, and in fact it is often useful to include a single tile image to act as a {{token|LIST_ICON|g}} for menus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Statue Graphics ====&lt;br /&gt;
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:&lt;br /&gt;
 [STATUE_CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
        [DEFAULT:STATUES_LAYERED:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] the graphics represent.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layered Graphics ===&lt;br /&gt;
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:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
 	[LAYER_SET:&amp;lt;condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.&lt;br /&gt;
* ''[[#Condition|condition]]'': The condition the creature needs to be in for this set of layers to be displayed.&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 [LAYER:&amp;lt;layer name&amp;gt;:&amp;lt;tile page id&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''layer name'': The internal name of the layer. Only one layer with the same name is displayed at a time.{{verify}}&lt;br /&gt;
* ''[[#Tile page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left&amp;amp;rarr;right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top&amp;amp;rarr;bottom).&lt;br /&gt;
* ''LARGE_IMAGE:x1:y1:x2:y2'': (optional) Allows a multiple tile image to be displayed. Replaces &amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;.&lt;br /&gt;
* ''color type'': (optional) Frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; 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}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Layered Conditons ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Begins defining a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| marks the end of a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;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. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token|profession token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| Checks the profession of the creature to act as a condition. Multiple profession tokens can be chained together.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* body part&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || General ||&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* {{token|SYN_CLASS}}&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Valid values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Beast Graphics ===&lt;br /&gt;
Forgotten beast graphics define layered graphics based on which body parts are present in each procedurally-generated forgotten beast.&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS_RECTANGLE:&amp;lt;tile page id&amp;gt;:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;:&amp;lt;beast body token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': Internal ID of the image defined in Tile Page.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': X position of the lower right tile.&lt;br /&gt;
* ''y2'': Y position of the lower right tile.&lt;br /&gt;
* ''beast body token'': The internal ID of generated forgotten beast body types and body parts.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;TILE_GRAPHICS_RECTANGLE&amp;lt;/code&amp;gt; token displays a large image with the upper left corner being defined by &amp;lt;x1&amp;gt;, &amp;lt;y1&amp;gt; and the lower right corner defined by &amp;lt;x2&amp;gt;, &amp;lt;y2&amp;gt;. The &amp;lt;beast body token&amp;gt; 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}}&lt;br /&gt;
&lt;br /&gt;
There is not currently a way to use procedurally defined graphics like this for non-{{token|FEATURE_BEAST|c}} creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Palette token]]&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=284218</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=284218"/>
		<updated>2023-01-06T18:43:01Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: /* Creature Graphics */ Added statue and layer graphics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[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 &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
Making custom graphics requires multiple interacting files to function:&lt;br /&gt;
# An 8bit RGBA (sometimes called 32bit) &amp;quot;imagename.png&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;tile_page_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;graphics_type_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
&lt;br /&gt;
Mods can reuse any graphics loaded ahead of them (including vanilla) by using the same tile page token.&lt;br /&gt;
&lt;br /&gt;
== Tile Page ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;tile_page_&amp;lt;name&amp;gt;.txt&amp;quot; file and follow:&lt;br /&gt;
&lt;br /&gt;
 tile_page_&amp;lt;name&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:TILE_PAGE]&lt;br /&gt;
&lt;br /&gt;
After the object type is defined as above, any number of tile pages can be defined according to the format below.&lt;br /&gt;
&lt;br /&gt;
   [TILE_PAGE:&amp;lt;tile page identifier&amp;gt;]&lt;br /&gt;
      [FILE:images/imagename.png]&lt;br /&gt;
      [TILE_DIM:&amp;lt;tile x dim&amp;gt;:&amp;lt;tile y dim&amp;gt;]&lt;br /&gt;
      [PAGE_DIM_PIXELS:&amp;lt;page x dim&amp;gt;:&amp;lt;page y dim&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''tile page identifier'': The Internal ID being created for the image.&lt;br /&gt;
* ''imagename.png'': The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;code&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder of the mod.&lt;br /&gt;
* ''tile x dim'': The width of each tile in pixels (usually 32).&lt;br /&gt;
* ''tile y dim'': The height of each tile in pixels (usually 32).&lt;br /&gt;
* ''page x dim'': The width of the image file in pixels.&lt;br /&gt;
* ''page y dim'': The height of the image file in pixels.&lt;br /&gt;
&lt;br /&gt;
Known issues:&lt;br /&gt;
* Currently it is only recommended to use &amp;lt;code&amp;gt;[TILE_DIM:32:32]&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
* It is important that the &amp;lt;code&amp;gt;[PAGE_DIM_PIXELS:&amp;lt;x dim&amp;gt;:&amp;lt;y dim&amp;gt;]&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; token that tells the game that the file contains graphics definitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Graphics ===&lt;br /&gt;
The most basic form of creature graphics is a single tile, defined below:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Condition|condition]]'': The condition the creature needs to be in for this image to be displayed. Use &amp;lt;code&amp;gt;DEFAULT&amp;lt;/code&amp;gt; for generic graphics.&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.&lt;br /&gt;
* ''[[#Tile page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left&amp;amp;rarr;right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top&amp;amp;rarr;bottom).&lt;br /&gt;
* ''color type'': (optional) Frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; 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}}&lt;br /&gt;
* ''[[#Condition|secondary condition]]'': (optional) An additional condition that must be satisfied for the image to be displayed.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Caste Graphics ====&lt;br /&gt;
Creature caste graphics allow a simple alternative to [[#Layered Graphics:|Layered Graphics]] to represent males and females of a creature with a different image.&lt;br /&gt;
 [CREATURE_CASTE_GRAPHICS:&amp;lt;creature id&amp;gt;:&amp;lt;caste id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being specifically defined.&lt;br /&gt;
&lt;br /&gt;
Creature caste graphics only accept &amp;lt;code&amp;gt;MALE&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FEMALE&amp;lt;/code&amp;gt; as caste id's even in custom creatures that have more than two castes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Large Graphics ====&lt;br /&gt;
The only difference between graphics for large creatures and small creatures is the addition of &amp;lt;code&amp;gt;LARGE_IMAGE&amp;lt;/code&amp;gt; and additional coordinates to the line below:&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:LARGE_IMAGE:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''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.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
&lt;br /&gt;
Large images and small images can be used within the same &amp;lt;code&amp;gt;CREATURE_GRAPHICS&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;CREATURE_CASTE_GRAPHICS&amp;lt;/code&amp;gt; definition, and in fact it is often useful to include a single tile image to act as a {{token|LIST_ICON|g}} for menus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Statue Graphics ====&lt;br /&gt;
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:&lt;br /&gt;
 [STATUE_CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
        [DEFAULT:STATUES_LAYERED:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] the graphics represent.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layered Graphics ===&lt;br /&gt;
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:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
 	[LAYER_SET:&amp;lt;condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.&lt;br /&gt;
* ''[[#Condition|condition]]'': The condition the creature needs to be in for this set of layers to be displayed.&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 [LAYER:&amp;lt;layer name&amp;gt;:&amp;lt;tile page id&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''layer name'': The internal name of the layer. Only one layer with the same name is displayed at a time.{{verify}}&lt;br /&gt;
* ''[[#Tile page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left&amp;amp;rarr;right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top&amp;amp;rarr;bottom).&lt;br /&gt;
* ''LARGE_IMAGE:x1:y1:x2:y2'': (optional) Allows a multiple tile image to be displayed. Replaces &amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;.&lt;br /&gt;
* ''color type'': (optional) Frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; 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}}&lt;br /&gt;
&lt;br /&gt;
==== Layered Conditons ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Begins defining a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| marks the end of a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;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. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags include:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_WOOD_MATERIAL&lt;br /&gt;
