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{{Quality|Exceptional}}
+
{{Quality|Unrated}}
 
{{av}}
 
{{av}}
 
{{Modding}}
 
{{Modding}}
 
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}
 
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}
 +
  
 
The <code>[OBJECT:GRAPHICS]</code> [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam & Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.
 
The <code>[OBJECT:GRAPHICS]</code> [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam & Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.
 +
  
 
== Creature Graphics ==
 
== 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> 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]].
 
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the <code>[OBJECT:GRAPHICS]</code> type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].
 +
  
 
=== Types ===
 
=== Types ===
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* [[Creature token|creature id]]
 
* [[Creature token|creature id]]
 
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.
 
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.
 
|-
 
| {{text anchor|STATUE_CREATURE_CASTE_GRAPHICS}}
 
|
 
* [[Creature token|creature id]]
 
* [[Caste|Caste ID]]
 
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]] while specifying caste. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.
 
  
 
|-
 
|-
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|
 
|
 
* [[Creature token|creature id]]
 
* [[Creature token|creature id]]
| 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]].
+
| 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]].
  
 
|}
 
|}
  
=== Conditions ===
+
 
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all the basic "creature texture" types that can be used as additional conditions to various basic sprites.
+
=== Basic Conditions ===
 +
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all conditions that can be used for creature graphics that accept a ''condition'' token.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
|- bgcolor="#dddddd"
 
! Condition
 
! Condition
 +
! Accepts<br>Secondary
 
! Description
 
! Description
 
|-
 
|-
| {{text anchor|DEFAULT}} || The default condition that will be displayed unless overwritten by a more specific one below.
+
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.
  
 
|-
 
|-
| {{text anchor|LAW_ENFORCE}} || Displayed if the unit is law enforcement.
+
| {{text anchor|CHILD}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} and is younger than one of those ages.
  
 
|-
 
|-
| {{text anchor|TAX_ESCORT}} || Displayed if the unit escorts a tax collector (unused).
+
| {{text anchor|ANIMATED}} || Yes || Displayed if the creature is raised from the dead, although it is not known how this is decided. Raised status is not related to having a syndrome with the class from {{token|CONDITION_SYN_CLASS|g}} or from having {{token|NOT_LIVING|c}}/{{token|OPPOSED_TO_LIFE|c}}.
  
 
|-
 
|-
| {{text anchor|ANIMATED}} || Displayed if the creature is raised from the dead using an I_EFFECT:ANIMATE interaction.
+
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.
  
 
|-
 
|-
| {{text anchor|GHOST}} || Displayed if the creature is a ghost.
+
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.
  
 
|-
 
|-
| {{text anchor|ADVENTURER}} || Displayed if the creature is an adventurer.
+
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.
  
 
|-
 
|-
| {{text anchor|CORPSE}} || Displayed for corpses.
+
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/
 
 
|}
 
  
=== Basic creature sprite types ===
 
 
An individual sprite can be of any of the following classes. If "accepts secondary" is "yes", it can also have an extra condition tacked on at the end.
 
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
! Condition
 
! Description
 
 
|-
 
|-
| {{text_anchor|Basic Condition}} || Any of the [[Graphics token#Conditions|above conditions]] can be used on their own, as the default for that condition class.
+
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}
  
 
|-
 
|-
| {{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.
+
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}
 
+
|}
|-
 
| {{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.
 
 
 
|-
 
| {{text_anchor|LIST_ICON}} || The default icon for this creature in lists, such as [[Arena]] mode or overall training.
 
 
 
|-
 
| {{text_anchor|EGG}} || The sprite for a clutch of eggs.
 
 
 
|-
 
| {{text_anchor|SKELETON}} || The sprite for a rotten corpse.
 
  
|-
 
| {{text_anchor|SKELETON_WITH_SKULL}} || The sprite for a rotten corpse that can have a [[totem]] made from it.
 
 
|}
 
  
 
=== Layered Conditions ===
 
=== Layered Conditions ===
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* condition
 
* condition
 
| Creature<br>Graphics
 
| Creature<br>Graphics
| Begins defining a layer set for a creature's graphics.  Valid values of ''condition'' are DEFAULT, PORTRAIT{{version|50.13}}, or CORPSE. Valid values for basic conditions may not work.{{verify}}
+
| Begins defining a layer set for a creature's graphics.  Valid values of ''condition'' are DEFAULT, CORPSE, and ANIMATED.{{verify}}
 
 
|-
 
| {{text_anchor|LS_PALETTE}}{{version|50.13}} ||
 
*  name
 
|| Layer<br>Set
 
|| Begins defining a palette for the layer set. Its name can be referenced by {{token|USE_PALETTE|g}}. Unlike the palettes used to render all [[descriptor color token]]s, it can be of arbitrary length.
 
