DF2014:Creature variation token

From Dwarf Fortress Wiki
Jump to navigation Jump to search
This article is about the current version of DF.

Creature variations are templates for creatures. In conjunction with [COPY_TAGS_FROM] they may be used to create creatures which are derived from another already-existing creature, thus the name, though their use-case is broader than that, in vanilla also covering gaits and attacks. They may either be embedded inside creatures (when using [APPLY_CURRENT_CREATURE_VARIATION]) or be defined as CREATURE_VARIATION objects. The default variations are defined in c_variation_default.txt

Creature variations can be contrasted with the other types of templates for creatures: tissue templates, material templates, and body detail plans. Creature variations are the newest of the four (from 2009) and also the most advanced.

Creature variations can add/convert almost all tokens, but [APPLY_CREATURE_VARIATION] is an exception, so you can’t nest creature variations.

Token Arguments Description
CV_NEW_TAG
  • token (including token arguments)
Adds the given token to the target creature. E.g. [CV_NEW_TAG:BIOME:ANY_FOREST] gives the creature [BIOME:ANY_FOREST].
CV_ADD_TAG
  • token (including token arguments)
Alias for CV_NEW_TAG.
CV_REMOVE_TAG
  • leading token (name and) arguments
Removes all tokens from the target creature which start with the given chain of token arguments. E.g. [CV_REMOVE_TAG:BODY:HUMANOID_SIMPLE] would remove [BODY:HUMANOID_SIMPLE:3_EYES], but [CV_REMOVE_TAG:BODY:3_EYES] would not. Neither would [CV_REMOVE_TAG:BODY:HUMANOID_SIMPLE] be able to remove [BODY:HUMANOID_SIMPLE_NECK:3_EYES], as it looks for whole arguments. [CV_REMOVE_TAG:BODY] would remove both examples above, as they start with "BODY".
CV_CONVERT_TAG Starts a conversion block, containing one [CVCT_MASTER], one [CVCT_TARGET], and one [CVCT_REPLACEMENT]. Note that multiple conversion blocks are applied in what might appear as "reverse" order (see Application).
CVCT_MASTER
  • leading token (name and) arguments
Specifies which tokens of the target creature may be converted, by looking at full arguments at the start of said token (like [CV_REMOVE_TAG]).

If no CVCT_MASTER is given, it is given no arguments, or the only argument it is given is blank (i.e. [CVCT_MASTER:]), all tokens of the target creature are selected.

CVCT_TARGET
  • string
Locates the specified string within all tokens specified by CVCT_MASTER.

If no CVCT_TARGET is given, it is given no arguments, or the only argument it is given is blank (i.e. [CVCT_TARGET:]), the game will freeze when loading the creature.

CVCT_REPLACEMENT
  • string
Replaces the string specified by CVCT_TARGET within the tokens specified by CVCT_MASTER. This means the targeted part of a token can be changed anywhere in the token, e.g.
[CV_CONVERT_TAG]
	[CVCT_MASTER:BODY]
	[CVCT_TARGET:2EYES]
	[CVCT_REPLACEMENT:2EYESTALKS]

would affect both [BODY:QUADRUPED_NECK:2EYES:NOSE:2LUNGS:...] and [BODY:INSECT:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS], converting them into [BODY:QUADRUPED_NECK:2EYESTALKS:NOSE:2LUNGS:...] and [BODY:INSECT:2EYESTALKS:HEART:GUTS:BRAIN:MOUTH:2WINGS] respectively. Colons can be included as part of both the target and the replacement string, e.g. given

[CV_CONVERT_TAG]
	[CVCT_MASTER:BODY]
	[CVCT_TARGET:BASIC_1PARTBODY:BASIC_HEAD]
	[CVCT_REPLACEMENT:HUMANOID:3FINGERS]

and [BODY:BASIC_1PARTBODY:BASIC_HEAD:HEART:GUTS:BRAIN:MOUTH:2EYESTALKS], you will get [BODY:HUMANOID:3FINGERS:HEART:GUTS:BRAIN:MOUTH:2EYESTALKS]. All occurrences of the target string are replaced, e.g. given

[CV_CONVERT_TAG]
	[CVCT_MASTER:DESCRIPTION]
	[CVCT_TARGET:TRAIT]
	[CVCT_REPLACEMENT:modderiffic]

and [DESCRIPTION:This is an example creature. It is TRAIT, very very TRAIT.], you will get [DESCRIPTION:This is an example creature. It is modderiffic, very very modderiffic.].

If no CVCT_REPLACEMENT is given, the target string is simply removed.

CV_NEW_CTAG
  • !ARG number
  • value for !ARG to match
  • token
Conditional variant of [CV_NEW_TAG], see Arguments and conditional tokens.
CV_ADD_CTAG
  • !ARG number
  • value for !ARG to match
  • token
Alias for CV_NEW_CTAG.
CV_REMOVE_CTAG
  • !ARG number
  • value for !ARG to match
  • token
Conditional variant of [CV_REMOVE_TAG], see Arguments and conditional tokens.
CV_CONVERT_CTAG
  • !ARG number
  • value for !ARG to match
Conditional variant of [CV_CONVERT_TAG], see Arguments and conditional tokens. Uses [CVCT_MASTER], [CVCT_TARGET], and [CVCT_REPLACEMENT], just as the former.