* ANY_BONE_MATERIAL&lt;br /&gt;
* ANY_SHELL_MATERIAL&lt;br /&gt;
* ANY_PLANT_MATERIAL&lt;br /&gt;
* ANY_SILK_MATERIAL&lt;br /&gt;
* ANY_YARN_MATERIAL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token|profession token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| Checks the profession of the creature to act as a condition. Multiple profession tokens can be chained together.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* body part&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is a child.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || General ||&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* {{token|SYN_CLASS}}&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Valid values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
As well as any mod-defined Syndrome Classes.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| 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}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Beast Graphics ===&lt;br /&gt;
Forgotten beast graphics define layered graphics based on which body parts are present in each procedurally-generated forgotten beast.&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS_RECTANGLE:&amp;lt;tile page id&amp;gt;:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;:&amp;lt;beast body token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': Internal ID of the image defined in Tile Page.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': X position of the lower right tile.&lt;br /&gt;
* ''y2'': Y position of the lower right tile.&lt;br /&gt;
* ''beast body token'': The internal ID of generated forgotten beast body types and body parts.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;TILE_GRAPHICS_RECTANGLE&amp;lt;/code&amp;gt; token displays a large image with the upper left corner being defined by &amp;lt;x1&amp;gt;, &amp;lt;y1&amp;gt; and the lower right corner defined by &amp;lt;x2&amp;gt;, &amp;lt;y2&amp;gt;. The &amp;lt;beast body token&amp;gt; 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}}&lt;br /&gt;
&lt;br /&gt;
There is not currently a way to use procedurally defined graphics like this for non-{{token|FEATURE_BEAST|c}} creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}} || Yes || Will only be displayed if the creature has a {{token|CHILD|c}} or {{token|BABY|c}} and is younger than one of those ages.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Yes || Displayed if the creature is risen from the dead (has {{token|NOT_LIVING|c}} or {{token|OPPOSED_TO_LIFE|c}}){{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Palette token]]&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=284198</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=284198"/>
		<updated>2023-01-06T13:46:45Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Addition of basic how-to's for creature graphics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[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 &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
Making custom graphics requires multiple interacting files to function:&lt;br /&gt;
# An 8bit RGBA (sometimes called 32bit) &amp;quot;imagename.png&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;tile_page_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;graphics_type_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
&lt;br /&gt;
Mods can reuse any graphics loaded ahead of them (including vanilla) by using the same tile page token.&lt;br /&gt;
&lt;br /&gt;
== Tile Page ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;tile_page_&amp;lt;name&amp;gt;.txt&amp;quot; file and follow:&lt;br /&gt;
&lt;br /&gt;
 tile_page_&amp;lt;name&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:TILE_PAGE]&lt;br /&gt;
&lt;br /&gt;
After the object type is defined as above, any number of tile pages can be defined according to the format below.&lt;br /&gt;
&lt;br /&gt;
   [TILE_PAGE:&amp;lt;tile page identifier&amp;gt;]&lt;br /&gt;
      [FILE:images/imagename.png]&lt;br /&gt;
      [TILE_DIM:&amp;lt;tile x dim&amp;gt;:&amp;lt;tile y dim&amp;gt;]&lt;br /&gt;
      [PAGE_DIM_PIXELS:&amp;lt;page x dim&amp;gt;:&amp;lt;page y dim&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''tile page identifier'': The Internal ID being created for the image.&lt;br /&gt;
* ''imagename.png'': The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;code&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder of the mod.&lt;br /&gt;
* ''tile x dim'': The width of each tile in pixels (usually 32).&lt;br /&gt;
* ''tile y dim'': The height of each tile in pixels (usually 32).&lt;br /&gt;
* ''page x dim'': The width of the image file in pixels.&lt;br /&gt;
* ''page y dim'': The height of the image file in pixels.&lt;br /&gt;
&lt;br /&gt;
Known issues:&lt;br /&gt;
* Currently it is only recommended to use &amp;lt;code&amp;gt;[TILE_DIM:32:32]&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
* It is important that the &amp;lt;code&amp;gt;[PAGE_DIM_PIXELS:&amp;lt;x dim&amp;gt;:&amp;lt;y dim&amp;gt;]&amp;lt;/code&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; token that tells the game that the file contains graphics definitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Graphics ===&lt;br /&gt;
The most basic form of creature graphics is a single-tile, displayed by default for all conditions the creature is in:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''condition'': The state the creature needs to be in for this image to be displayed. Use &amp;lt;code&amp;gt;DEFAULT&amp;lt;/code&amp;gt; for the simplest graphics.&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] the graphics represent.&lt;br /&gt;
* ''tile page identifier'': The Internal ID of the image defined in [[#Tile Page|tile page]].&lt;br /&gt;
* ''x position'': The x position (left&amp;amp;rarr;right) of the image in tiles counting from 0.&lt;br /&gt;
* ''y position'': The y position (top&amp;amp;rarr;bottom) of the image in tiles counting from 0.&lt;br /&gt;
* ''color type'': (optional) Frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; 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}}&lt;br /&gt;
* ''secondary condition'': (optional) An additional condition that must be satisfied for the image to be displayed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Caste Graphics ====&lt;br /&gt;
 [CREATURE_CASTE_GRAPHICS:&amp;lt;creature id&amp;gt;:&amp;lt;caste id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being specifically defined.&lt;br /&gt;
&lt;br /&gt;
Creature caste graphics only accept &amp;lt;code&amp;gt;MALE&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FEMALE&amp;lt;/code&amp;gt; as caste id's even in custom creatures that have more than two castes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Large Graphics ====&lt;br /&gt;
The only difference between graphics for large creatures and small creatures is the addition of &amp;lt;code&amp;gt;LARGE_IMAGE&amp;lt;/code&amp;gt; and additional coordinates to the line below:&lt;br /&gt;
&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:LARGE_IMAGE:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''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.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
&lt;br /&gt;
Large images and small images can be used within the same &amp;lt;code&amp;gt;CREATURE_GRAPHICS&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;CREATURE_CASTE_GRAPHICS&amp;lt;/code&amp;gt; definition, and in fact it is often useful to include a single tile image to act as a {{token|LIST_ICON|g}} for menus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Conditions ====&lt;br /&gt;
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 &amp;lt;code&amp;gt;CREATURE_GRAPHICS&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;CREATURE_CASTE_GRAPHICS&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}} || Yes || Will only be displayed if the creature has a {{token|CHILD|c}} or {{token|BABY|c}} and is younger than one of those ages.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Yes || Displayed if the creature is risen from the dead (has {{token|NOT_LIVING|c}} or {{token|OPPOSED_TO_LIFE|c}}){{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || Unknown || Necessary for defining graphics that use the tokens below.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Unknown || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || Unknown || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || Unknown || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || Unknown || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || Unknown || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Unknown || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Unknown || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Unknown || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Unknown || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Unknown || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Unknown || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layered Graphics ===&lt;br /&gt;
Layered graphics are a method for displaying overlapping body parts, equipment, clothing, professions, hairstyles.. etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Beast Graphics ===&lt;br /&gt;
Forgotten beast graphics define layered graphics based on which body parts are present in each procedurally-generated forgotten beast.&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS_RECTANGLE:&amp;lt;tile page id&amp;gt;:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;:&amp;lt;body_rcp token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''condition'': The state the creature needs to be in for this image to be displayed. Use &amp;lt;code&amp;gt;DEFAULT&amp;lt;/code&amp;gt; for the simplest graphics.&lt;br /&gt;
* ''creature token'': The [[Creature token|Creature ID]] the graphics represent.&lt;br /&gt;
* ''tile page identifier'': The Internal ID of the image defined in [[#Tile Page|tile page]].&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;TILE_GRAPHICS_RECTANGLE&amp;lt;/code&amp;gt; token displays a large image with the upper left corner being defined by &amp;lt;x1&amp;gt;, &amp;lt;y1&amp;gt; and the lower right corner defined by &amp;lt;x2&amp;gt;, &amp;lt;y2&amp;gt;. The &amp;lt;body_rcp_token&amp;gt; is a conditional token that causes the graphics for each layer to be displayed only when the forgotten beast has that particular body part.{{verify}}&lt;br /&gt;
