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== Creature Graphics ==
 
== Creature Graphics ==
{{for/see|a list of all known creature graphics tokens|[[Graphics token#Creature Graphics]]}}.
 
 
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered).  All graphics files must begin with the file name, followed by the <code>[OBJECT:GRAPHICS]</code> token that tells the game that the file contains graphics definitions.
 
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered).  All graphics files must begin with the file name, followed by the <code>[OBJECT:GRAPHICS]</code> token that tells the game that the file contains graphics definitions.
  
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:'''Basic Conditions'''
 
:'''Basic Conditions'''
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.  
+
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.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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There is not currently a way to use procedurally defined graphics like this for non-{{token|FEATURE_BEAST|c}} creatures.{{verify}}
 
There is not currently a way to use procedurally defined graphics like this for non-{{token|FEATURE_BEAST|c}} creatures.{{verify}}
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 +
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=== All creature tokens ===
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For reference, all known creature graphics tokens are reproduced below.
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 +
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:'''Basic Conditions'''<br>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.
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{| {{prettytable}}
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|- bgcolor="#dddddd"
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! Condition
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! Accepts<br>Secondary
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! Description
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|-
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| {{token|DEFAULT|g}} || No || The default condition that will be displayed unless overwritten by a more specific one below.
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|-
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| {{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.
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|-
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| {{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}}.
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|-
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| {{token|CORPSE|g}} || Yes || Displayed as soon as the creature dies.
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|-
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| {{token|TRAINED_HUNTER|g}} || Yes || Shown for hunting-trained versions of this creature.
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|-
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| {{token|TRAINED_WAR|g}} || Yes || Shown for war-trained versions of this creature.
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|-
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| {{token|LIST_ICON|g}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/
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|-
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| {{token|SKELETON|g}} || Unknown || Decayed remains of the creature.{{verify}}
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|-
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| {{token|SKELETON_WITH_SKULL|g}} || Unknown || Decayed remains of the creature with a skull.{{verify}}
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|}
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:'''Vermin Conditions'''<br>Special Conditions for {{token|VERMIN|c}} creature graphics:
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{| {{prettytable}}
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|- bgcolor="#dddddd"
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! Condition
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! Description
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|-
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| {{token|VERMIN|g}} || Necessary for defining graphics that use the tokens below.{{verify}}
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|-
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| {{token|VERMIN_ALT|g}} || Image cycles every 1 second.
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|-
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| {{token|SWARM_SMALL|g}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.
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|-
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| {{token|SWARM_MEDIUM|g}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.
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|-
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| {{token|SWARM_LARGE|g}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.
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|-
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| {{token|LIGHT_VERMIN|g}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.
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|-
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| {{token|LIGHT_VERMIN_ALT|g}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.
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|-
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| {{token|LIGHT_SWARM_SMALL|g}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc in small groups.
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|-
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| {{token|LIGHT_SWARM_MEDIUM|g}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc in large groups.
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|-
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| {{token|LIGHT_SWARM_LARGE|g}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.
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|-
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| {{token|REMAINS|g}} || Vermin corpses.
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|-
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| {{token|HIVE|g}} || Vermin hives.
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|}
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:'''Layered Conditions'''<br>Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.
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{| {{prettytable}}
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|- bgcolor="#dddddd"
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! Token
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! Arguments
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! Type
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! Description
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|-
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| {{token|LAYER_GROUP|g}} ||  || Layer<br>Group
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| Begins defining a layer group. Current effect unknown.{{verify}}
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|-
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| {{token|END_LAYER_GROUP|g}} ||  || Layer<br>Group
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| marks the end of a layer group. Current effect unknown.{{verify}}
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|-
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| {{token|CONDITION_ITEM_WORN|g}} ||
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* BY_CATEGORY / BY_TOKEN
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* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]
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* Armor type (ARMOR, GLOVES, Etc.)
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* Item ID(s)
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|| Armor<br>Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item.
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For example, a condition representing a right handed mitten or glove would be defined as:
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<code>[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]</code>
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|-
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| {{token|SHUT_OFF_IF_ITEM_PRESENT|g}} ||
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* BY_CATEGORY / BY_TOKEN
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* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]
