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Editing Graphics token
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− | {{Quality| | + | {{Quality|Unrated}} |
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:{{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]]}} | ||
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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. | ||
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== 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]]. | ||
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=== 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. | ||
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* [[Creature token|creature id]] | * [[Creature token|creature id]] | ||
− | | Graphics for a 3x2 rectangle | + | | 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 | + | === 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| | + | | {{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. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|BABY}} || Yes || Will only be displayed if the creature is a {{token|BABY|c}}. |
|- | |- | ||
− | | {{text anchor|ANIMATED}} || Displayed if the creature is raised from the dead | + | | {{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| | + | | {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature. |
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− | | {{ | + | | {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/ |
|- | |- | ||
− | | {{ | + | | {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}} |
|- | |- | ||
− | | {{ | + | | {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}} |
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|} | |} | ||
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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, | + | | Begins defining a layer set for a creature's graphics. Valid values of ''condition'' are DEFAULT, CORPSE, and ANIMATED.{{verify}} |
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− | | {{text_anchor| | + | | {{text_anchor|LAYER_GROUP}} || || Layer<br>Group |
− | + | | Begins defining a layer group. Current effect unknown.{{verify}} | |
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− | || Layer<br>Group | ||
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| {{text_anchor|END_LAYER_GROUP}} || || Layer<br>Group | | {{text_anchor|END_LAYER_GROUP}} || || Layer<br>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: | + | <code>[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]</code> |
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* caste name(s) | * caste name(s) | ||
|| General | || General | ||
− | || | + | || Checks if the creature's caste exactly matches the given caste name.{{version|50.05}} Can use any amount of castes. |
|- | |- | ||
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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. | + | || 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. |
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| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} || | | {{text_anchor|CONDITION_RANDOM_PART_INDEX}} || | ||
− | * | + | * body part |
* integer index | * integer index | ||
* integer range | * integer range | ||
|| General | || General | ||
− | || Chooses a random layer | + | || 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> | <code>[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]</code> | ||
− | + | 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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− | | {{text_anchor|CONDITION_CHILD}} || || | + | | {{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}} || || | + | | {{text_anchor|CONDITION_NOT_CHILD}} || General || |
|| Checks if the creature is an adult. | || Checks if the creature is an adult. | ||
|- | |- | ||
− | | {{text_anchor|CONDITION_GHOST}} || || | + | | {{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 | + | || 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 | + | || 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 | + | || 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 | + | || 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 | + | The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}. |
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|} | |} | ||
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! Description | ! Description | ||
|- | |- | ||
− | | {{text anchor|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. | ||
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