 
 
|-
 
| {{text_anchor|LS_PALETTE_FILE}}{{version|50.13}} ||
 
* file name
 
| Palette
 
| The file name of the 8bit RGBA (sometimes called 32bit) in the <tt>/graphics/images</tt> folder of the mod, such as <tt>images/portraits/dwarf_portrait_body_palette.png</tt>.
 
 
 
|-
 
| {{text_anchor|LS_PALETTE_DEFAULT}}{{version|50.13}} ||
 
* integer
 
| Palette
 
| Defines the default row of a layer set palette, conventionally 0. The exact color values on this row will be replaced on layer images with the colors in the same column, based on what row is passed as an argument to {{token|USE_PALETTE|g}}.
 
  
 
|-
 
|-
| {{text_anchor|LG_CONDITION_BP}}{{version|50.13}} ||
+
| {{text_anchor|LAYER_GROUP}} ||   || Layer<br>Group
*  selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
+
| Begins defining a layer group. Current effect unknown.{{verify}}
*  category, type, or token
 
|| Layer<br>Group
 
|| Allows the entire layer group (rather than an individual layer) to be switched on and off depending on the conditions of a body part. Should accept the same tokens {{token|CONDITION_BP|g}} does. {{verify}}
 
  
 
|-
 
|-
 
| {{text_anchor|END_LAYER_GROUP}} ||  || Layer<br>Group
 
| {{text_anchor|END_LAYER_GROUP}} ||  || Layer<br>Group
| Explicitly marks the end of a layer group, which allows layers after to not belong to any layer group.
+
| marks the end of a layer group. Current effect unknown.{{verify}}
  
 
|-
 
|-
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|| Armor<br>Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item.  
 
|| Armor<br>Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item.  
 
For example, a condition representing a right handed mitten or glove would be defined as:
 
For example, a condition representing a right handed mitten or glove would be defined as:
<code>[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_MITTENS]</code>
+
<code>[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]</code>
Also accepts the input <code>ANY_HELD</code> or <code>WIELD</code> (e.g. <code>WIELD:WEAPON:ANY</code>).
 
  
 
|-
 
|-
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|-
 
|-
 
| {{text_anchor|CONDITION_CASTE}} ||
 
| {{text_anchor|CONDITION_CASTE}} ||
* caste name(s)
+
* caste name
 
|| General
 
|| General
|| Displays this layer if the creature is this caste. Only one caste is accepted for each condition, but multiple caste conditions can be used in one layer and the layer will be displayed if any of them match.
+
|| Checks if the creature's caste exactly matches the given caste name.{{version|50.05}}
  
 
|-
 
|-
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| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||
 
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||
 
* material token
 
* material token
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form <code>METAL:COPPER</code> where copper can be replaced with any weapons-grade metal. General [[material token]]s are '''not''' functional. {{token|CONDITION_MATERIAL_FLAG|g}} is a better option for any material condition other than metal.
+
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form <code>METAL:COPPER</code> where copper can be replaced with any weapons-grade metal. Initial testing has shown that some [[material token]]s are not functional. {{token|CONDITION_MATERIAL_FLAG}} is a better option for any material condition other than metal.
  
 
|-
 
|-
 
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||
 
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||
* [[Unit type token#Profession Categories|profession category token(s)]]
+
* [[Unit type token|profession token(s)]]
 
|| General
 
|| General
|| Checks the profession category of the creature to act as a condition. Multiple profession category tokens can be chained together. You can also use multiple of these tokens instead of listing them all in a single one, but this is functionally identical. Valid Profession tokens which are not categories will be ignored; values that do not match any existing Profession will be treated as <code>NONE</code> and thus apply to doctors, military, etc..
+
|| Checks the profession of the creature to act as a condition. Multiple profession tokens can be chained together, but a single invalid profession will cause the entire list to be ignored. It's safer to instead use multiple `[CONDITION_PROFESSION_CATEGORY]` tokens each with one profession; the condition will be considered true if any one of these is true.
 +
 