&lt;br /&gt;
There is not currently a way to use procedurally defined graphics like this for non-{{token|FEATURE_BEAST|c}} creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Palette token]]&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Template:V50_modding&amp;diff=283814</id>
		<title>Template:V50 modding</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Template:V50_modding&amp;diff=283814"/>
		<updated>2023-01-04T14:11:13Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: grouped entity-related tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;margin-top:5px&amp;quot;&amp;gt;&lt;br /&gt;
{{Sidebar&lt;br /&gt;
| name  = Template:v50 modding&lt;br /&gt;
| title = [[Modding]]&amp;lt;hr&amp;gt;&lt;br /&gt;
| contentstyle = font-size: 12px; padding-left: 5px; text-align: center;&lt;br /&gt;
&lt;br /&gt;
| heading1 = &amp;lt;big&amp;gt;[[Token]]s&amp;lt;/big&amp;gt;&lt;br /&gt;
| content1 = [[Biome token|Biome]]{{*}} [[Building token|Building]]{{*}} [[Graphics token]]{{*}} [[Interaction token|Interaction]]{{*}} [[Labor token|Labor]]{{*}} [[Mod info token|Mod info]]{{*}} [[Personality trait|Personality]]{{*}} [[Plant token|Plant]]{{*}} [[Reaction]]{{*}} [[Skill token|Skill]]{{*}} [[Syndrome token|Syndrome]]{{*}} [[Unit type token|Unit type]]{{*}} [[World token|World]]&lt;br /&gt;
&lt;br /&gt;
| heading2 = Body tokens&lt;br /&gt;
| content2 = [[Body token|Body]]{{*}} [[Body detail plan token|Body detail plan]]{{*}} [[Bodygloss]]{{*}} [[Tissue definition token|Tissue definition]]&lt;br /&gt;
&lt;br /&gt;
| heading3 = Creature tokens&lt;br /&gt;
| content3 = [[Creature token|Creature]]{{*}} [[Creature mannerism token|Creature mannerism]]{{*}} [[Creature texture token|Creature texture]]{{*}} [[Creature variation token|Creature variation]]&lt;br /&gt;
&lt;br /&gt;
| heading4 = Descriptor tokens&lt;br /&gt;
| content4 = [[Descriptor color token|Descriptor color]]{{*}} [[Descriptor pattern token|Descriptor pattern]]{{*}} [[Descriptor shape token|Descriptor shape]]&lt;br /&gt;
&lt;br /&gt;
| heading5 = Entity tokens&lt;br /&gt;
| content5 = [[Entity token|Entity]]{{*}} [[Ethic]]{{*}} [[Language token|Language]]{{*}} [[Position token|Position]]&lt;br /&gt;
&lt;br /&gt;
| heading6 = Item tokens&lt;br /&gt;
| content6 = [[Item token|Item]]{{*}} [[Item definition token|Item definition]]{{*}} [[Ammo token|Ammo]]{{*}} [[Armor token|Armor]]{{*}} [[Instrument token|Instrument]]{{*}} [[Tool token|Tool]]{{*}} [[Trap component token|Trap component]]{{*}} [[Weapon token|Weapon]]&lt;br /&gt;
&lt;br /&gt;
| heading7 = Material tokens&lt;br /&gt;
| content7  = [[Material token|Material]]{{*}} [[Material definition token|Material definition]]{{*}} [[Inorganic material definition token|Inorganic material definition]]&lt;br /&gt;
}}&amp;lt;/span&amp;gt;&amp;lt;includeonly&amp;gt;[[ru:{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Sidebars]][[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Template:Menu_icon&amp;diff=283811</id>
		<title>Template:Menu icon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Template:Menu_icon&amp;diff=283811"/>
		<updated>2023-01-04T13:21:13Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Added to Category:Templates, removed inaccurate shortcut link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{{num|}}}|&amp;lt;!-- case for &amp;quot;num&amp;quot; defined where user wants to display only the last num icons&lt;br /&gt;
  --&amp;gt;{{#ifexpr:{{{num|4}}}-{{#if:{{{4|}}}|1|0}}-{{#if:{{{3|}}}|1|0}}-{{#if:{{{2|}}}|1|0}} &amp;gt; 0 |&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;span style=&amp;quot;display: inline-flex;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;[[File:Ui {{{1|&amp;lt;noinclude&amp;gt;b&amp;lt;/noinclude&amp;gt;}}}.png]]&amp;lt;span style=&amp;quot;align-self: flex-end; margin-left: -8px; margin-bottom: -2px;&amp;quot;&amp;gt;{{k|{{{1|&amp;lt;noinclude&amp;gt;b&amp;lt;/noinclude&amp;gt;}}}}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{#ifexpr: {{#if:{{{2|}}}|1|0}} and {{{num|4}}}-{{#if:{{{4|}}}|1|0}}-{{#if:{{{3|}}}|1|0}} &amp;gt; 0 | {{{sep|}}}}}&amp;lt;!--draw sep if icon exists above and below&lt;br /&gt;
  --&amp;gt;}}&amp;lt;!--&lt;br /&gt;
    &lt;br /&gt;
  --&amp;gt;{{#ifexpr: {{#if:{{{2|}}}|1|0}} and {{{num|4}}}-{{#if:{{{4|}}}|1|0}}-{{#if:{{{3|}}}|1|0}} &amp;gt; 0 |&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;span style=&amp;quot;display: inline-flex;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;[[File:Ui {{{1}}}{{{2}}}.png]]&amp;lt;span style=&amp;quot;align-self: flex-end; margin-left: -8px; margin-bottom: -2px;&amp;quot;&amp;gt;{{k|{{{2}}}}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{#ifexpr: {{#if:{{{3|}}}|1|0}} and {{{num|4}}}-{{#if:{{{4|}}}|1|0}} &amp;gt; 0 | {{{sep|}}}}}&amp;lt;!--draw sep if icon exists above and below&lt;br /&gt;
  --&amp;gt;}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
  --&amp;gt;{{#ifexpr: {{#if:{{{3|}}}|1|0}} and {{{num|4}}}-{{#if:{{{4|}}}|1|0}} &amp;gt; 0 |&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;span style=&amp;quot;display: inline-flex;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;[[File:Ui {{{1}}}{{{2}}}{{{3}}}.png]]&amp;lt;span style=&amp;quot;align-self: flex-end; margin-left: -8px; margin-bottom: -2px;&amp;quot;&amp;gt;{{k|{{{3}}}}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{#if:{{{4|}}} | {{{sep|}}}}}&amp;lt;!--draw sep if icon exists above and below&lt;br /&gt;
  --&amp;gt;}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
  --&amp;gt;{{#if:{{{4|}}}|&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;span style=&amp;quot;display: inline-flex;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;[[File:Ui {{{1}}}{{{2}}}{{{3}}}{{{4}}}.png]]&amp;lt;span style=&amp;quot;align-self: flex-end; margin-left: -8px; margin-bottom: -2px;&amp;quot;&amp;gt;{{k|{{{4}}}}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  --&amp;gt;|&amp;lt;!--simpler case for &amp;quot;num&amp;quot; undefined where user wants to display all icons&lt;br /&gt;
    --&amp;gt;&amp;lt;span style=&amp;quot;display: inline-flex;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;[[File:Ui {{{1|&amp;lt;noinclude&amp;gt;b&amp;lt;/noinclude&amp;gt;}}}.png]]&amp;lt;span style=&amp;quot;align-self: flex-end; margin-left: -8px; margin-bottom: -2px;&amp;quot;&amp;gt;{{k|{{{1|&amp;lt;noinclude&amp;gt;b&amp;lt;/noinclude&amp;gt;}}}}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
  --&amp;gt;{{#if:{{{2|}}}|&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{{sep|}}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;span style=&amp;quot;display: inline-flex;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;[[File:Ui {{{1}}}{{{2}}}.png]]&amp;lt;span style=&amp;quot;align-self: flex-end; margin-left: -8px; margin-bottom: -2px;&amp;quot;&amp;gt;{{k|{{{2}}}}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
  --&amp;gt;{{#if:{{{3|}}}|&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{{sep|}}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;span style=&amp;quot;display: inline-flex;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;[[File:Ui {{{1}}}{{{2}}}{{{3}}}.png]]&amp;lt;span style=&amp;quot;align-self: flex-end; margin-left: -8px; margin-bottom: -2px;&amp;quot;&amp;gt;{{k|{{{3}}}}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
  --&amp;gt;{{#if:{{{4|}}}|&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{{sep|}}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;span style=&amp;quot;display: inline-flex;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;[[File:Ui {{{1}}}{{{2}}}{{{3}}}{{{4}}}.png]]&amp;lt;span style=&amp;quot;align-self: flex-end; margin-left: -8px; margin-bottom: -2px;&amp;quot;&amp;gt;{{k|{{{4}}}}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Examples of Appearance===&lt;br /&gt;
&lt;br /&gt;
Selected from the {{Menu icon|b}} build menu.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;{{Menu icon|b}}&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Multiple keys can be passed as separate parameters to this template, with the &amp;quot;sep&amp;quot; parameter determining the separator (the default is an empty string), and the number of icons to display, counting from the end, as the &amp;quot;num&amp;quot; parameter (the default displays 4 icons).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;{{Menu icon|key|sep=separator&amp;gt;|num=number}}&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|``&amp;lt;nowiki&amp;gt;{{Menu icon|b|o}}&amp;lt;/nowiki&amp;gt;`` || {{Menu icon|b|o}}&lt;br /&gt;
|-&lt;br /&gt;
|``&amp;lt;nowiki&amp;gt;{{Menu icon|num=1|b|o}}&amp;lt;/nowiki&amp;gt;`` || {{Menu icon|num=1|b|o}}&lt;br /&gt;
|-&lt;br /&gt;
|``&amp;lt;nowiki&amp;gt;{{Menu icon|b|o|sep=,}}&amp;lt;/nowiki&amp;gt;`` || {{Menu icon|b|o|sep=,}}&lt;br /&gt;
|-&lt;br /&gt;
|``&amp;lt;nowiki&amp;gt;{{Menu icon|b|sep=+|o|f|}}&amp;lt;/nowiki&amp;gt;`` || {{Menu icon|b|sep=+|o|f|}}&lt;br /&gt;
|-&lt;br /&gt;
|``&amp;lt;nowiki&amp;gt;{{Menu icon|b|o|b|sep=-}}&amp;lt;/nowiki&amp;gt;`` || {{Menu icon|b|o|b|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|``&amp;lt;nowiki&amp;gt;{{Menu icon|b|o|l|y|sep=&amp;amp;amp;rarr;|num=2}}&amp;lt;/nowiki&amp;gt;`` || {{Menu icon|b|o|l|y|sep=&amp;amp;rarr;|num=2}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
See also: {{t|key}}&lt;br /&gt;
[[Category:Inline formatting templates]]&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Saved_game_folder&amp;diff=283808</id>
		<title>v0.34:Saved game folder</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Saved_game_folder&amp;diff=283808"/>