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* Armor type
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* Item ID(s)
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|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input <code>ANY_HELD</code> or <code>WIELD</code> (e.g. <code>WIELD:WEAPON:ANY</code>).
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|-
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| {{token|CONDITION_DYE|g}} ||
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* dye color
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|| Armor
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|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}
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|-
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| {{token|CONDITION_NOT_DYED|g}} ||  || Armor
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|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}
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|-
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| {{token|CONDITION_MATERIAL_FLAG|g}} ||
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* material flag
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|| 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:
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* WOVEN_ITEM
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* ANY_X_MATERIAL
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:with X being:
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:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL
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* IS_DIVINE_MATERIAL
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* NOT_ARTIFACT
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* IS_CRAFTED_ARTIFACT
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* METAL_ITEM_MATERIAL
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* GLASS_MATERIAL
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* FIRE_BUILD_SAFE
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* MAGMA_BUILD_SAFE
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[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]
 +
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|-
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| {{token|CONDITION_MATERIAL_TYPE|g}} ||
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* material token
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|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form <code>METAL:COPPER</code> where copper can be replaced with any weapons-grade metal. Initial testing has shown that some [[material token]]s are not functional. {{token|CONDITION_MATERIAL_FLAG|g}} is a better option for any material condition other than metal.
 +
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|-
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| {{token|CONDITION_PROFESSION_CATEGORY|g}} ||
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* [[Unit type token|profession token(s)]]
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|| General
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|| Checks the profession of the creature to act as a condition. Multiple profession tokens can be chained together.
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|-
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| {{token|CONDITION_RANDOM_PART_INDEX|g}} ||
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* body part
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* integer index
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* integer range
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|| General
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|| 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:
 +
<code>[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]</code>
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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.
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|-
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| {{token|CONDITION_HAUL_COUNT_MIN|g}} ||
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* integer
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|| General
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|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL|c}}s in vanilla.
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|-
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| {{token|CONDITION_HAUL_COUNT_MAX|g}} ||
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* integer
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|| General
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|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL|c}}s in vanilla.
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|-
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| {{token|CONDITION_CHILD|g}} ||  || General
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|| Checks if the creature is a child or baby.
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|-
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| {{token|CONDITION_NOT_CHILD|g}} ||  || General
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|| Checks if the creature is an adult.
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|-
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| {{token|CONDITION_GHOST|g}} ||  || General
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|| Checks if the creature is a ghost.
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|-
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| {{token|CONDITION_SYN_CLASS|g}} ||
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* {{token|SYN_CLASS|syndrome}}
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|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Valid values include:
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* ZOMBIE
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* NECROMANCER
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* VAMPCURSE
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* RAISED_UNDEAD
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* GHOUL
 +
 +
|-
 +
| {{token|CONDITION_TISSUE_LAYER|g}} ||
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* BY_CATEGORY
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* [[Body_token#CATEGORY|body part category]] or ALL
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* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL
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|| Tissue
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|| Selects a tissue layer to use for checking other conditions. Ex:
 +
<code>[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]</code>
 +
 +
|-
 +
| {{token|TISSUE_MIN_LENGTH|g}} ||
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* integer
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|| Tissue
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|| 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.
 +
 +
|-
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| {{token|TISSUE_MAX_LENGTH|g}} ||
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* integer
 +
|| Tissue
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|| 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.
 +
 +
|-
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| {{token|TISSUE_MAY_HAVE_COLOR|g}} ||
 +
* [[Color#Color_tokens|color token(s)]]
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|| Tissue
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|| 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.
 +
 +
|-
 +
| {{token|TISSUE_MAY_HAVE_SHAPING|g}} ||
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* styling token
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|| Tissue
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|| 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}}
 +
 +
|-
 +
| {{token|TISSUE_NOT_SHAPED|g}} || || Tissue
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|| 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.
 +
 +
|-
 +
| {{token|TISSUE_SWAP|g}} ||
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* IF_MIN_CURLY
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* integer
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* tile page id
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* x position
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* y position
 +
| Tissue
 +
| 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.
 +
 +
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.
 +
The current {{token|CONDITION_TISSUE_LAYER|g}} group must also include a {{token|TISSUE_MIN_LENGTH|g}}.
 +
|}
 +
  
 
== Item Graphics ==
 
== Item Graphics ==

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