 +
Note also that some professions are correctly recognized as being professions, but don't seem to be correctly evaluated, such as DOCTOR.
  
 
|-
 
|-
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|-
 
|-
| {{text_anchor|CONDITION_CHILD}} || || General
+
| {{text_anchor|CONDITION_CHILD}} || General ||
 
|| Checks if the creature is a child or baby.
 
|| Checks if the creature is a child or baby.
  
 
|-
 
|-
| {{text_anchor|CONDITION_NOT_CHILD}} || || General
+
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||
 
|| Checks if the creature is an adult.
 
|| Checks if the creature is an adult.
  
 
|-
 
|-
| {{text_anchor|CONDITION_GHOST}} || || General
+
| {{text_anchor|CONDITION_GHOST}} || General ||
 
|| Checks if the creature is a ghost.
 
|| Checks if the creature is a ghost.
  
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* integer
 
* integer
 
|| Tissue
 
|| Tissue
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.
+
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.
  
 
|-
 
|-
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* integer
 
* integer
 
|| Tissue
 
|| Tissue
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.
+
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.
  
 
|-
 
|-
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* styling token
 
* styling token
 
|| Tissue
 
|| Tissue
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}
+
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}
  
 
|-
 
|-
 
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue
 
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.
+
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.
  
 
|-
 
|-
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This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.
 
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.
The current {{token|CONDITION_TISSUE_LAYER|g}} group must also include a {{token|TISSUE_MIN_LENGTH|g}}.
+
The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}.
 
 
|-
 
| {{text_anchor|ITEM_QUALITY}}{{version|50.13}} ||
 
* integer
 
| Armor<br>Wieldables{{verify}}
 
|| Checks the current {{token|CONDITION_ITEM_WORN|g}}'s [[quality]]. 0 is base quality, 5 is masterwork.  See [CONDITION_MATERIAL_FLAG:IS_CRAFTED_ARTIFACT] for [[artifact]]-quality items.
 
 
 
|-
 
| {{text_anchor|USE_PALETTE}}{{version|50.13}} ||
 
* layer set palette
 
* row
 
| General
 
|| Colors the layer using that row of the layer-set-specific {{token|LS_PALETTE|g}}.
 
 
 
|-
 
| {{text_anchor|USE_STANDARD_PALETTE_FROM_ITEM}}{{version|50.13}} || || Armor<br>Wieldables{{verify}}
 
|| 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}}.
 
 
 
|-
 
| {{text_anchor|CONDITION_BP}}{{version|50.13}} ||
 
*  selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
 
*  category, type, or token
 
| Body
 
|| Defines a body part graphic using standard [[body token]] selection criteria.
 
 
 
|-
 
| {{text_anchor|BP_APPEARANCE_MODIFIER_RANGE}}{{version|50.13}} ||
 
*  QUALITY
 
*  minimum
 
*  maximum
 
| Body
 
|| Checks if current {{token|CONDITION_BP|g}}'s {{token|BP_APPEARANCE_MODIFIER|c}} falls within the chosen range.
 
 
 
|-
 
| {{text_anchor|BP_PRESENT}}{{version|50.13}} || || Body
 
|| Checks if the current {{token|CONDITION_BP|g}} is present and not destroyed, pulped, or severed. Can also be applied to {{token|LG_CONDITION_BP|g}}.
 
 
 
|-
 
| {{text_anchor|BP_SCARRED}}{{version|50.13}} || || Body
 
|| Checks if the current {{token|CONDITION_BP|g}} is scarred. Seems to also require {{token|BP_PRESENT|g}} to avoid illogical results. {{verify}}
 
  
 
|}
 
|}
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! Description
 
! Description
 
|-
 
|-
| {{text anchor|VERMIN}} || The default graphic for this vermin.
+
| {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}}
  
 
|-
 
|-
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* Item ID
 
* Item ID
 
| Defines tile graphics for FOOD items.
 
| Defines tile graphics for FOOD items.
 
|-
 
| {{text_anchor|CHEESE_GRAPHICS}}
 
|
 
* Tile page ID
 
* x index
 
* y index
 
* Material ID
 
| Defines tile graphics variants to use for CHEESE items by material. Unused in vanilla raws.
 
  
 
|-
 
|-

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