		<updated>2023-01-04T13:07:04Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Changed categorization to Template:Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:05, 11 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''saved game folder''' is the location in where a certain region's information and necessary files are stored and accessed by ''Dwarf Fortress''. Knowledge on the technicals of the saved game folder is crucial if one wishes to [[Importing and exporting worlds|import or export saves]].&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Individual [[world generation|worlds]] are stored in the '''data/save/''' directory in the Dwarf Fortress root directory.  By default, they are saved in the format: ''region#'', where # is a number, starting with region1 and then incrementing; however, world directories can be renamed without consequence '''if the game is not running''' (this will not change the actual name of the world). On modern versions of Windows, if Dwarf Fortress is installed in the Program Files directory, the saved game folders are instead located at &amp;quot;Users\Myname\Appdata\Local\VirtualStore\Program Files\Dwarf Fortress\data\save&amp;quot; unless the game was invoked with &amp;quot;Run as Administrator&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you have modified your [[d_init.txt]] to seasonally backup, then the backup folders will be named ''region#-season-year'', for example region1-spr-202.&lt;br /&gt;
&lt;br /&gt;
This can become confusing if you frequently [[cheating|savescum]]. There is no way to change the name of these folders inside the game, but it is safe to change them using the standard methods of your operating system if the game is not running.  However, '''never''' alter or delete the folder with the name of the game you're playing ''while saving'' from the game, or while that game is running! This can cause fatal flaws many dwarf-seasons later, and is one known cause of the &amp;quot;Nemesis Unit Load Failed&amp;quot; crash error.&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
The saved game folder will usually have these contents:&lt;br /&gt;
&lt;br /&gt;
* A subdirectory, ''raw'', containing the raws directly copied from the time the world was generated.&lt;br /&gt;
** Inside here is an ''objects'' folder containing the contents of the raws. This must be kept, but the contents inside can be modified to an extent.&lt;br /&gt;
** There is also a ''graphics'' folder for [[Graphics set repository|graphics]] for creatures.&lt;br /&gt;
** Finally, there may be an ''interaction examples'' folder. This, along with any files or folders not present in the aforementioned two folders, can be safely deleted.&lt;br /&gt;
* A series of files named ''art_image-#.dat''. As their name would suggest, these files store information about art and are necessary for proper functioning. Don't replace!&lt;br /&gt;
* A series of files named ''feature-#-#.dat''. The amount of these files is heavily dependent on the size of the world, and they store the information about map features (such as [[river]]s, [[cavern]]s, [[magma sea]]s, and [[adamantine|spires]]). Replacing these files will very rarely crash the game, but usually will cause unwanted effects such as magma seas present on the surface. These files do not seem to cause too many crashes when removed, and do not exist in some peculiar worlds.&lt;br /&gt;
* A series of files named ''region_snapshot-#.dat''. These are the historical maps available in [[Legends|Legends mode]].&lt;br /&gt;
* A series of files named ''site-#.dat''.&lt;br /&gt;
* A series of files named ''unit-#.dat''. Replacing these has been known to cause the infamous Nemesis Unit Load Failed error. Resolving the aforementioned error, however, involves copying these over from a previous backup of the save. Depending on the size of the world, there could easily be thousands of these files, making it infeasible to send the saved game folder without compressing it all in one file first.&lt;br /&gt;
* Depending on the mode currently active (or the lack thereof), a large file named ''world.sav'' or ''world.dat''. In [[fortress mode]], this file is named ''world.sav'' and includes the current fortress data, as well as the world data. In a save without a currently active game, this is the main save folder. The custom raws generated for the [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[night creature]]s, and [[Evil|evil effects]] are stored in this file. Replacing this entire file will almost certainly crash the game; however, replacing certain portions of the raws included may still keep the save folder working.&lt;br /&gt;
&lt;br /&gt;
Missing one or more of the aforementioned important files may indicate a problem with the save; this is a very common source of crashes.&lt;br /&gt;
&lt;br /&gt;
For basic backups, though, all you need to keep to is: Always copy the whole folder, not parts of it.&lt;br /&gt;
&lt;br /&gt;
== Backing up saves ==&lt;br /&gt;
Toady recommends that you make backups, and always save to a fresh file:&lt;br /&gt;
&lt;br /&gt;
# Copy the relevant region folder in &amp;quot;data/save&amp;quot; to a safe location.&lt;br /&gt;
# When you want to reuse it, copy that region back to &amp;quot;data/save&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Do '''not''' overwrite an old folder, as it might leave residual files.&lt;br /&gt;
&lt;br /&gt;
Although the game has permanent death and you might want to play it in that spirit, the game is also an alpha, can crash, and your world can become corrupted by an error. You can also make use of the auto save features settable in &amp;quot;data/init/d_init.txt&amp;quot;. Making backups can save you a lot of grief.&lt;br /&gt;
&lt;br /&gt;
For more info on the autosave feature, see [[d_init.txt]].&lt;br /&gt;
&lt;br /&gt;
==Disappearing saves==&lt;br /&gt;
&lt;br /&gt;
Restoring a savegame from backup can be very confusing.&lt;br /&gt;
&lt;br /&gt;
The game saves to the directory from which it was loaded, so if you restore a game from a seasonal save after a crash, you will be saving to the folder from which you loaded (like [region1-spring-1056]) and not to your default folder (like [region1]) where you would expect it.&lt;br /&gt;
&lt;br /&gt;
This can cause some high blood pressure and panic, because you will see your 'Region X' save as several years older than you would expect it and it will look like you lost all your work since last autosave to some bug. The save you need to load is however going to be in the slot from which you loaded from automatic backup.&lt;br /&gt;
&lt;br /&gt;
The golden rule is: if you want to restore a savegame from backup, you should rename that backup to indicate that. Remember to do that while the game is not running, per the instructions for savescumming above.&lt;br /&gt;
&lt;br /&gt;
==Warning==&lt;br /&gt;
Save folders can be large, ranging from 20 MB for small saves to several hundred megabytes for large saves. If you run out of hard drive space while saving, Dwarf Fortress will ''pretend'' to save correctly, but the save will be unloadable. Opening other saves to verify that they still work, then saving and exiting, will corrupt your previously-working saves as well. Make sure you have sufficient free disk space before launching Dwarf Fortress! {{bug|2587}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Saved_game_folder&amp;diff=283807</id>
		<title>DF2014:Saved game folder</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Saved_game_folder&amp;diff=283807"/>
		<updated>2023-01-04T13:06:29Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Changed categorization to Template:Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:05, 11 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''saved game''' files are the files that store a player's progress in ''Dwarf Fortress''. The game can be saved manually or automatically. &lt;br /&gt;
&lt;br /&gt;
The '''saved game folder''' is the location where the files and information corresponding to each [[world generation|world]] (also referred to by, at least, the game, given the default characterisation of the file names as &amp;quot;regions&amp;quot;) are stored and accessed by ''Dwarf Fortress''. Knowledge on the technicalities of the saved game folder is crucial if one wishes to change their computer, make a backup, or wants to share a save with someone else. &lt;br /&gt;
&lt;br /&gt;
See also: [[Importing and exporting worlds]].&lt;br /&gt;
&lt;br /&gt;
== Saving ==&lt;br /&gt;
At any time when you are playing Dwarf Fortress, you can manually save the game through the escape menu option. Simply hit {{key|Esc}} and then select Save Game. Doing so assumes you want to exit and it will take you back to the main menu. Dwarf Fortress only permits one save per world: there are no do-overs!&lt;br /&gt;
&lt;br /&gt;
You can make use of auto-save feature, which allows to periodically (Seasonally or Yearly) save the game. This can be seen as either a way to prevent loss of progress or removing the ability to correct mistakes and change decisions made during the course of play forcing you to rely on skills instead of on the ability to retry indefinitely. To enable '''auto-save''' functionality and controlling its behavior, see: [[d_init.txt]]. &lt;br /&gt;
&lt;br /&gt;
Although the game has permanent death and you might want to play it in that spirit, the game is also in alpha, can crash, and your world can become corrupted by an error. You can make use of a auto-backup feature, which will create a copy of your saves so that you'll have several copies of your world at different times. To enable '''auto-backup''' functionality, see: [[d_init.txt]]. Making backups can save you a lot of grief.&lt;br /&gt;
&lt;br /&gt;
== Save folder format ==&lt;br /&gt;
{| class=wikitable style=&amp;quot;float:right; margin:10px;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Folder-orange.svg|20px|link=]] save&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;emsp;[[File:Folder.svg|20px|link=]] current&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;emsp;[[File:Folder.svg|20px|link=]] region# &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;emsp;[[File:Folder.svg|20px|link=]] region#-year-month-day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your saved games are located in your ''Dwarf Fortress'' [[save game folder]]. The save folder will contain one or more sub-folders, each one holding one of your worlds, and a &amp;quot;current&amp;quot; folder. The &amp;quot;current&amp;quot; folder is used to track the changes to the active world while ''Dwarf Fortress'' is running; it is not important unless ''Dwarf Fortress'' is open, and can safely be deleted otherwise.&lt;br /&gt;
&lt;br /&gt;
By default, individual worlds are saved in the format: ''region#'', where # is a number, starting with region1 and then incrementing; however, world directories can be renamed without consequence '''if the game is not running''' (this will not change the actual name of the world). If using auto-backup, then backup folders will be named ''region#-year-month-day'', for example region1-00202-01-01. (In versions prior to v0.43, the format was ''region#-season-year'' (for example region1-Spring-202) instead.)&lt;br /&gt;
