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# [OBJECT:type], where "type" is replaced with the relevant object type.
 
# [OBJECT:type], where "type" is replaced with the relevant object type.
  
Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, "[CREATURE:DWARF]"), again stating the type of object, and then the object's unique identifier - if an identifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. ([[Duplicated raws|For example...]])  Below that, we have the body of the entry, which determines the entry's specific properties.
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Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, "[CREATURE:DWARF]"), again stating the type of object, and then the object's unique identifier - if an identifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. Below that, we have the body of the entry, which determines the entry's specific properties.
  
 
The body of an entry is made up of a series of "tokens", which are essentially flags that can be added or removed to affect the entry's attributes. Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the [CARNIVOROUS] token, but it's impossible to create your own token detailing a specific diet for the creature.
 
The body of an entry is made up of a series of "tokens", which are essentially flags that can be added or removed to affect the entry's attributes. Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the [CARNIVOROUS] token, but it's impossible to create your own token detailing a specific diet for the creature.

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