Application[edit]

The two ways of applying creature variations are [APPLY_CREATURE_VARIATION] and [APPLY_CURRENT_CREATURE_VARIATION]. APPLY_CURRENT_CREATURE_VARIATION takes all creature variation tokens before it in the creature raws (and after previous APPLY_CURRENT_CREATURE_VARIATION tokens, if they exist) and applies them. When tokens are added through APPLY_CURRENT_CREATURE_VARIATION, they are added in the place of APPLY_CURRENT_CREATURE_VARIATION.

Creature variations have an unusual order of application. First, remove tokens are applied (bottom-up according to Toady in c_variation_default.txt, though this should never matter). Then, convert tokens are applied bottom-up (in "reverse" order). Finally, add tokens are applied from the top. This means that [CV_REMOVE_TAG] won't remove any token added by the same creature variation. It is also why more general conversions can (must) be higher up when overlapping [CVCT_MASTER]s are used. If they were not read bottom-up, e.g.

[CV_CONVERT_TAG]
	[CVCT_MASTER:BODY]
	[CVCT_TARGET:QUADRUPED]
	[CVCT_REPLACEMENT:HUMANOID]

would convert [BODY:QUADRUPED_FRONT_GRASP:...] and [BODY:QUADRUPED_NECK:...] into [BODY:HUMANOID_FRONT_GRASP:...] and [BODY:HUMANOID_NECK:...] respectively, before

[CV_CONVERT_TAG]
	[CVCT_MASTER:BODY]
	[CVCT_TARGET:QUADRUPED_FRONT_GRASP]
	[CVCT_REPLACEMENT:HUMANOID]
[CV_CONVERT_TAG]
	[CVCT_MASTER:BODY]
	[CVCT_TARGET:QUADRUPED_NECK]
	[CVCT_REPLACEMENT:HUMANOID_NECK:3FINGERS]

could convert them into the expected [BODY:HUMANOID:...] and [BODY:HUMANOID_NECK:3_FINGERS:...], as should be.

Arguments and conditional tokens[edit]

[APPLY_CREATURE_VARIATION] may be given arguments (in addition to the required creature variation ID). These arguments will replace instances of "!ARGn", where n is the index of the argument given to APPLY_CREATURE_VARIATION; the first argument will replace any "!ARG1", the second any "!ARG2" and so on. You may use any number of arguments1. If you have an "!ARGn" of a higher number than the argument given the replacements will act oddly, depending on if n has more digits than the number of arguments given. E.g. [APPLY_CREATURE_VARIATION:EXAMPLE_CV:one:two:three], which has three arguments given, will leave all "!ARG5" in EXAMPLE_CV intact as "!ARG5", but "!ARG10" will become "one0".

The pipe character "|" is turned into ":" when inserted, so single arguments in APPLY_CREATURE_VARIATION may be turned into multi-argument segments in the output. E.g. given

[CREATURE_VARIATION:DIMORPHIC_FEATHER_COLORS]
	[CV_NEW_TAG:SELECT_CASTE:FEMALE]
		[CV_NEW_TAG:SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
			[CV_NEW_TAG:TL_COLOR_MODIFIER:!ARG1]
				[CV_NEW_TAG:TLCM_NOUN:feathers:PLURAL]
	[CV_NEW_TAG:SELECT_CASTE:MALE]
		[CV_NEW_TAG:SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
			[CV_NEW_TAG:TL_COLOR_MODIFIER:!ARG2]
				[CV_NEW_TAG:TLCM_NOUN:feathers:PLURAL]
	[CV_NEW_TAG:SELECT_CASTE:ALL]

and [APPLY_CREATURE_VARIATION:DIMORPHIC_FEATHER_COLORS:BROWN|1:BLUE|10|GREEN|1|BLACK|1] we get

[SELECT_CASTE:FEMALE]
	[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
		[TL_COLOR_MODIFIER:BROWN:1]
			[TLCM_NOUN:feathers:PLURAL]
[SELECT_CASTE:MALE]
	[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
		[TL_COLOR_MODIFIER:BLUE:10:GREEN:1:BLACK:1]
			[TLCM_NOUN:feathers:PLURAL]
[SELECT_CASTE:ALL]

as the tokens added to the target creature.

The conditional tags ([CV_NEW_CTAG]/[CV_ADD_CTAG], [CV_REMOVE_CTAG] and [CV_CONVERT_CTAG]) are copies of CV_NEW_TAG/CV_ADD_TAG, CV_REMOVE_TAG and CV_CONVERT_TAG, except they only work if a numbered argument of APPLY_CREATURE_VARIATION has an arbitrary value. E.g. [CV_NEW_TOKEN:2:HUMANOID:CAN_SPEAK] will only add [CAN_SPEAK] if argument number two is "HUMANOID".

1Functionally. Up to 65537=216+1 arguments have been tested, with no problems other than a long load time.

See Also[edit]