&lt;br /&gt;
This can become confusing if you frequently [[cheating|savescum]]&amp;lt;abbr id=&amp;quot;info&amp;quot; class=&amp;quot;information&amp;quot; title=&amp;quot;To reload the last saved game whenever the player character dies or an unfavorable outcome has been encountered.&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&amp;lt;/abbr&amp;gt;. There is no way to change the name of these folders inside the game, but it is safe to change them using the standard methods of your operating system if the game is not running.  However, '''never''' alter or delete the folder with the name of the game you're playing ''while saving'' from the game, or while that game is running!&lt;br /&gt;
&lt;br /&gt;
=== Contents ===&lt;br /&gt;
The saved game folder will usually have these contents:&lt;br /&gt;
&lt;br /&gt;
* A subdirectory, ''raw'', containing the raws directly copied from the time the world was generated.&lt;br /&gt;
** Inside it, is an ''objects'' folder containing the contents of the raws. This must be kept, but the contents inside can be modified to an extent.&lt;br /&gt;
** There is also a ''graphics'' folder for [[Graphics set repository|graphics]] for creatures.&lt;br /&gt;
** Finally, there may be an ''interaction examples'' folder. This, along with any files or folders not present in the aforementioned two folders, can be safely deleted.&lt;br /&gt;
* A series of files named ''art_image-#.dat''. As their name would suggest, these files store information about art and are necessary for proper functioning. Don't replace!&lt;br /&gt;
* A series of files named ''feature-#-#.dat''. These files store information about map features such as [[river]]s, [[cavern]]s, [[magma sea]]s, and [[adamantine|hidden fun stuff]]. These files are only generated for parts of the world you have explored (e.g. by embarking in Fortress mode), but using the Site Finder will tend to generate them for the entire world. Replacing these files will usually cause unwanted effects such as magma seas present on the surface or spires of [[adamantine]] spiraling up into the sky.&lt;br /&gt;
* A series of files named ''region_snapshot-#.dat''. These are the historical maps available in [[Legends|Legends mode]].&lt;br /&gt;
* A series of files named ''site-#.dat''. These files store the detailed map data of previously abandoned or retired fortresses.&lt;br /&gt;
* A series of files named ''unit-#.dat''. These contain the details of historical creatures which might potentially visit your fortress. Prior to version 0.44.10, modifying or deleting these files would lead to the dreaded &amp;quot;Nemesis Unit Load Failed&amp;quot; crash, but now the game will attempt to gracefully recover from such corruption by regenerating the unit from other available information.&lt;br /&gt;
* Depending on the mode currently active (or the lack thereof), a large file named ''world.sav'' or ''world.dat''. In [[fortress mode]], this file is named ''world.sav'' and includes the current fortress data, as well as the world data. In a save without a currently active game, this is the main save folder. The custom raws generated for the [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[night creature]]s, and [[Evil|evil effects]] are stored inside this file. Replacing this entire file will almost certainly crash the game; however, replacing certain portions of the raws included may still keep the save folder working.&lt;br /&gt;
&lt;br /&gt;
Missing one or more of the aforementioned important files may indicate a problem with the save; this is a very common source of crashes.&lt;br /&gt;
&lt;br /&gt;
For basic backups, though, all you need to keep to is: Always copy the whole folder, not parts of it.&lt;br /&gt;
&lt;br /&gt;
== Manually backing up saves ==&lt;br /&gt;
Toady recommends that you make backups, and always save to a fresh file:&lt;br /&gt;
&lt;br /&gt;
# Copy the relevant region folder in &amp;quot;data/save&amp;quot; to a safe location.&lt;br /&gt;
# When you want to reuse it, copy that region back to &amp;quot;data/save&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Do '''not''' overwrite an old folder, as it might leave residual files.&lt;br /&gt;
&lt;br /&gt;
== Restoring saves ==&lt;br /&gt;
: ''See also: [[Save compatibility]]''&lt;br /&gt;
&lt;br /&gt;
Restoring a savegame from backup can be very confusing: The game saves back to the directory you loaded, so if you load a seasonal save, the game will save to that folder (e.g. [region1-01056-01-01]) and not to the original folder ([region1]) where you might expect it.&lt;br /&gt;
&lt;br /&gt;
This can cause some high blood pressure and panic when you see your 'Region X' save is several years older than expected, and it might look like you lost all your (fortress/adv party) work to some bug. The &amp;quot;missing&amp;quot; save is, however, going to be in the directory you loaded previously. ''Dwarf Fortress'' lists the in-game year of each save on the right of the load screen; the highest year will generally be the most recent save (unless you've savescummed from earlier saves).&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' autosaves to the original folder and then copies the save to a backup folder, so you should generally be able to recover from a crash by simply loading the 'main' save folder--it should be as recent as the latest &amp;quot;backup&amp;quot; save. If you want to load a backup savegame, it's recommended that you copy/rename the save to indicate that. For instance, using the examples above, copy [region1-01056-01-01] to [region1-fix] and continue play on that save (creating new backup saves of the form [region1-fix-01056-04-01]). Remember to only modify saves while the game is not running, per the instructions for savescumming above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Warning''':  Save folders can be large, ranging from 20 MB for small saves to several hundred megabytes for large saves. If you run out of hard drive space while saving, ''Dwarf Fortress'' will ''pretend'' to save correctly, but the save will be unloadable. Opening other saves to verify that they still work, then saving and exiting, will corrupt your previously-working saves as well. If you don't want the game to save, just kill the application. Make sure you have sufficient free disk space before launching ''Dwarf Fortress''! {{bug|2587}}&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
On Linux or macOS, you can replace the ''raw'' directory with a symbolic link to ''../../../raw'' if you want to save a few megabytes on every backup. [http://www.bay12forums.com/smf/index.php?topic=145908| Forum thread].&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[ru:Saved game folder]]&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Token&amp;diff=283806</id>
		<title>DF2014:Token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Token&amp;diff=283806"/>
		<updated>2023-01-04T13:05:39Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Changed categorization to Template:Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|17:08, 20 April 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
In ''Dwarf Fortress'', a '''token''' is a piece of text that defines the properties of an object.  An &amp;quot;object&amp;quot; could be a material, a type of tissue, an organ, a piece of armor, a creature, a biome, a civilisation, or anything else in the game.  A &amp;quot;property&amp;quot; could be how large something is, what it is made from, its melting temperature, its name, its biome preference (for civilisations) or anything else that makes it unique.  All information associated with the properties of an object in the game is defined using tokens. Tokens are found in the [[raws]], and can be easily [[modding|modified]], allowing users to create (and distribute) new content.&lt;br /&gt;
&lt;br /&gt;
:* [[Ammo token]]s define ammunition, such as arrows and bolts.&lt;br /&gt;
:* [[Armor token]]s define armor.&lt;br /&gt;
:* [[Biome token]]s define environments for creatures, plants and entities (entities being civilisations).&lt;br /&gt;
:* [[Building token]]s define buildings.&lt;br /&gt;
:* [[Body token]]s determine bodily structure and materials.&lt;br /&gt;
:* [[Body detail plan token]]s define some details of a body, similar to body tokens.&lt;br /&gt;
:* [[Bodygloss]] tokens perform a single-word substitution of a creature's body parts.&lt;br /&gt;
:* [[Creature token]]s determine the properties of creatures.&lt;br /&gt;
:* [[Creature variation token]]s are used to create creatures derived from other already-existing creatures, without duplicating every single token.&lt;br /&gt;
:* [[Descriptor color token]]s define colors used in text-based descriptions. Not to be confused with [[color scheme]]s.&lt;br /&gt;
:* [[Descriptor pattern token]]s define color patterns.&lt;br /&gt;
:* [[Descriptor shape token]]s define [[shape]]s.&lt;br /&gt;
:* [[Entity token]]s define entities, or [[civilization]]s.&lt;br /&gt;
:* [[Item token]]s define the most basic form of items (made specific by material tokens). Item tokens are mainly used in [[reactions]].&lt;br /&gt;
:* [[Item definition token]]s are used for actual definitions of items.&lt;br /&gt;
:* [[Instrument token]]s define instruments.&lt;br /&gt;
:* [[Interaction token]]s define interactions.&lt;br /&gt;
:* [[Labor token]]s define labors.&lt;br /&gt;
:* [[Language token]]s define a language's vocabulary. Since fictional languages in ''Dwarf Fortress'' are currently only used in names, language tokens do not define grammar.&lt;br /&gt;
:* [[Material token]]s are used to refer to materials, similar to item tokens.&lt;br /&gt;
:* [[Material definition token]]s are used to define materials, similar to item definition tokens.&lt;br /&gt;
:* [[Inorganic material definition token]]s are used to define inorganic materials, similar to material definition tokens.&lt;br /&gt;
:* [[Plant token]]s define plants.&lt;br /&gt;
:* [[Position token]]s define positions in entities.&lt;br /&gt;
:* [[Skill token]]s reference skills.&lt;br /&gt;
:* [[Syndrome token]]s define syndromes.&lt;br /&gt;
:* [[Tissue definition token]]s define tissues.&lt;br /&gt;
:* [[Tool token]]s define tools, similar to weapon tokens.&lt;br /&gt;
:* [[Trap component token]]s define traps.&lt;br /&gt;
:* [[Unit type token]]s are referred to by tilesets and entities, for purposes of nobility and the like.&lt;br /&gt;
:* [[Weapon token]]s define weapons.&lt;br /&gt;
:* [[World token]]s are used in custom world generation.&lt;br /&gt;
&lt;br /&gt;
Also note [[reactions]], which are a little more complicated than simple tokens.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=13.0 forum] is the official DF subforum dedicated to discussions about modding.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{catbox|DF2014:Tokens}}&lt;br /&gt;
&lt;br /&gt;
* [[Raw file]]&lt;br /&gt;
* [[Modding]]&lt;br /&gt;
* [[Dipscript]]&lt;br /&gt;
* [[Speech file]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[ru:Token]]&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=23a:Token&amp;diff=283805</id>
		<title>23a:Token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=23a:Token&amp;diff=283805"/>
		<updated>2023-01-04T13:04:41Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Changed categorization to Template:Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, a '''token''' is a piece of text that defines the properties of an object.  An &amp;quot;object&amp;quot; could be a material, a piece of armor, a creature, a biome, a civilisation, or anything else in the game.  A &amp;quot;property&amp;quot; could be how large something is, what it is made from, its name, its biome preference (for civilisations) or anything that makes it unique.  All information associated with the properties of an object in the game is defined using tokens. Tokens are found in the [[Raw file|raws]], and can be easily [[modding|modified]], allowing users to create (and distribute) new content.&lt;br /&gt;
&lt;br /&gt;
:* [[Ammo token]]s define ammunitions, such as arrows and bolts.&lt;br /&gt;
:* [[Armor token]]s define armor.&lt;br /&gt;
:* [[Biome token]]s define environments for creatures, plants and entities (entities being civilisations).&lt;br /&gt;
:* [[Body token]]s determine bodily structure.&lt;br /&gt;
:* [[Bodygloss]] tokens perform a single-word substitution of a creature's body parts.&lt;br /&gt;
:* [[Creature token]]s determine the properties of creatures.&lt;br /&gt;
:* [[Entity token]]s define entities, or [[civilization]]s.&lt;br /&gt;
:* [[Gem token]]s define gems.&lt;br /&gt;
:* [[Item token]]s define the most basic form of items (made specific by material tokens).&lt;br /&gt;
:* [[Item definition token]]s are used for actual definitions of items.&lt;br /&gt;
:* [[Language token]]s define a language's vocabulary. Since fictional languages in Dwarf Fortress are only used in names, language tokens do not define grammar.&lt;br /&gt;
:* [[Material token]]s are used to refer to materials, similar to item tokens.&lt;br /&gt;
:* [[Plant token]]s define plants.&lt;br /&gt;
:* [[Skill token]]s reference skills.&lt;br /&gt;
:* [[Stone token]]s define stones. Unlike in later versions, [[ore]]s are hardcoded and cannot be modified.&lt;br /&gt;
:* [[Tree token]]s define trees.&lt;br /&gt;
:* [[Trap component token]]s define trap components.&lt;br /&gt;
:* [[Unit type token]]s are referred to by tilesets, and entities for purposes of nobility and the like.&lt;br /&gt;
:* [[Weapon token]]s define weapons.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=13.0 forum] is the official DF subforum dedicated to discussions about modding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
* [[Raw file]]&lt;br /&gt;
* [[Modding]]&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Specific_heat&amp;diff=283804</id>
		<title>40d:Specific heat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Specific_heat&amp;diff=283804"/>
		<updated>2023-01-04T13:01:57Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Changed categorization Template:Category from links to main&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:38, 7 October 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The various SPEC_HEAT tokens control a material's '''specific heat''' capacity.&lt;br /&gt;
&lt;br /&gt;
Specific heat is not a temperature.  It is, more or less, the amount of energy it takes to raise the temperature of the material from one temperature to another.  Gold, for instance, has a very low specific heat, so it takes very little energy to raise its temperature by one degree.  Water, with a very high specific heat, takes 32 times as much energy to raise its temperature by one degree.  For more information, see [[wikipedia:Specific heat capacity|Wikipedia]] [http://hypertextbook.com/physics/thermal/heat-sensible/ hypertextbook], and [http://scienceworld.wolfram.com/physics/SpecificHeat.html scienceworld].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- this needs verification, so I'm yanking it:&lt;br /&gt;
As '''Dwarf Fortress''' does not have a concept of insulation,'''SPEC_HEAT''' can be used to &amp;quot;cheat&amp;quot; by causing a material which ''should'' be quite insulative to actually take more energy to heat up, or lose more energy to cool down, than more normal materials. The result is a material which, if used in clothing, will keep a dwarf form freezing longer than normal cloth or leather would. --&amp;gt;&lt;br /&gt;
'''SPEC_HEAT''' appears to be in units of '''J kg&amp;lt;sup&amp;gt;-1 &amp;lt;/sup&amp;gt;K&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;''' at '''STP'''; i.e. '''1000''' times the normally reported '''c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;''' in joules per gram per kelvin, or exactly the more rarely reported '''c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;''' in joules per kilogram per kelvin.&lt;br /&gt;
&lt;br /&gt;
It is not understood why the game uses the '''&amp;amp;deg;C''' or '''K''' scale here, while using the '''&amp;amp;deg;U''' = '''&amp;amp;deg;F + 9968''' scale elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Sample specific heats as used by Dwarf Fortress ===&lt;br /&gt;
&lt;br /&gt;
The following values are from Dwarf Fortress version 0.28.181.40d, though most also apply to other versions as well.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Material&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt; in J kg&amp;lt;sup&amp;gt;-1 &amp;lt;/sup&amp;gt;K&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | DF uses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine&lt;br /&gt;
| n/a&lt;br /&gt;
| 7500&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum&lt;br /&gt;
| 897&lt;br /&gt;
| 900&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Copper&lt;br /&gt;
| 385&lt;br /&gt;
| 385&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Carbon (Graphite)&lt;br /&gt;
| 710&lt;br /&gt;
| 409&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Carbon (Diamond)&lt;br /&gt;
| 519&lt;br /&gt;
| 409&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Gold&lt;br /&gt;
| 129.1&lt;br /&gt;
| 129&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, cast &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-metals-d_152.html --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp;500&lt;br /&gt;
| 450&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, pig&lt;br /&gt;
| &amp;gt;500&lt;br /&gt;
| 500&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, pure&lt;br /&gt;
| 443&lt;br /&gt;
| 450&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, wrought &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-metals-d_152.html http://www.gutenberg.org/files/22657/22657-h/chapters/measurement.html --&amp;gt;&lt;br /&gt;
| 480-500&lt;br /&gt;
| 450&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Nickel&lt;br /&gt;
| 444&lt;br /&gt;
| 444&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Zinc&lt;br /&gt;
| 388&lt;br /&gt;
| 390&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Alcohol, ethyl, anhydrous&lt;br /&gt;
| 2440&lt;br /&gt;
| 2440 (default for plant alcohol)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Alcohol, ethyl, 100 proof&lt;br /&gt;
| 3856&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Meat (beef, carcass, not frozen) &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-capacity-food-d_295.html --&amp;gt;&lt;br /&gt;
| 2850&lt;br /&gt;
| 4181&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Charcoal&lt;br /&gt;
| &amp;amp;asymp; 1000&lt;br /&gt;
| 409 (hardcoded)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| Cheese (Cheddar, aged 60 weeks) &amp;lt;!-- http://jds.fass.org/cgi/reprint/73/7/1671.pdf  You really can find anything on the Internet! --&amp;gt;&lt;br /&gt;
| 3012&lt;br /&gt;
| 4181 (0.31), 2000 (40d)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Coke&lt;br /&gt;
| 850&lt;br /&gt;
| 409 (hardcoded)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Glass, crystal &amp;lt;!-- http://en.wikipedia.org/wiki/Specific_heat_capacity --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 500&lt;br /&gt;
| 700 (hardcoded)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Glass, silica &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-solids-d_154.html http://www.gutenberg.org/files/22657/22657-h/chapters/measurement.html --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 840&lt;br /&gt;
| 700 (hardcoded)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Granite &amp;lt;!-- http://en.wikipedia.org/wiki/Specific_heat_capacity --&amp;gt;&lt;br /&gt;
| 790&lt;br /&gt;
| 800 (default for all stone)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sand&lt;br /&gt;
| 835&lt;br /&gt;
| 835 (hardcoded)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Silk (silkworm?) &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-solids-d_154.html --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 1380&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Silk (hornet) &amp;lt;!--  http://joam.infim.ro/JOAM/pdf4_1/Ishay.pdf --&amp;gt; &amp;lt;!-- but a paper named Hornet silk: thermophysical properties: J. S. Ishay et al. abstract claims &amp;quot;a specific heat of over 2 J/g K&amp;quot; --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 1500&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Silk (spider, viscid) &amp;lt;!-- http://www.doitpoms.ac.uk/tlplib/bioelasticity/printall.php --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 1400&lt;br /&gt;
| 420 (0.31), 1000 (40d)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Water, liquid, at STP&lt;br /&gt;
| 4218&lt;br /&gt;
| 4181 (hardcoded)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Water, solid, at STP&lt;br /&gt;
| 2114&lt;br /&gt;
| 4181 (hardcoded)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Wood [[Creature_Tokens/SPEC_HEAT#footnote2|&amp;amp;#91;&amp;amp;dagger;&amp;amp;#93;]]&lt;br /&gt;
| 1700 to 2900&lt;br /&gt;
| 420 (hardcoded prior to 0.31)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- if anyone knows a better way to do footnotes, go for it. --&amp;gt;&lt;br /&gt;
&amp;lt;small id=&amp;quot;footnote2&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;&amp;amp;#91;&amp;amp;dagger;&amp;amp;#93;&amp;lt;/tt&amp;gt;&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;The specific heat of wood varies somewhat between different species.  However, the variance is dominated by the moisture content of the wood.  Moreover, wet wood behaves very differently below freezing.  See [http://www.fpl.fs.fed.us/documnts/fplgtr/fplgtr09.pdf]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;small id=&amp;quot;footnote3&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;&amp;amp;#91;&amp;amp;Dagger;&amp;amp;#93;&amp;lt;/tt&amp;gt;&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;footnote 3 text&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt; --&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The default value for '''SPEC_HEAT''' depends on the material and on the version of Dwarf Fortress in question.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[wikipedia:Specific heat capacity#Table of specific heat capacities|Wikipedia]] and [http://www.engineeringtoolbox.com/specific-heat-solids-d_154.html engineeringtoolbox] have tables with other materials' specific heats.&lt;br /&gt;
&lt;br /&gt;
References may report specific heat in joules per gram per degree Celsius. Because the Celsius and Kelvin systems use the same scale, differing only in their zero points, this is exactly the same as reporting in joules per gram per kelvin. '''J/g&amp;amp;deg;C''' is equal to '''J/gK'''.&lt;br /&gt;
&lt;br /&gt;
Sometimes references will give specific heat in calories per gram kelvin, or calories per kilogram kelvin. To convert calories per gram kelvin to '''&amp;amp;deg;U''', multiply by '''4184'''.  To convert calories per kilogram kelvin to '''&amp;amp;deg;U''' units, multiply by '''4.184'''.&lt;br /&gt;
&lt;br /&gt;
Older references may give specific heat in B.T.U. per pound per degree Fahrenheit.  1 B.T.U. per pound per degree Fahrenheit is by definition equal to 1 calorie per gram per kelvin.  '''Btu/lb&amp;amp;deg;F''' is equal to '''cal/gK'''. So just multiply by '''4184''' to convert to '''&amp;amp;deg;U'''.&lt;br /&gt;
&lt;br /&gt;
Sometimes references will report specific heat of liquids or gases in joules (or calories) per [[wikipedia:Mole (unit)|mole]] per kelvin.  The symbol for this is '''C&amp;lt;sup&amp;gt;p&amp;lt;/sup&amp;gt;''' (with a capital C).  This is less useful for our purposes, as you will need to know the molecular weight (in grams per mole) of the compound to convert it.  &lt;br /&gt;
:An example: the molar heat capacity of ethyl alcohol is 113 Joules per mole per degree Centigrade.  The molecular weight of ethyl alcohol is 46.07 grams per mole.  Divide 113 J/mol&amp;amp;deg;C by 46.07 g/mol, resulting in 2.45 J/g&amp;amp;deg;C.  Multiply by 1000 g/kg, resulting in 2450 J/kg&amp;amp;deg;C.  That is our desired result in '''DF''' units.&lt;br /&gt;
&lt;br /&gt;
Note that specific ''latent'' heat is a different concept; do not use those values for '''SPEC_HEAT'''.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Inorganic_material_definition_token&amp;diff=283803</id>
		<title>Inorganic material definition token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Inorganic_material_definition_token&amp;diff=283803"/>
		<updated>2023-01-04T12:21:17Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Token-ified some links, added implication of [special] to [deep_special]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used in inorganic material definitions, generally for stones, gems, and metals, but not with materials attached to plants or creatures.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAFERS}}|| ||Used on metals, causes the metal to be made into wafers instead of [[bar]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEEP_SPECIAL}}|| || Causes the stone to form hollow tubes leading to the [[Underworld]]. Used for [[raw adamantine]]. When mined, stone has a 100% yield. If no material with this token exists, hollow veins will instead be made of the first available inorganic, usually [[iron]]. Implies {{token|SPECIAL|Inorganic}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_ORE}}|| metal:chance || Allows the ore to be [[smelter|smelted]] into metal in the smelter. Each token with a non-zero chance causes the game to roll d100 four times, each time creating one bar of the type requested on success.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THREAD_METAL}}|| metal:chance ||Allows strands to be extracted from the metal at a [[craftsdwarf's workshop]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEEP_SURFACE}}|| ||Causes the stone to line the landscape of the [[Underworld]]. Used for [[slade]]. When mined (if it's mineable), stone has a 100% yield. If no material with this token exists, other materials will be used in place of slade. Underworld spires will still be referred to as a &amp;quot;spire of slade&amp;quot; in the world's history.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUIFER}}|| ||Allows the stone to support an [[aquifer]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAMORPHIC}}|| ||Causes the material to form [[metamorphic layer]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEDIMENTARY}}|| ||Causes the material to form [[sedimentary layer]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOIL}}|| ||Causes the material to form [[soil]] layers, allowing it to appear in (almost) any biome. Mining is faster and produces no stones.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOIL_OCEAN}}|| ||Causes the material to form [[soil|pelagic sediment]] layers beneath deep oceans. Mining is faster and produces no stones.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOIL_SAND}}|| ||Causes the material to form [[sand]] layers, allowing it to appear in [[sand desert]]s and shallow [[ocean]]s. Mining is faster and produces no stones. Sand layers can also be used for making [[glass]]. Can be combined with [SOIL].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEDIMENTARY_OCEAN_SHALLOW}}|| ||Permits an already [SEDIMENTARY] stone layer to appear underneath shallow ocean regions.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEDIMENTARY_OCEAN_DEEP}}|| ||Permits an already [SEDIMENTARY] stone layer to appear underneath deep ocean regions.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IGNEOUS_INTRUSIVE}}|| || Causes the material to form [[igneous intrusive layer]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IGNEOUS_EXTRUSIVE}}|| || Causes the material to form [[igneous extrusive layer]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENVIRONMENT}}|| class:type:freq ||Specifies what types of layers will contain this mineral. Multiple instances of the same token segment will cause the rock type to occur more frequently, but won't increase its abundance in the specified environment. See below.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENVIRONMENT_SPEC}}|| stone:type:freq ||Specifies which specific minerals will contain this mineral. See below.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAVA}}|| ||Specifies that the stone is created when combining [[water]] and [[magma]], also causing it to line the edges of [[magma]] pools and volcanoes. If multiple minerals are marked as lava stones, a different one will be used in each biome or geological region.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIAL}}|| ||Prevents the material from showing up in certain places. AI-controlled entities won't use the material to make items and don't bring it in caravans, though the player can use it as normal. Also, inorganic generated creatures (forgotten beasts, titans, demons) will never be composed of this material. Explicitly set by all [[evil weather]] materials and implied by {{token|DEEP_SURFACE|Inorganic}} and {{token|DEEP_SPECIAL|Inorganic}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}|| ||Indicates that this is a generated material. Cannot be specified in user-defined raws.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE}}|| ||Found on random-generated metals and cloth.  Marks this material as usable by [[Deity]]-created generated entities.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}|| [[sphere]] ||Found on divine materials.  Presumably links the material to a god of the same sphere.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ENVIRONMENT and ENVIRONMENT_SPEC==&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
* [ENVIRONMENT:&amp;lt;class&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Possible values for class:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Environment class token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_STONE}}||Will appear in every stone.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IGNEOUS_ALL}}, {{text anchor|IGNEOUS_INTRUSIVE}}, {{text anchor|IGNEOUS_EXTRUSIVE}}||Will appear in igneous layers, either [[igneous intrusive]], [[igneous extrusive]], or both.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOIL}}, {{text anchor|SOIL_OCEAN}}, {{text anchor|SOIL_SAND}}||Will appear in soil. SOIL_OCEAN is oceans specifically and SOIL_SAND is sand specifically.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAMORPHIC}}||Will appear in [[metamorphic]] layers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEDIMENTARY}}||Will appear in [[sedimentary]] layers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALLUVIAL}}||Will appear in [[alluvial]] layers. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possible values for inclusion type:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Inclusion type token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER}}||Large ovoids that occupy their entire 48x48 embark tile. [[Microcline]] is an example. When mined, stone has a 25% yield (as with layer stones).&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_SMALL}}||Blobs of 3-9 tiles. Will always be successfully mined. [[Red pyrope]]s are an example. When mined, stone has a 100% yield.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_ONE}}||Single tiles. Will always be successfully mined. [[Clear diamond]]s are an example. When mined, stone has a 100% yield.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEIN}}||Large streaks of stone. [[Native gold]] is an example. When mined, stone has a 33% yield instead of the usual 25%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inclusion may be contained within a larger inclusion.  For example, diamond small clusters are found within kimberlite veins.&lt;br /&gt;
&lt;br /&gt;
The frequency number varies from 1 to 100 and determines the relative frequency at which the stone will be chosen to appear - if all frequency values are the same, then all stones will be equally likely to appear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ENVIRONMENT_SPEC follows much the same format, but takes a specific stone material ID where ENVIRONMENT would take a class token. What you can use will depend on what inorganic raws are around.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Material definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Inorganic material definition token]]&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bny.png&amp;diff=283802</id>
		<title>File:Ui bny.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bny.png&amp;diff=283802"/>
		<updated>2023-01-04T11:21:59Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Glass window (b-n-y)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Glass window (b-n-y)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bnt.png&amp;diff=283801</id>
		<title>File:Ui bnt.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bnt.png&amp;diff=283801"/>
		<updated>2023-01-04T11:21:34Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Stairs (b-n-t)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Stairs (b-n-t)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bnr.png&amp;diff=283800</id>
		<title>File:Ui bnr.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bnr.png&amp;diff=283800"/>
		<updated>2023-01-04T11:21:14Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Ramp (b-n-r)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Ramp (b-n-r)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bnp.png&amp;diff=283799</id>
		<title>File:Ui bnp.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bnp.png&amp;diff=283799"/>
		<updated>2023-01-04T11:20:55Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Support (b-n-p)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Support (b-n-p)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bno.png&amp;diff=283798</id>
		<title>File:Ui bno.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bno.png&amp;diff=283798"/>
		<updated>2023-01-04T11:20:32Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Paved road (b-n-o)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Paved road (b-n-o)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bnm.png&amp;diff=283797</id>
		<title>File:Ui bnm.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bnm.png&amp;diff=283797"/>
		<updated>2023-01-04T11:20:08Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Floor bars (b-n-m)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Floor bars (b-n-m)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bnl.png&amp;diff=283796</id>
		<title>File:Ui bnl.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bnl.png&amp;diff=283796"/>
		<updated>2023-01-04T11:19:27Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Wall (b-n-l)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Wall (b-n-l)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bnk.png&amp;diff=283795</id>
		<title>File:Ui bnk.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bnk.png&amp;diff=283795"/>
		<updated>2023-01-04T11:19:05Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Track (b-n-k)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Track (b-n-k)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bng.png&amp;diff=283794</id>
		<title>File:Ui bng.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bng.png&amp;diff=283794"/>
		<updated>2023-01-04T11:18:38Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Floor grate (b-n-g)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Floor grate (b-n-g)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bnf.png&amp;diff=283793</id>
		<title>File:Ui bnf.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bnf.png&amp;diff=283793"/>
		<updated>2023-01-04T11:18:12Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Floor (b-n-f)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Floor (b-n-f)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bnb.png&amp;diff=283792</id>
		<title>File:Ui bnb.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bnb.png&amp;diff=283792"/>
		<updated>2023-01-04T11:17:43Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Bridge (b-n-b)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Bridge (b-n-b)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bnY.png&amp;diff=283791</id>
		<title>File:Ui bnY.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bnY.png&amp;diff=283791"/>
		<updated>2023-01-04T11:17:18Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Gem window (b-n-Y)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Gem window (b-n-Y)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bnO.png&amp;diff=283790</id>
		<title>File:Ui bnO.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bnO.png&amp;diff=283790"/>
		<updated>2023-01-04T11:16:49Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Dirt road (b-n-O)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Dirt road (b-n-O)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bnM.png&amp;diff=283789</id>
		<title>File:Ui bnM.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bnM.png&amp;diff=283789"/>
		<updated>2023-01-04T11:16:00Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Vertical bars (b-n-M)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Vertical bars (b-n-M)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bnK.png&amp;diff=283788</id>
		<title>File:Ui bnK.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bnK.png&amp;diff=283788"/>
		<updated>2023-01-04T11:15:30Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Track stop (b-n-K)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Track stop (b-n-K)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bnG.png&amp;diff=283787</id>
		<title>File:Ui bnG.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bnG.png&amp;diff=283787"/>
		<updated>2023-01-04T11:15:07Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Wall grate (b-n-G)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Wall grate (b-n-G)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bnF.png&amp;diff=283786</id>
		<title>File:Ui bnF.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bnF.png&amp;diff=283786"/>
		<updated>2023-01-04T11:14:37Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Constructions - Fortification (b-n-F)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Constructions - Fortification (b-n-F)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bmr.png&amp;diff=283785</id>
		<title>File:Ui bmr.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bmr.png&amp;diff=283785"/>
		<updated>2023-01-04T10:58:48Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Machines/fluids - Rollers (b-m-r)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Machines/fluids - Rollers (b-m-r)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bmp.png&amp;diff=283784</id>
		<title>File:Ui bmp.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bmp.png&amp;diff=283784"/>
		<updated>2023-01-04T10:58:21Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Machines/fluids - Screw pump (b-m-p)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Machines/fluids - Screw pump (b-m-p)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bmn.png&amp;diff=283783</id>
		<title>File:Ui bmn.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bmn.png&amp;diff=283783"/>
		<updated>2023-01-04T10:57:51Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Machines/fluids - Millstone (b-m-n)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Machines/fluids - Millstone (b-m-n)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bmm.png&amp;diff=283782</id>
		<title>File:Ui bmm.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bmm.png&amp;diff=283782"/>
		<updated>2023-01-04T10:57:15Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Machines/fluids - Windmill (b-m-m)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Machines/fluids - Windmill (b-m-m)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bml.png&amp;diff=283781</id>
		<title>File:Ui bml.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bml.png&amp;diff=283781"/>
		<updated>2023-01-04T10:56:46Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Machines/fluids - Lever (b-m-l)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Machines/fluids - Lever (b-m-l)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bmh.png&amp;diff=283780</id>
		<title>File:Ui bmh.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bmh.png&amp;diff=283780"/>
		<updated>2023-01-04T10:56:26Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Machines/fluids - Water wheel (b-m-h)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Machines/fluids - Water wheel (b-m-h)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bmg.png&amp;diff=283779</id>
		<title>File:Ui bmg.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bmg.png&amp;diff=283779"/>
		<updated>2023-01-04T10:55:59Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Machines/fluids - Gear assembly (b-m-g)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Machines/fluids - Gear assembly (b-m-g)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Ui_bmf.png&amp;diff=283778</id>
		<title>File:Ui bmf.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Ui_bmf.png&amp;diff=283778"/>
		<updated>2023-01-04T10:55:28Z</updated>

		<summary type="html">&lt;p&gt;BarelyCreative: Build - Machines/fluids - Floodgate (b-m-f)
Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Build - Machines/fluids - Floodgate (b-m-f)&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>BarelyCreative</name></author>
	</entry>
</feed>